| Pages: 1 [2] :: one page |
|
|
| Author |
Thread Statistics | Show CCP posts - 1 post(s) |

Erialor Godsent
Gallente Federal Navy Support Divison
 |
Posted - 2010.02.02 18:57:00 -
[31]
Edited by: Erialor Godsent on 02/02/2010 19:19:40
Originally by: alHaytham FTW I'd probably change it too:
Person A is a pirate and kills person B who happens to have 50M lying around. Person B places a bounty on person A.
The next time person A loses a ship 50M is subtracted from the total insurance payout he would receive on death. If he would normally receive 20M he now gets nothing and still has a 30M insurance debt as his bounty. Bounty hunter C receives 20M for the kill.
This achieves the following. 1 - placing a bounty actually hurts 2 - the damage to both sides are perfectly equal, they are both out of 50 mil 3 - ISK sink 50 mil not paid insurance and 50 mil bounty cost. 4 - you cant turn this into profit and is not exploitable. 5 - if C is an Alt of A then he will still be out of pocket or at best break even, it will no longer be the income that it once was.
Player B has 5 bills - no insurrance for you for the next 5 years ;)
or...
Player B has 5 bill.... Player A doesn't bother to insurrance his ships anymore - no bounty for Player C? --
 |

Tulisin Dragonflame
 |
Posted - 2010.02.02 19:16:00 -
[32]
Edited by: Tulisin Dragonflame on 02/02/2010 19:18:05
Originally by: Agent 42 I think the best solution would be to integrate the bounty system into contracts. For the bounty hunter once he has accepted, it almost looks like an npc mission. The main difference being that it won't tell you where the target is. This is what it could look like:
Type of contract, Bounty
Target [Insert scumbag]
Podding Y/N If yes, Payout:
Payment for Property destroyed Y/N If yes, ratio: Max: or Min isk damaged: Payout:
Contract given to [Insert Bounty Hunter]
Contract end date
How this works.
There's the option of having one lump sum once a set number of damage to target is reached or giving payment based on a ratio of isk destroyed, with a max specified. So if you make it a 1/5 ratio and the BH does 100 mil in damage to the target he would get 20 mil (assuming 20 mil is under the max). This is paid to the BH when the contract end date is reached.
Limitations: -In order to place a contract on someone both the issuer and Bounty Hunter must have a positive sec rating, while the indidividual being targeted must have a negative sec rating. If an individual with a bounty on their head raises their sec rating above zero, the contract is not broken. -You may only issue and/or accept a fixed number of bounty contracts at once. Maybe start with one and extras acquired with a new trade skill or something. -Normal system sec laws still apply. -Individuals do see when they have a bounty on their head, however they do not see the terms of the bounty or even who placed it and who accepted it. They do however receive a copy of the contract once the end date is reached, regardless of the outcome.
So the trick is to have a built in system that allows the user to specify who accepts the bounty. Being able to have multiple payment options makes it more interesting.
The problem with this is that not everyone has the same idea of what a bounty should be. To me, a bounty shouldn't be a set contract between a victim and a professional bounty-hunter, but instead a catch-all incentive to "Kill this guy", no matter who you are. Private agreements can already be set up if you're hiring a professional, the bounty system should support the latter method by incentivizing random folks to hunt down and kill this person (regardless of the hunter's sec status).
In short, I don't always want to hire Boba Fett, sometimes I just want to put up a wanted poster.
|

JitaPriceChecker2
 |
Posted - 2010.02.02 19:21:00 -
[33]
Originally by: Avalon Champion The bounty system can be imprived and make bounty hunting a real profession.
Just about every station has a bounty office, where you can go and look up targets.
Now, the system is simple, you take a contract from the bounty office (like a mission), any number of people can take the same contract so there competition.
The contract valid for a set period, in order to give you time to located, and stalk your target, say 14 days to complete before you need to reactivate it.
Should a contract be 'fulfilled' by another player you are informed that the contract is dead.
In order for a contract to be 'fulfilled' the pod must be destroyed and the corpse handed in to a bounty office. On completion of the contract you get the bounty that was offered.
In order to permit high sec bounty hunting the contract acts as a free pass, and prevents concord engaging you and the target, but only when engaging the target on the contract.
This works within the current game mechanics with a couple of minor tweaks.
You arent very smart are you.
How exactly this would stop taking contract by alts ?
|

Marchocias
Silent Ninja's
 |
Posted - 2010.02.02 19:54:00 -
[34]
Edited by: Marchocias on 02/02/2010 19:54:36
Originally by: JitaPriceChecker2
Originally by: Avalon Champion ...
You arent very smart are you.
How exactly this would stop taking contract by alts ?
No need to be insulting dude... he is constructively taking a step in the right direction.
Personally, I'd prefer it to work like contracts, where the person paying the bounty has to vet and approve all bounty hunters in advance of them receiving the contract. It was proposed somewher down the first page, and has been proposed many times before.
In most cases it should prevent alts claiming it. They could still try and scam the bounty payer and claim it under his nose, but then that would be creative gameplay, rather than a broken mechanic like we have now.
---- I belong to Silent Ninja (Hopefully that should cover it). |

Vaal Erit
Science and Trade Institute
 |
Posted - 2010.02.02 21:45:00 -
[35]
The insurance idea is one of the most terrible ideas I've seen in awhile. How exactly is that a bounty? You just want more punishment placed upon pirates. It is ridiculous and makes no sense as well as being very biased. How about the next time you undercut my market order I but a market bounty and on you and your next order costs 50m in taxes. Or how about I place a bounty on an asteroid and the next miner that mines it has to pay 50m immediately. No, that is a joke of an idea.
You need to stop worrying about alts getting the bounty, as it is impossible to stop. Anything you can do, I can train my alt to do. Barring that, I can get a friend to become a bounty hunter.
The bounty hunting system is of the the mechanics most in dire of needing a full rework as it is an ancient mechanic and never been changed. Nothing less than a full redesign is acceptable, small patches that are based on whiny players is not the way to go.
Originally by: Jim Raynor EVE needs danger, EVE needs risks, EVE needs combat, even piracy, without these things, the game stagnates to a trivial game centering around bloating your wallet with no purpose.
|
|

CCP Firnor

 |
Posted - 2010.02.02 22:14:00 -
[36]
moved to Features and Ideas Discussions, which is the proper place for threads like this. Keep the discussion going please :)
|
|

Bill Serkoff2
 |
Posted - 2010.02.02 22:45:00 -
[37]
This is stupid. I could easily place a 100b bounty on a noob, raep their ship and put them in debt forever.
|

Valandril
Caldari Caldari Provisions
 |
Posted - 2010.02.02 22:47:00 -
[38]
Nice, moar griefing for me.
 |

Cailais
Amarr Diablo Advocatus Rogue Elements.
 |
Posted - 2010.02.02 22:50:00 -
[39]
Edited by: Cailais on 02/02/2010 22:51:35 If we stopped bounties being a 'free for all' the process would be much simpler.
Think of a bounty as a 'assassination contract'; more of a individual hit or mercenary deal than "ill pay ANYONE to pod this guy!"
A bounty should be:
"Ill (Mr C) pay you Mr A, 50mil isk to pod Mr B"
Now ask what gets in the way of this idea under current mechanics?
1. Well Mr A cant attack Mr B in high sec efficiently without a War Dec. VS a NPC Corp player the only option is a suicide gank (possibly still viable)
2. Griefing: Ideally Mr C needs a justified reason to place the bounty (supported by a mechanic) - otherwise Mr C could place multiple bounties as a griefing* tactic.
*(by griefing I mean trying to drive a player out of the game).
Transferable Kill Rights solve both issues.
3. What stops Mr A from setting a deal up with Mr B to split the reward?
This is tougher as it requires a penalty against Mr B so he really doesnt want to get podded. Adding an insurance penalty / new clone surcharge if podded by a Kill Rights holder may solve this to a degree; although its really already solved by that good ol eve maxim: trust no one!
There we go, problem solved...NEXT!
C.

Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
|

Acrid Acid
 |
Posted - 2010.02.02 23:21:00 -
[40]
Originally by: Agent 42 I think the best solution would be to integrate the bounty system into contracts. For the bounty hunter once he has accepted, it almost looks like an npc mission. The main difference being that it won't tell you where the target is. This is what it could look like:
Type of contract, Bounty
Target [Insert scumbag]
Podding Y/N If yes, Payout:
Payment for Property destroyed Y/N If yes, ratio: Max: or Min isk damaged: Payout:
Contract given to [Insert Bounty Hunter]
Contract end date
How this works.
There's the option of having one lump sum once a set number of damage to target is reached or giving payment based on a ratio of isk destroyed, with a max specified. So if you make it a 1/5 ratio and the BH does 100 mil in damage to the target he would get 20 mil (assuming 20 mil is under the max). This is paid to the BH when the contract end date is reached.
Limitations: -In order to place a contract on someone both the issuer and Bounty Hunter must have a positive sec rating, while the indidividual being targeted must have a negative sec rating. If an individual with a bounty on their head raises their sec rating above zero, the contract is not broken. -You may only issue and/or accept a fixed number of bounty contracts at once. Maybe start with one and extras acquired with a new trade skill or something. -Normal system sec laws still apply. -Individuals do see when they have a bounty on their head, however they do not see the terms of the bounty or even who placed it and who accepted it. They do however receive a copy of the contract once the end date is reached, regardless of the outcome.
So the trick is to have a built in system that allows the user to specify who accepts the bounty. Being able to have multiple payment options makes it more interesting.
QUOOOOOOOOOOOOOOOOOOOOOOOTING, FOR, EEEEEEEEEEEEEEEEEMPHASIS.
|
|

Jolnas Arbiter
The Red Dragoons Dragoon Federation
 |
Posted - 2010.02.03 05:52:00 -
[41]
How about just simply:
The bounty pays out up to 2/3 of the price of the target's ships+implants+modules.
|

Torothanax
 |
Posted - 2010.02.03 06:18:00 -
[42]
Edited by: Torothanax on 03/02/2010 06:20:10
Originally by: Avalon Champion The bounty system can be imprived and make bounty hunting a real profession.
Just about every station has a bounty office, where you can go and look up targets.
Now, the system is simple, you take a contract from the bounty office (like a mission), any number of people can take the same contract so there competition.
The contract valid for a set period, in order to give you time to located, and stalk your target, say 14 days to complete before you need to reactivate it. I like the OP's idea. Most people pvp for the explosions and kill mail anyway. Bounties don't work because of meta gaming. This idea puts some actual teeth into puting a price on someones head.
Should a contract be 'fulfilled' by another player you are informed that the contract is dead.
In order for a contract to be 'fulfilled' the pod must be destroyed and the corpse handed in to a bounty office. On completion of the contract you get the bounty that was offered.
In order to permit high sec bounty hunting the contract acts as a free pass, and prevents concord engaging you and the target, but only when engaging the target on the contract.
This works within the current game mechanics with a couple of minor tweaks.
And you still have the same problem you have now. Someone gets bounty placed on them that is higher then thier clone cost. They get an alt or a friend to pod them and turn in the body. Then they split the money.
|

Qui Shon
 |
Posted - 2010.02.03 10:40:00 -
[43]
Originally by: Erialor Godsent
Originally by: alHaytham FTW I'd probably change it too:
Person A is a pirate and kills person B who happens to have 50M lying around. Person B places a bounty on person A.
The next time person A loses a ship 50M is subtracted from the total insurance payout he would receive on death. If he would normally receive 20M he now gets nothing and still has a 30M insurance debt as his bounty. Bounty hunter C receives 20M for the kill.
This achieves the following. 1 - placing a bounty actually hurts 2 - the damage to both sides are perfectly equal, they are both out of 50 mil 3 - ISK sink 50 mil not paid insurance and 50 mil bounty cost. 4 - you cant turn this into profit and is not exploitable. 5 - if C is an Alt of A then he will still be out of pocket or at best break even, it will no longer be the income that it once was.
Player B has 5 bills - no insurrance for you for the next 5 years ;)
or...
Player B has 5 bill.... Player A doesn't bother to insurrance his ships anymore - no bounty for Player C?
There's always basic insurance.
But I agree, some limitations, or expiration date of placed bounties, or both, would have to be in effect. To stop excessive griefing by the rich, of the poor.
|
|
|
| |
|
| Pages: 1 [2] :: one page |
| First page | Previous page | Next page | Last page |