Angeal MacNova
The Scope Gallente Federation
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Posted - 2012.03.01 05:46:00 -
[1] - Quote
Just want to start by saying that I really like this game, especially how it breaks the mold when it comes to MMO's.
Some ideas I have are...
1. Insurance.
This is something that could've been done similar to the way repair works. Not just insure the ship but insure the equipment on the ship as well. It's something that you select, like repair, or use an insure all button. Removing the equipment voids the insurance, it must stay equiped. If your ship gets blown up but the equipment doesn't get destroyed (and is now lootable from your wreck), you don't get a payout and the insurance is now void since it is no longer equiped on your ship.
2. Ammo Bay.
I just find it to be rather annoying and tedious to sift through a cargo full of loot for the ammo you were using so you don't sell/reporcess it or forget it at the station when you leave. An ammo bay would be a nice addition. Unlike the drone bay, placing ammo in the ammo bay from the cargo bay or from a wreck/container can be done undocked.
3. The Bounty Office.
This is down right broken. Putting a bounty on a person is like giving them money. All it take is to use an alt or a friend to pop them and collect the cash for themselves. It defeats the purpose.
First off, bounties need to be put onto a player through a game mechanic rather than by other players. Especially for the following to work as to make sure it is not abused for the sake of causing other people grief.
As you commit crimes, eg Slaves: Standing Loss 0.30 / Confiscation in Sec >= 0.00 / Fine 800.00% of estimated market value, you get a bounty placed on you. In the example given, if the slaves you were carrying had an estimated market value of 1000 isk, you would bet a bounty of 800k isk instead of paying that in a fine.
Crimes against other players would work bit differently.
If you stole, you would recieve a bounty equal to the estimated market value of what you stole multiplied by the security rating of the system. So if you stole something worth 100k in .5 space, you would get a bounty of 50k.
If you destroy another player's ship, you would get a bounty equal to the estimated market value of the ship plus destroyed modules (those that are not destroyed and become lootable don't count) multiplied by the security rating of the system.
There can also be a cut off at .5 space for the crimes against another player but the crimes currently punishable by fine by the npc factions can carry on down to .1 as per normal. You just get a bounty placed on you instead of paying a fine.
The payout works by actually taking money from the person with the bounty on them. This does more than just take what is in their wallet at the time but will also liquidate assets by taking such items away, and giving the items' estimated market value to the person who collected on the bounty. If required, it will also take the insurance payout and in fact, that should be the first thing to go.
If their bounty is valued higher than what they can pay out, then any additional income is taxed at 50% with half going toward the person who collected until the full bounty amount has been reached.
So as an example:
A person with a bounty has 50 mil in their wallet and just one item at a station worth 1 mil. Their ship has plat insurance and the payout will be 17 mil. Their bounty is 100 mil.
Someone collects on it. First off they get the 17 mil from the insurance, then they get the 50 from their wallet and then that one item will be taken and 1 mil will be given to the person collecting. For a total of 68 million. This leaves 32 million left out of the 100 mil bounty. So from then on, as the person who had the bounty earned isk, 50% is given to the person collecting until that 32 mil is made and the 100 mil bounty is collected in full.
Since the bounty is put on by a game mechanic, people can't give people they hate bounties, spending isk just to see the other person lose that same amount. Or even putting a bounty on someone just to collect it.
Also, since the payout comes from the person with the bounty, them finding someone or using an alt to pop them get's them nowhere. Except either having to pay someone else half the bounty is worth out of their own pocket, or in the case of using an alt and going out in just a pod, having to spend however much on a new clone. So anyway you look at it, they are losing isk.
Then the bounty office can be setup with an agent that can grant potential bounty hunters a kill right toward the person with the bounty. This could cost the bounty hunter money to purchase the kill right and the kill right could then expire if not used within a certain time frame. The agent could also double as a locator agent but only for the location of bounties and whether or not the bounty is currently online. |