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Caldari 5
Amarr The Element Syndicate Black Mesa Project
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Posted - 2009.06.01 11:23:00 -
[31]
Originally by: Juwi Kotch I just realized a flaw with my idea: If someone kills more then one pilot (what is said to happen from time to time), and more then one of those victims place a bounty on that killer, who will get the bounty.
In result it could occur, that a pirate who has collected a billion ISK of bounties on his head just kills his friend, who then has him listed on his kill list and thus can now place a bounty on him. He than can acknowledge a bounty contract acceptance from the other mutual friend, who would kill that pirate and collect all of the bounties.
Thus, the system would be circumvented.
So, the kill right sell option probably would be the better idea.
Juwi Kotch
Was it not a contract, which would mean that the bounty hunter would have to accept both of the contracts prior to the kill.
Maybe a limitation on the contracts that it is 1 kill per contract or some such, so Kill pirate once to get the first contract, kill the pirate a second time to fill the second contract Etc Etc.
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Juwi Kotch
Gallente
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Posted - 2009.06.01 11:30:00 -
[32]
Yes, both the one per contract kill and the ship based payout could handle that problem. 
My main objective is to make bounty hunting a viable profession, and for that we need a system which cannot be circumvented that the pirate collects his bounty by himself somehow, or that pilots get bounties placed on them without any reason but griefing.
Juwi Kotch
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Haks'he Lirky
Durgarnir
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Posted - 2009.06.01 11:38:00 -
[33]
Originally by: Juwi Kotch Yes, both the one per contract kill and the ship based payout could handle that problem. 
My main objective is to make bounty hunting a viable profession, and for that we need a system which cannot be circumvented that the pirate collects his bounty by himself somehow, or that pilots get bounties placed on them without any reason but griefing.
Juwi Kotch
By making sure that the pirate looses more by dying than he gains by being killed voluntarily you kinda make up for it.
One Contract per kill, or one kill per contract (the Bounty Hunter able to choose which one he fulfilled (claim contract button)) Contract size percentage of equipment lost.
Killing pods is in my opinion the largest failure of the current bounty system, any pirate worth his salt will get away with his pod (barring lag ofc).
Also, putting specific Pod bounties, or specific ship type bounties could make the experience more varied.
If well done then the pirates/griefers might actually like being targeted by contracts as it will essentially be merits or medals on their chest (measure success by hate).
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Dryson Bennington
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Posted - 2009.06.01 12:07:00 -
[34]
What about putting a bounty on a pilot that is part of the Faction War? This would make the Faction War that more interesting. If someone places a bounty on your head while in faction war the person that has accepted the bounty would appear as a red wt to your with a message displayed when they enter local that they are after you for a bounty. An email would be sent to you when the bounty is placed or not if the bounty placer wanted to pay extra to have the information "covered up".
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Myra2007
Shafrak Industries
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Posted - 2009.06.01 19:48:00 -
[35]
Edited by: Myra2007 on 01/06/2009 19:50:20
Originally by: Juwi Kotch
You obviously don't know who I am
Why would i care? Or anyone for that matter?
Originally by: Juwi Kotch
I did not write this to be able to pay a bounty hunter, but to be able to be paid for hunting a pirate.
Tbh you look like you've never killed anything in your eve life. Good riddance though.  --
Originally by: Jasper Dark
I agree! Lets go back into caves and lick rocks!
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Lear Hepburn
Caldari Ascendant Strategies Inc. The Transcendent
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Posted - 2009.06.01 20:13:00 -
[36]
I believe that there is a way for this to work, and it can link up FW as a viable way to make a living with bounty hunting.
Basically, players have a price on their heads. This is one of two types: 1. Bounty set by the player. This remains unchanged. 2. Bounty set by the opposition NPC side in FW. This is set by the opposition side in FW and scales up depending on the number of uninterrupted (i.e. without being killed) kills a player has, up to a maximum. So, for example: Number of kills/Bounty payable 0-5 / 2.5mil 6-10 / 5mil 11-20 / 10mil 21-40 / 20mil 41+ / 40mil NB that these numbers are for example only. FW bounty will never go above the base number calculated for the number of players killed uninterrupted.
The amount of bounty shown on the player is the total of these two, and is rewarded proportionately from the two.
So now we come to how we get these bounties. This is basically a variation on the "% of ship value" scheme, i.e. the bounty payable to the player who killed the target is, say, 75% of the total value of the ship + fittings. This will usually result in it being unprofitable for a player to kill his own ships unless he gets some lucky drops/very nice salvage.
So, in practice, player A flies a 10mil value Rifter and has a 15mil bounty on his head having had 15 FW kills (10mil bounty) 5mil from other players. Player B kills player A and is rewarded with 7.5mil (10mil x 75%). The bounty remaining on player A drops to 7.5mil. Since the split was 1/3 player bounty and 2/3 FW bounty the same is true of the 7.5mil. This means that player A has a FW bounty of 5mil on him, and this will remain the same until he kills his 11th target, when his total bounty will increase to 12.5mil.
Thoughts on this?
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Leto Aramaus
Gallente
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Posted - 2009.06.02 04:48:00 -
[37]
This is the coolest idea. Do it just like described in first post, and if any exploits are found in it, fix them however you can.
//////Signed
***Actually creates the REAL career of "Bounty Hunter"
^^^^^ Awesome
--Freedom |

Pvt Public7
Amarr Imperial Academy
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Posted - 2009.06.02 05:10:00 -
[38]
Contractable kill rights.
Max bounty payed for SHIP destruction = minimum SP required to pilot current ship.
imo --- SWA was here IAC is a loser |

Lugburz
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Posted - 2009.06.02 05:20:00 -
[39]
I still think bounty hunting should have a skill tree but offering up bounties as contracts wouldnt be much better than the current system as bounties still cannot be collected in high sec, so really.... Maybe players should pay for some form of license in order to collect bounties on players heads in high sec then?
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Leto Aramaus
Gallente
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Posted - 2009.06.02 05:39:00 -
[40]
Wasnt one of the suggestions to make it legal to shoot the target in any sec status once you have an accepted bounty contract?
That would add such a great pvp aspect, and it would usually be directed at those who want a fight anyway (pirates), but who might be caught off gaurd in high sec.
Something like this FTW in the next big patch |

Rip Minner
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Posted - 2009.06.02 06:35:00 -
[41]
I dont care how you do it realy but till the isk stops coming from the carebear that got ganked it's not going to be used much at all.
Carebears will just avoid geting into what ever costed them to get ganked in the first place. Becouse there are way to many gankers out there for us to care about and second now the carebear me is out a ship cargo and you want me to spend even more isk on a louse ganker gang or solo ganker. Ya right.
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Jade Mitch
The Scope
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Posted - 2009.06.02 07:01:00 -
[42]
Originally by: Juwi Kotch
I just realized a flaw with my idea: If someone kills more then one pilot (what is said to happen from time to time), and more then one of those victims place a bounty on that killer, who will get the bounty.
In result it could occur, that a pirate who has collected a billion ISK of bounties on his head just kills his friend, who then has him listed on his kill list and thus can now place a bounty on him. He than can acknowledge a bounty contract acceptance from the other mutual friend, who would kill that pirate and collect all of the bounties.
Thus, the system would be circumvented.
So, the kill right sell option probably would be the better idea.
Juwi Kotch
Three simple rules would fix this: 1. Only characters with a positive security status (including 0.0) can accept bounties.
2. Characters cannot accept bounties on corp mates, allies, or alts.
3. Players with a positive security status cannot "give" money to players with a negative security status and vise versa. |

Robert Caldera
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Posted - 2009.06.02 07:14:00 -
[43]
just leave the bounties as they are now except for the payout mechanics. If a pirates ship is killed the half of the ISK-loss (average price of all modules) is moved from the bounty to the killers wallet, the calculated ISK-loss is reduced by the insurance payout.
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Juwi Kotch
Gallente
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Posted - 2009.06.02 07:53:00 -
[44]
Originally by: Leto Aramaus This is the coolest idea. Do it just like described in first post, and if any exploits are found in it, fix them however you can.
//////Signed
***Actually creates the REAL career of "Bounty Hunter"
^^^^^ Awesome
Thanks for the support , and yes, I'm sure, there will be solutions for loopholes, some of them mentioned in this thread already.
Juwi Kotch
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Juwi Kotch
Gallente
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Posted - 2009.06.02 08:00:00 -
[45]
Originally by: Rip Minner I dont care how you do it realy but till the isk stops coming from the carebear that got ganked it's not going to be used much at all.
Carebears will just avoid geting into what ever costed them to get ganked in the first place. Becouse there are way to many gankers out there for us to care about and second now the carebear me is out a ship cargo and you want me to spend even more isk on a louse ganker gang or solo ganker. Ya right.
There are more then enough carebears travelling into lowsec, just check the killboards or the ingame maps.
It is not about the 100 mil ISK coming from the one ****ed mission runner, it is about the 1 mil ISK coming from the hundreds of ganked carebears. It sums up and makes it worth to just kill that pirate.
Actually, I was even thinking about paying out the bounty 50% on podding him and 50% on destroying the pod, making the pirate pay for his deeds somewhat as well by purchasing a new clone and loosing the implants.
Juwi Kotch
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Juwi Kotch
Gallente
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Posted - 2009.06.02 08:26:00 -
[46]
Originally by: Robert Caldera just leave the bounties as they are now except for the payout mechanics. If a pirates ship is killed the half of the ISK-loss (average price of all modules) is moved from the bounty to the killers wallet, the calculated ISK-loss is reduced by the insurance payout.
This idea with a payout based on the ships insurance costs is not bad at all. It could lead to the situation that a pilot could be hunted down multiple times on one bounty.
However, I would insist on two safeguards to prevent abuse of such a system:
1. It must be assured that not friends or alts of a pilot with a bounty on him collects the bounty. With my proposal this would be done by the mechanics, that the bounty paying pilot needs to acknowledge the acceptance of the bounty contract by a bounty hunter.
2. It must be assured that there needs to be a valid reason to place a bounty on a pilot. This would be achieved in my proposal with the prerequisite of having kill rights to the pilot someone wants to place a bounty on.
Those two conditions are not met, when only the payout system would be changed as suggested in the quote.
But there are other good ideas here which could work, hopefully the Devs will pick up one and create a bounty hunter profession in game one time.
Juwi Kotch
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LordVodka
Earned In Blood
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Posted - 2009.06.02 08:30:00 -
[47]
One word... Terrible
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Robert Caldera
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Posted - 2009.06.02 08:46:00 -
[48]
Originally by: Juwi Kotch
This idea with a payout based on the ships insurance costs is not bad at all.
No no, actually I meant the ship loss is not considered with the full value if insured, only the difference between the insurance and the average price counts as a loss. Trashing insured ships for bounty must not be possible.
Originally by: Juwi Kotch It could lead to the situation that a pilot could be hunted down multiple times on one bounty.
Its ok so
Originally by: Juwi Kotch
However, I would insist on two safeguards to prevent abuse of such a system:
1. It must be assured that not friends or alts of a pilot with a bounty on him collects the bounty. With my proposal this would be done by the mechanics, that the bounty paying pilot needs to acknowledge the acceptance of the bounty contract by a bounty hunter.
2. It must be assured that there needs to be a valid reason to place a bounty on a pilot. This would be achieved in my proposal with the prerequisite of having kill rights to the pilot someone wants to place a bounty on.
yes, you're right. Even if there is no more ISK-gain from the bounty while selfpodding (podding by friends) as it is NOW, it would be nice if some fully independent dude gets the cash.
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Juwi Kotch
Gallente
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Posted - 2009.06.02 09:50:00 -
[49]
Originally by: LordVodka One word... Terrible
You're a pirate?
Juwi Kotch
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steave435
Caldari SniggWaffe
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Posted - 2009.06.02 11:29:00 -
[50]
Originally by: Jade Mitch Edited by: Jade Mitch on 02/06/2009 07:27:26
Originally by: Juwi Kotch
In result it could occur, that a pirate who has collected a billion ISK of bounties on his head just kills his friend, who then has him listed on his kill list and thus can now place a bounty on him. He than can acknowledge a bounty contract acceptance from the other mutual friend, who would kill that pirate and collect all of the bounties.
Thus, the system would be circumvented.
So, the kill right sell option probably would be the better idea.
Juwi Kotch
Three simple rules would fix this: 1. Only characters with a positive security status (including 0.0) can accept bounties.
2. Characters cannot accept bounties on corp mates, allies, or alts.
3. Players with a positive security status cannot "give" money to players with a negative security status and vise versa.
And just how are you going to make sure of that The alt will obviously be on a different account, otherwise they can't be on at the same time.
Quote:
Max bounty payed for SHIP destruction = minimum SP required to pilot current ship.
425k for an abaddon/rokh/hyperion/maelstrom?
Quote: This idea with a payout based on the ships insurance costs is not bad at all. It could lead to the situation that a pilot could be hunted down multiple times on one bounty.
You mean like the less then 10m or so insurance cost of a T2 cruiser?
Quote: No no, actually I meant the ship loss is not considered with the full value if insured, only the difference between the insurance and the average price counts as a loss. Trashing insured ships for bounty must not be possible.
6m for a raven? Nothing for the pod that has no market value? What happends when the price change? What average price are we talking about, which region should it be taken from? The cheap high sec, or the expensive low sec/0.0?
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Juwi Kotch
Gallente
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Posted - 2009.06.02 11:55:00 -
[51]
After thinking about that a bit, I believe that the one-contract-per-bounty would be best, instead of adding bounties to a head and paying out the whole sum to the successful bounty hunter.
I'm aware, that practically everything what could be implemented will have a chance to be circumvented, even if via social engineering or meta gaming. But with the aforementioned precautions generally it would be fair play: A bounty would only be able to be placed on a pilot who has killed someone before by the pilot who was killed (it could be discussed to extend that somehow [don't ask me how] to a can flipper, a corp thief, and somesuch) and will only be collected by a professional bounty hunter (there could even be a skill allowing the acceptance of an increasing number of bounty contracts, e.g.).
Juwi Kotch
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