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blankseplocked Jump clones make the bounty system a cruel joke.
 
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Lesican
Minmatar
HotRock Mining PLC
Posted - 2006.03.06 13:31:00 - [31]
 

Originally by: MrMojo
Alter the bounty system so it doesnt automatically put the cash on someones head - merely what you are willing to pay

ie

player noob says they are willing to pay 1mil for the head of player ebil

player carebear says they are willing to pay 2mil for the head of player ebil


Bounty now shows 3mil on player ebil

Player manco sees bounty and wants a piece of that and applies to take the bounty on (there is no limit to those that want to take the bounty on) and enters their details in a contract (very simple - char name only is really required.)

contract is eve-mailed to all those that placed the bounty with a simple check box yes/no

player noob clicks yes then if player manco kills player ebil he gets the isk from player noob

Player carebear clicks no then player manco does not receive the isk from player carebear if he kills player ebil (perhaps player carebear is in a rival corp from player manco or he thinks that there may be a bounty scam going on from player ebil)

there would be a time limit on the yes/no acceptance eve-mail which would default to yes after, say, 1 week.

player manco would see only the total of the bounty he would receive and decide whether or not to pursue the hunt.

if player manco is successful he gets paid 1mil from player noob and the balance of the bounty would remain on player ebil's head (2mil in this case)

the actual kill would be flagged only to the killer as per current system and he would awarded the bounty pro rata those who had clicked yes

this keeps the system relatively simple and lets those who placed the bounty have some sort of ownership as to who can be awarded the money and (i think) would require very little coding from server side to impliment.


This wouldn't work imo, if i'm wandering around asteroid belts and spot a nice juicy bounty I want to claim, blow the target up, scramble his pod, I dont want to have to wait for the people who set the bounty to decide if I should get it or not.

MrMojo
Gallente
Posted - 2006.03.06 13:54:00 - [32]
 

Edited by: MrMojo on 06/03/2006 13:54:35
Originally by: Lesican


This wouldn't work imo, if i'm wandering around asteroid belts and spot a nice juicy bounty I want to claim, blow the target up, scramble his pod, I dont want to have to wait for the people who set the bounty to decide if I should get it or not.


true - it was more a way to make bounty hunting a profession of sorts and formalise things a bit.

Avon
Caldari
Versatech Co.
Raiden.
Posted - 2006.03.06 14:01:00 - [33]
 

Edited by: Avon on 06/03/2006 14:02:13
One of my first posts on the forums suggested linking bounty amount to SP loss.

I can't remember what ratio I suggested, and it probably would need adjusting to fit the game as it has evolved (ie, ISK everywhere), but I think it still has some merit.

It stops people putting a huge bounty on themseleves, because if they get podded they are going to lose a large amount of SP's.

It also encourages people to place bounties, because they know that if the bounty is claimed the pirate is going to get hurt.

I'd go further now, making it possible to bounty only those people you have kill-rights on, but with no restriction based on their security rating.

To even it up, there should be way for the pirate to 'pay off' the potential SP loss, although I haven't really considered what form that should take.

Rells
Caldari
Fusillade.
Posted - 2006.03.06 14:04:00 - [34]
 

Having SP be lost temporarily would introduce unbelivable complexity into the game. Having SP be lost permanently for havign a bounty on you would be way harsh. Any decent pilot never loses SP except by the most complete hairbrained mistake.


Goberth Ludwig
Sniggerdly
Pandemic Legion
Posted - 2006.03.06 14:23:00 - [35]
 

/signed

Avon
Caldari
Versatech Co.
Raiden.
Posted - 2006.03.06 14:36:00 - [36]
 

Originally by: Rells
Having SP be lost temporarily would introduce unbelivable complexity into the game. Having SP be lost permanently for havign a bounty on you would be way harsh. Any decent pilot never loses SP except by the most complete hairbrained mistake.




Point is, if you have to have kill rights to place a bounty, we wouldn't be talking about decent pilots.
Wink

Rells
Caldari
Fusillade.
Posted - 2006.03.06 15:40:00 - [37]
 

Originally by: Avon
Originally by: Rells
Having SP be lost temporarily would introduce unbelivable complexity into the game. Having SP be lost permanently for havign a bounty on you would be way harsh. Any decent pilot never loses SP except by the most complete hairbrained mistake.




Point is, if you have to have kill rights to place a bounty, we wouldn't be talking about decent pilots.
Wink


Regardless of your opinion, your suggestion would significantly complicate skill mechanics. Bounties should be a way for players to regulate players. There is no reason that people should take the idea of "wrath of CCP" or "punnishment" for legitimate game play. Such a reaction would be extreme to say the least and push the game more to the "carebear" mentality.

Trac3rt
GoonFleet
GoonSwarm
Posted - 2006.03.06 16:00:00 - [38]
 

I think that when you claim a bounty, you should only be able to collect the highest individual bounty on their head. It doesn't make sense that you can claim EVERY bounty on that person with a single kill.

What I would like to see are stackable bounties. For example:

1) Pirate John kills a bunch of people
2) Bedtime Bear, and Good Luck Bear decide to put bounties on the pirate (2m and 3m respectively).
3) Pirate John has a total of 5 million on his head.
4) When Pirate John is podded, only the highest bidder is payed out as bounty. In this case Good Luck Bear's bounty (3m) is collected, and Betdime Bear's bounty (2m) remains on the pirates head.
5) If Pirate John has a clone worth more than 3m, he will lose money from podding himself. He will not know how much the largest contract on his head is worth, so could lose money from exploiting this system.
6) Bounties now cannot be instantly cleared, so pirate Jack may have poeple hunting him for a long long time.

Kleptoe
Posted - 2006.03.06 23:21:00 - [39]
 

There seems to be a simple solution to this. As long as a bounty is on your head, you can not use a jump clone till it has been cleared. If the player with the bounty is killed by a person in the same corp or alliance, that person doubles the bounty on his head. End of exploit.

Acheron Cyc
Caldari
Posted - 2006.03.06 23:51:00 - [40]
 

Originally by: Kleptoe
There seems to be a simple solution to this. As long as a bounty is on your head, you can not use a jump clone till it has been cleared. If the player with the bounty is killed by a person in the same corp or alliance, that person doubles the bounty on his head. End of exploit.


Piwate makes a new char in noobie corp, sends this char to wherever his char with a bounty is, uses noobie char to blow up his old char and voila!.

Kleptoe
Posted - 2006.03.07 01:10:00 - [41]
 

Edited by: Kleptoe on 07/03/2006 01:10:36
Than do as i mentioned above, make it so trial accounts can not collect bounties...if someone wants to pay money to create an account to collect a bounty...go for it!!!

Avon
Caldari
Versatech Co.
Raiden.
Posted - 2006.03.07 01:22:00 - [42]
 

Originally by: Rells


Regardless of your opinion, your suggestion would significantly complicate skill mechanics. Bounties should be a way for players to regulate players. There is no reason that people should take the idea of "wrath of CCP" or "punnishment" for legitimate game play. Such a reaction would be extreme to say the least and push the game more to the "carebear" mentality.


I think quite the opposite Rells.

It would encourage players to seek meaningful revenge, instead of hoping NPC's will wave their magic fairy wand and make the bad guys go away.

If the system was in place, and I was still a pirate, it would not have changed my ways.
The risk makes stuff fun, it gives it an edge.

We aren't talking about wiping a players SP's out, just putting in a little hurt.

Demangel
Gallente
Posted - 2006.03.07 02:18:00 - [43]
 

Bounty system might be doable (or more like redoneable) in Kali.

One of the things that could help is factional warfair of sorts...

But heres how I woulda implemented Bounty hunting as a profession. (note this is all probably doable now for CCP, just probably require some/lots of coding to link up the proper database info etc).

All bounty hunters looking to collect, must use NPC agents to accept bounty missions.

These agents would be like any other agent, but would have the special feature of being able to give out player bounty missions in addition to normal missions.

In order to be offered a bounty assignment the following must occur:

The bounty hunter must have faction standing to the bounty agent, like any other agent. The higher the quality of the agent, the more help the player can get from the agent in thier task, and the more control over your assigned bounties you will have.

Mechanics:

A player queries the agent for a bounty assignment, and the agent suggests the player give him some time to come up with a selection of good candidates. (The higher the quality, the less time is required, and the more vast the "Possible" selection).

After the time has passed, the agent (regardless of quality or level), picks a selection of wanted players who are most likely to be online (Ie picks from currently playing character), and uses the characters age and skill points as an arbitrary (and thus only somewhat reliable) way to measure the criminals challenge. The agent tries to play match maker and give the player making the query a selection of targets deemed "suitable" for him to take a crack at using the above two basic sets of data as the pool of targets. Then displays it to him on the next query after being notified the query is complete.

The higher the quality the agent, the more targets you can theoretically choose from (as this depends on who is online, and what kind of challenge they present etc).

Lastly the targets are chosen from those who are within reasonable striking distance. (selectable by the player, which would increase the query wait period, and could be up to the size of a full region, but no larger.).

The player must then "Claim" the bounty (he will see what it's worth), and must agree to pay 20% of the bounty price in insurance (to pay off concord, and reserve the bounty for you and you alone). Basicaly acting like a bondsman.

For this fee the character will gain:

1: Kill rights against the target for 24 (23?) hours. (allowing for characters with higher than outlaw status to be claimed even in high sec).
2: The agent will then be available to help locate the target free of charge, and the player doesn't have to be in the station to use the agent in this way (IE can converse with the agent for this purpose even in space 10 jumps out). However they are limited to 1 query every few minutes, based on agent quality. (Ie the lower the quality, the less often you can ask for info on the player location). When you initialy claim the bounty, you gain imediate intell on the last known location, and ship type. Each time you ask for an update, your given the same intel. This intel would be limited to gate proximity, and station proximity (docked etc).
3: Any gang members you take with you, are given a cut of the bounty as per the norm.
4: Anyone who kills the target before you do (they havn't claimed the bounty afteral), gets no reward.

At first glance this should limit the ability of a pirate to tell someone in thier corp to pod them to split the isk (BTW I'm sure this is done, but not too often... if you got a high bounty, most players like to keep it that way as a status symbol).

It would also aid those looking to be a bounty hunter in actually pursuing this as a profession as you can rest assured that you will not be matched against players too far ahead of you as an individual. It will still happen, but it won't be rediculous like a 4 month newb, hunting a 20Mil SP vet.

Thoughts?

Amicus
Gold Diggers Inc.
Posted - 2006.03.08 02:23:00 - [44]
 

Originally by: Rells
Edited by: Rells on 06/03/2006 13:02:29I have ideas to repair the system and it is simple. No matter how much the bounty is on the char, the killer is only paid 80% of the estimated amount of isk destroyed; and they are paid this for a ship kill as well as pod kill. . . .

Yep yep Rells that's the idea! See ArrowBOUNTY REFORM: Payout Cap at Value of Destroyed Property.) I tried to interest the Dev's in this proposal at the Dev party in March 2005, but was unable to generate much enthusiasm. Oveur responded something like, "No MMORPGs have working bounty systems." I am afraid this is not a high visibility problem for them. Sad

Raem Civrie
Deep Core Mining Inc.
Posted - 2006.03.08 04:04:00 - [45]
 

A large bounty is often an indication of how many rich newbies you've killed.

Bounty hunting is, as has been said, largely a joke.

Van Cleef
Caldari
Caldari Independent Navy Reserve
The Fourth District
Posted - 2006.03.08 04:56:00 - [46]
 

Not everytime someone is killed in low security space is the result of pirate action. Sometimes people just don't get along. Because of that you should not be "banned" from docking or anything like that.

However, Bounty Hunting should be a profession. What about a Bounty Hunters License, License holder must have a certain (Rather high) standing with Concord (not security status but corp rating) to be a sanctioned bounty hunter.

Also, perhaps a wanted person with a certain bounty level AND negative security rating cannot pay for a clone, or have their clone quality reduced do to it being "illegal" to clone a wanted person?

just random ideas.


Treher
Minmatar
Infinity Enterprises
Interstellar Alcohol Conglomerate
Posted - 2006.03.08 05:41:00 - [47]
 

They've probably got a lot of ideas for the Kali contract system. Isn't this supposed to be part of the overhaul? Perhaps too late to discuss.


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