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Lana Torrin
Minmatar Republic Military Skool
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Posted - 2010.02.04 03:41:00 -
[1]
I have posted this once before, but I canÆt find the thread to bump it and it got a pretty good response. I have adjusted a few things, so weÆll call this version 1.1...
LanaÆs New Bounty System
Before I begin explaining the new system, we have to scrap the whole bounty system as it currently stands. The only thing that can remain is the bounties already on people heads (I mean, people actually paid for them). Once you have forgotten everything about the old bounty system we can begin.
Bounties can be placed on any pilot with a negative security status for any reason at all. (yep, -0.1 counts). Bounties add up on the pilots head until they are claimed. For the uneducated, this is basically the same as we currently have, and it works well.
Introduce at least 1 new skill, æBounty hunterÆ. This will be a social skill as it provides you access to the contacts needed to obtain and claim bounties. It will allow you to take up to 2 bounty jobs per level (so 2 at level1, 10 at level 5).
Bounty jobs work as follows. You go to the bounty office and request a job (or jobs). The bounty office randomly selects one pilot in the current region who has a bounty on his head and assigns him to you. At this point you get full kill/podding rights on that pilot. The æjobÆ will last for exactly 1 week (7 days) or until the bounty has been claimed (so he has no bounty left on his head). After the first day you can hand in the bounty job and request a new one (this is to prevent people continually asking for different jobs to get someone they know is an easy target, like an alt). Multiple bounty hunters can be given the same criminal (ie, its just random, it doesnÆt need to check for this)
To claim the bounty you have to pod the pilot who has been assigned to you. This will give you 100% of the bounty outstanding on that pilot. IMPORTANT: ONLY THE PILOTS THAT HAVE A BOUNTY JOB FOR THAT CRIMINAL CAN CLAIM THE BOUNTY. Ship destruction but without a podding will give you 10% of the current bounty (cos podding in highsec is hard). All you have to do is get on the killmail, not put in the final blow (this is all assuming killmails GET FIXED!). Yep, this means all you have to do is ninja a kill on the right pilot to get paid, but I canÆt see that happening enough to worry about it. It also means you can bring friends, so we can get bounty hunter corps helping each other out.
Possible additions:
Have a skill to allow you to restrict the bounty range. Want to only go for high paying jobs? Want to only go for lower paying (and therefore easier) bounties?
Have a skill that allows you to extend job times. 7 days may not be enough time to pick off that juicy target.
Introduce a skill that allows you to use the bounty office as a locator for your targets (and only your current targets)
Lana's new bounty system. |

Hellfury Resurrected
Incura Phalanx Alliance
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Posted - 2010.02.04 04:19:00 -
[2]
This actually sounds kind of cool.
Also, first in a useful Lana Torrin thread. -------------------------------------------
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Exaduss
Caldari Standards and Practices
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Posted - 2010.02.04 04:42:00 -
[3]
Have the locators be available by sec status?
Worst available at -5, best at +0.01. - bounty agents D.E.D guys don't like the cut of the jib of lower than -5 guys, ja?
Make turning in bounties raise your own sec status, perhaps?
(Complete carebear suggestions, mind you.)
Until killmails get fixed, I can't see the 10% payout on ship death working. --
--
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Barakkus
Caelestis Iudicium
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Posted - 2010.02.04 04:47:00 -
[4]
Need to limit the people the agents give out kill rights on to people who frequently log in (within reason), otherwise you won't get any legit targets. If a guy happens to be in region, but he usually doesn't log in much (like once or twice a month) you have a very small window in which to catch him. Have it limit to 15-20 days out of a month on average if there are enough people in the list for the region, then lower the standard as the pool dries up. Just keep an average somewhere that can be looked at for random targets to pick from.
Maybe get a mail every so often with the target's location in addition to being able to locate through the bounty hunter. Would suck to locate the target 20 jumps out then have to do it again when you get around the area to have to chase him another 10, so on and so forth...
Make people hunting for the same target should appear in the fleet finder to each other as "available fleets" so they can make it a concerted effort on catching the target (and killing it) 
Should make it so you can't get someone as a target that you personally put a bounty on, that way it limits the "I'm going to bounty this guy so I can maybe get kill rights on him for ****s and giggles."
Originally by: CCP Dropbear
rofl
edit: ah crap, dev account. Oh well, official rofl at you sir.
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Lana Torrin
Minmatar Republic Military Skool
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Posted - 2010.02.04 05:08:00 -
[5]
Originally by: Barakkus Need to limit the people the agents give out kill rights on to people who frequently log in (within reason), otherwise you won't get any legit targets. If a guy happens to be in region, but he usually doesn't log in much (like once or twice a month) you have a very small window in which to catch him. Have it limit to 15-20 days out of a month on average if there are enough people in the list for the region, then lower the standard as the pool dries up. Just keep an average somewhere that can be looked at for random targets to pick from.
I did think about that. This was the reasoning behind being able to hand them in early. With a possibly 10 targets you should be able to get 1 or 2 good ones. The other option is to only take it from people actualy logged in with a bounty on their heads when you make the request.
Originally by: Barakkus
Maybe get a mail every so often with the target's location in addition to being able to locate through the bounty hunter. Would suck to locate the target 20 jumps out then have to do it again when you get around the area to have to chase him another 10, so on and so forth...
Nice idea. I would prefer to make this a skill as it means true bounty hunters have to actually skill for it.
Originally by: Barakkus
Make people hunting for the same target should appear in the fleet finder to each other as "available fleets" so they can make it a concerted effort on catching the target (and killing it) 
I can see your reasoning, but I don't like this idea. It would be possibly to then get a list of everyone that is after a specific person.
Originally by: Barakkus
Should make it so you can't get someone as a target that you personally put a bounty on, that way it limits the "I'm going to bounty this guy so I can maybe get kill rights on him for ****s and giggles."
2 mechanisms would stop this already.. Firstly they have to be negative sec to get a bounty on them in the first place, and secondly the shear number of people in a region (even a dead one) would most likely prevent you from getting a specific target. Besides, its easier to just wardec them. Lana's new bounty system. |

Kumq uat
Gallente Guiding Hand Social Club Dystopia Alliance
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Posted - 2010.02.04 08:05:00 -
[6]
I like it though I would like to be able to put it on anyone regardless of sec status. Some of the people who tick me off the most have positive security status.
 www.eve-pirate.com original author
Please resize your sig to a maximum of 400 x 120 and a file size no greater than 24000 bytes - Mitnal |

Qui Shon
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Posted - 2010.02.04 08:22:00 -
[7]
Originally by: Kumq uat I like it though I would like to be able to put it on anyone regardless of sec status. Some of the people who tick me off the most have positive security status.
Then wardec them.
A bounty is for criminals.
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Pwnage Star
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Posted - 2010.02.04 08:33:00 -
[8]
Lana Torin thread... didnt read it
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Lana Torrin
Minmatar Republic Military Skool
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Posted - 2010.02.04 10:39:00 -
[9]
Originally by: Pwnage Star Lana Torin thread... didnt read it
Cheers. Lana's new bounty system. |

Sir Fourhead
Republic Military School
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Posted - 2010.02.04 20:28:00 -
[10]
Lana Thread.
I'm OK with this. Please pardon the prissy overtones that will be found throughout this letter, but the reservoir from which CCP draws its lickspittles is primarily the masses of revolting enemies of the people. |
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Pellit1
Caldari Bushwhackers Rough Necks
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Posted - 2010.02.04 20:42:00 -
[11]
Originally by: Pwnage Star Lana Torin thread... didnt read it
Soo you open a thread (assuming after seeing the OP's name on the forum index) specifically to say that? 
I like it - I'm not sure about the fact that only specific pilots can claim the bounties... but I guess it could work out and I only don't like it because I'm used to the current system. What I will suggest is making these 'bounty hunter agents' able to give you the current system that the pilot is in regardless of region (although when you're first given them as a target, they are in your region) - because they may simply be passing through systems and I can imagine it v. hard to find someone without that information.
Otherwise, I like it. ------------- Rough Necks Alliance
BOOST FALCONS. Nerf whiners.
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Smartus Maximus
Gallente Somali Coastguard Authority
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Posted - 2010.02.04 22:35:00 -
[12]
You need a price limit for bounties, so some random joker can't put 1,000 ISK on every eligible player he sees. |

Lana Torrin
Minmatar Republic Military Skool
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Posted - 2010.02.05 01:38:00 -
[13]
Originally by: Pellit1
I like it - I'm not sure about the fact that only specific pilots can claim the bounties.
The flaw with the current system, and the reason it is so bad and never used, is that anyone can claim bounties.. So its been abused, pretty much from day one. Get a big enough bounty by ****ing people off all day, pod yourself with an alt, get reward \o/. No system that allows this can possibly be taken seriously.
Originally by: Smartus Maximus You need a price limit for bounties, so some random joker can't put 1,000 ISK on every eligible player he sees.
There is nothing stopping people do this right now but it doesn't happen. But with a working bounty system I can see your point, however where do you set the limit? 1M isk? I could put a few thousand bounties on people and not notice, and there are people in eve with a LOT more isk than me.. 100M minimum? How is a noob supposed to get revenge then?
I can see your point, but it would be almost impossible to balance, so my idea was to just not bother. Lana's new bounty system. |

Sylia Masters
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Posted - 2010.02.05 02:06:00 -
[14]
A default limit based upon security status of the character, only applicable once per time period and/or events. Events could include ship attack, ship destruction, pod attack, podding, structure attack, structure destruction. Multipliers to the limit based upon value of ship, destroyed modules, destroyed cargo, structure, implants.
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Lana Torrin
Minmatar Republic Military Skool
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Posted - 2010.02.07 10:29:00 -
[15]
Originally by: Sylia Masters A default limit based upon security status of the character, only applicable once per time period and/or events. Events could include ship attack, ship destruction, pod attack, podding, structure attack, structure destruction. Multipliers to the limit based upon value of ship, destroyed modules, destroyed cargo, structure, implants.
Don't you think that would make it a little complex? Complexity does not always equal good. Lana's new bounty system. |

Ancy Denaries
The Confederate Navy
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Posted - 2010.02.07 10:47:00 -
[16]
Good idea is good. I'm serious cat, this is serious thread. Scottish Fold approves. etc etc
In short, very good idea so far. Might need a little work, perhaps, but it's one of the better suggestions I've read so far. Cheers! ---- The Demigodess with a Conscience - An EVE IC Blog
Originally by: CCP Dropbear rofl
edit: ah crap, dev account. Oh well, official rofl at you sir.
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Dantes Revenge
Caldari
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Posted - 2010.02.07 10:59:00 -
[17]
Reasonable idea as long as the bounties you get are completely random. Lowers the chance of some criminals alt or friend getting a bounty for him so he can claim his own bounty.
Other additions to limit the chance of people accepting a contract for themselves.
Maybe a small payment for the bounties you accept, like a deposit which you get back along with the bounty. You lose it if you don't kill them or at least destroy their ship. The idea is that a criminal wouldn't want to use an alt to collect as many bounty contracts as possible in order to get the one for himself, it would cost far too much. Like the Agents, you can refuse a contract but refusing more than one in every 4 hours downgrades the offers to lower level bounties for the next 24 hours. That way, a high level criminal can't have an alt refusing contracts till he gets the one for himself.
Timer counts down the hours that the criminal is online rather than real time. You have 168 hours (7 days) for example to locate and kill them. If they are hardly ever online, it could run out before you catch them. If the timer only counted the time they were online, you may have the contract for months waiting for an opportunity.
Maybe it could be possible to allow whoever accepts the bounty to have a "letter of marquis" allowing them to pod the person in highsec as well.
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Ancy Denaries
The Confederate Navy
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Posted - 2010.02.07 12:36:00 -
[18]
Originally by: Dantes Revenge Reasonable idea as long as the bounties you get are completely random. Lowers the chance of some criminals alt or friend getting a bounty for him so he can claim his own bounty.
It was already stated that contracts are to be completely random as far ass I understood it.
Originally by: Dantes Revenge Other additions to limit the chance of people accepting a contract for themselves.
Agreed. That's a no-brainer. I'd even go so far as to make it so that people with a (sizable) bounty cannot accept contracts.
Originally by: Dantes Revenge Maybe a small payment for the bounties you accept, like a deposit which you get back along with the bounty. You lose it if you don't kill them or at least destroy their ship. The idea is that a criminal wouldn't want to use an alt to collect as many bounty contracts as possible in order to get the one for himself, it would cost far too much. Like the Agents, you can refuse a contract but refusing more than one in every 4 hours downgrades the offers to lower level bounties for the next 24 hours. That way, a high level criminal can't have an alt refusing contracts till he gets the one for himself.
Spontaneously a good idea. I agree.
Originally by: Dantes Revenge Timer counts down the hours that the criminal is online rather than real time. You have 168 hours (7 days) for example to locate and kill them. If they are hardly ever online, it could run out before you catch them. If the timer only counted the time they were online, you may have the contract for months waiting for an opportunity.
Maybe it could be possible to allow whoever accepts the bounty to have a "letter of marquis" allowing them to pod the person in highsec as well.
The "only when online" timer seems like a decent idea to me. Allowing arbitrary high sec fighting is a bit dubious. Not sure what to think about it. ---- The Demigodess with a Conscience - An EVE IC Blog
Originally by: CCP Dropbear rofl
edit: ah crap, dev account. Oh well, official rofl at you sir.
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Grunanca
Final Agony
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Posted - 2010.02.07 19:06:00 -
[19]
Edited by: Grunanca on 07/02/2010 19:08:31 Really good idea. To add something more they did in star wars galaxies (your system looks a lot like it, which aint bad as it was one of the few working things there). Bounty missions should only be offered on online pilots. Else the profession will be killed in no time as people will never get an online target. In SWG you used to deploy probe droids to find the planet the char was on, and then a tracker droid to follow track him on the planet. (not untill you found the system he was in, did you actually get the name of the target)
In EVE this could be translated into using locator agents to find the right system, and maybe have some bounty hunter probe with DNA tracking or reactor signature or whatever the RP ppl would call it, which would track down the pilot in the system he is in and maybe keep traking him for 2-3 min, then you have to launch a new probe etc. (could be a corp having found out how to build these probes but only wanting to share them for bounty hunting, meaning you wouldnt have so easy tracking on normal sips).
As a person who has been with bounties from other people for over 2 years I would welcome a personal stalker with open arms
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Marchocias
Silent Ninja's
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Posted - 2010.02.07 19:20:00 -
[20]
Yeah, this could certainly work well.
There is the other suggestion that has been made, to use the contracts system, but with many people being able to claim the contract, but with a stage to vet potential hunters in advance.
Whilst I like the other suggestion, Lana's has an elegant simplicity about it, and I think the issuing and uptake of bounties would be much more common with it.
I hope to see it SoonÖ.
---- I belong to Silent Ninja (Hopefully that should cover it). |
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Malen Nenokal
The Nightshift
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Posted - 2010.02.08 01:38:00 -
[21]
I really like this idea, a lot.
There is a bit of potential for abuse, but I think this would turn bounty hunting into an actual profession in EVE. This idea also has a lot of potential for expansion into other areas. Incarna being boasted as an off-grid black market deal now makes me think you could meet up with a bounty office official and pay double+ what your bounty is worth (depending on standings or something) to remove it from your head. This idea would also work better if the minimum bounty was brought up to maybe 5 or 10 mil.
Good stuff. 
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Andrea Griffin
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Posted - 2010.02.08 16:31:00 -
[22]
I like this idea as well.
As for people abusing the system with a bunch of 5k bounties all over the place, perhaps the pool of assignable bounties can be restricted to the highest X percent of bounties. Who would want to bother with a 5k bounty in the first place? Not much of a reward, and obviously not a very dangerous criminal!
Or, perhaps a simple random selection, weighted towards those with high bounties - so those with high bounties receive more hunters, and those with very low bounties will rarely receive a hunter.
Should the target receive mail when a new hunter is assigned, or should the criminal simply be left devoid of any information about the hunter?
What about a service that allows all the hunters for a given target to communicate? That can produce some interesting social interactions over time. I'm not sure that this should be enforced with game mechanics, though.
It would also be very interesting to have a record of all successful bounty collections publicly visible on the hunter's information. Name, date, time, location, and weapon of choice.
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Jagga Spikes
Minmatar Tribal Liberation Force
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Posted - 2010.02.08 17:46:00 -
[23]
what stops bounty hunter from contacting target and setting up a fake kill to collect and split bounty? slicing 10% at a time in rookie ships wouldn't be bad deal on high bounties.
critical issue of working bounty system is to completely prevent hunter and target from cooperation. if it doesn't do that, we might as well keep what we have.
________________________________ : Forum Bore 'Em : Foamy The Squirrel |

Andrea Griffin
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Posted - 2010.02.08 18:46:00 -
[24]
Originally by: Jagga Spikes what stops bounty hunter from contacting target and setting up a fake kill to collect and split bounty?
A kill is a kill. What happens to the money afterward doesn't matter. I have a feeling that most bounty hunters would rather keep the money to themselves. However, I can see a bounty hunter "service" that would be happy to split the bounty amount in exchange for an arranged execution...
Think of it as a bonus for turning yourself in. 
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Flying ZombieJesus
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Posted - 2010.02.08 18:56:00 -
[25]
so what happens to the bounty if the char grinds to a positive sec status? Bounty stay on but they are out of the 'random pool'? Bounty go away / refunded / etc?
BTW nice idea; i'd modify it to put it to people who are currently online, however (much like a previous poster suggested), or allow you to rotate your bounties if the person is offline/logs as you're going after them
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Sig Sour
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Posted - 2010.02.08 19:15:00 -
[26]
I like it... because it a variation of the proposal I made a few months back.
Bounty hunter agents:
Only the person who was given the mission to kill the person with the bounty will collect the bounty.
The bounty value determines the level of agent that will assign the mission.
Bounty hunter agents are the best locate agents.
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Andrea Griffin
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Posted - 2010.02.08 19:23:00 -
[27]
Originally by: Flying ZombieJesus so what happens to the bounty if the char grinds to a positive sec status? Bounty stay on but they are out of the 'random pool'? Bounty go away / refunded / etc?
I would think that they are simply removed out of the bounty pool for the time being. "You've cleaned up your act so we'll let things cool down for now, but don't get into trouble again, because we'll lay out all this money on your head again."
This also gives some incentive to keep your security status in the positive.
Of course, personally, I'm the type that would get some PvP boats ready, put a bounty on my own head, and wait around for someone to try and get me. 
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Lana Torrin
Minmatar Republic Military Skool
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Posted - 2010.02.09 02:08:00 -
[28]
Originally by: Flying ZombieJesus so what happens to the bounty if the char grinds to a positive sec status? Bounty stay on but they are out of the 'random pool'? Bounty go away / refunded / etc?
BTW nice idea; i'd modify it to put it to people who are currently online, however (much like a previous poster suggested), or allow you to rotate your bounties if the person is offline/logs as you're going after them
Well what currently happens when the person with the bounty rats their sec up? Nothing changes... I have no issue with this myself.
I can see a minor problem with only selecting people who are online when you ask for a job.. It would be possible to find an emptyish region (one of the deep 0.0 regions), log on immediately after DT and request a few bounties, thus meaning the chances of you getting your own alt are much higher.. The question would be, how likely is this? Lana's new bounty system. |

Lana Torrin
Minmatar Republic Military Skool
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Posted - 2010.02.09 02:10:00 -
[29]
Originally by: Malen Nenokal I really like this idea, a lot.
There is a bit of potential for abuse, but I think this would turn bounty hunting into an actual profession in EVE. This idea also has a lot of potential for expansion into other areas. Incarna being boasted as an off-grid black market deal now makes me think you could meet up with a bounty office official and pay double+ what your bounty is worth (depending on standings or something) to remove it from your head. This idea would also work better if the minimum bounty was brought up to maybe 5 or 10 mil.
Good stuff. 
Oooo.. I like this.. I like this a lot. Lana's new bounty system. |

RandomKing360
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Posted - 2010.02.09 05:52:00 -
[30]
i also like to see this be a "job"...eve bounty hunter :D....but whith your system it seems like you might beabil to tick off some pilats prity ez....if you tern it back up to -1.0 or lower to put a bounty on some one then your not ticking off newbs...also put a 1hour or 1day delay so you dont have peaple just trying to pop some one ap'ing thru highsec
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Andrea Griffin
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Posted - 2010.02.09 15:13:00 -
[31]
Bump for great justice and more discussion, needs more eyes for more ideas.
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Thrasymachus TheSophist
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Posted - 2010.02.09 15:26:00 -
[32]
I wonder if this is still subject to abuse given that the target of the random bounty is based on current region.
Don't some alliances or even corps dominate some of the outlying regions, or at least predominate? Couldn't they take their fat bounty guys out to these regions and have alliance/corp mates pull bounties? Odds would be that you'd end up with the same abusive system as now - at least I think its a real possibility.
I still think this idea is a good one, but I wonder if the "pool" of possible targets should not be artificially limited to region, but perhaps should expand as required to meet a minimum pool of valid possible targets from which to choose.
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Brusanan
Ixion Defence Systems
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Posted - 2010.02.09 16:44:00 -
[33]
+1
This would completely fix the bounty system. ______
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Daenosa
Pineal Squeegee
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Posted - 2010.02.09 16:51:00 -
[34]
Originally by: Lana Torrin but without a podding will give you 10% of the current bounty (cos podding in highsec is hard).
what happens to the remaining 90% of the bounty? would it be wrote off? (meaning whoever paid for the bounty would be very annoyed) or would the bounty still stand until all the money had been claimed? ie would need to kill 10 of his ships to get all the bounty?
As you say podding killing in high/low sec is nign on impossible if the person knows what they are doing.
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Nobani
Merch Industrial SOLODRAKBANSOLODRAKBANSO
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Posted - 2010.02.09 17:19:00 -
[35]
Originally by: Lana Torrin
Originally by: Pellit1
I like it - I'm not sure about the fact that only specific pilots can claim the bounties.
The flaw with the current system, and the reason it is so bad and never used, is that anyone can claim bounties.
No, the problem with the current system is that you can make money by (essentially) claiming a bounty on yourself. One way to fix it is, as you suggested, make it so it's more difficult to claim bounties on yourself. However, your proposed solution has the same problem as war-deccing one-man corps. You'll probably never see your intended target.
Another possible solution: You only claim a bounty for podding, and you can never claim more than half the person's clone cost for a single pod. For example, suppose KIATolon has a clone which costs 30 mil. Suas has put a 25mil bounty on KIATolon's head. If Remedial pods KIATolon, he gets 15 mil, and the new bounty is 10 mil. If K now pods KIATolon he the remaining 10 mil.
The bounty system should not be tied to sec-status unless sec-status is fixed as it's currently too easy to get your sec-status up quickly.
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Jhoria Englside
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Posted - 2010.02.11 17:22:00 -
[36]
i think another interesting thought that would make the bounty system work better....is the bounty system working at all. if it worked people would be much more apt to place bounties. a self fulfilling prophecy, sort of. if you think it works, and it has the means to work, it will work.
now dont get me wrong here, im the one who does nearly all the killing, but i do think people should be able to put a bounty on someone who has killed them at all in the past say hour or day as an exception to the sec status rule. ive killed people all the time when my sec was still slightly above the threshold who said they were going to bounty me....until i broke the news that they cant. i suggest this of course because id love to bbq some noob who thinks they can collect my bounty.
Totally not an alt of Jesslyn's, who might or might not be able to post for 'personal attacks' when calling someone dumb. |

Dacryphile
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Posted - 2010.02.11 17:46:00 -
[37]
Bump for awesomeness.
Originally by: Doc Robertson ...take a good look at this pic and tell us which one is you.
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Lana Torrin
Minmatar Republic Military Skool
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Posted - 2010.02.12 05:25:00 -
[38]
Originally by: Daenosa
Originally by: Lana Torrin but without a podding will give you 10% of the current bounty (cos podding in highsec is hard).
what happens to the remaining 90% of the bounty? would it be wrote off? (meaning whoever paid for the bounty would be very annoyed) or would the bounty still stand until all the money had been claimed? ie would need to kill 10 of his ships to get all the bounty?
As you say podding killing in high/low sec is nign on impossible if the person knows what they are doing.
Stays on the pirate (or bad person). This is isk that people have spent, so unless CCP want to use it as an isk sink (which is stupid) it shouldn't be removed from the system. Lana's new bounty system. |

Jamaican Herbsman
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Posted - 2010.02.12 08:42:00 -
[39]
Would the person with bounty on his head be notified that he is being hunted now? Would the person see some mark on the person hunting him in overview/local?
Another thing that could use a revamp along with bounty system is being outlaw itself. I think there should be some merit having negative sec status, (access to unique lp store, access to unique missions etc) but that's an idea for another thread.
Anyways, I like the new bounty idea 10/10
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Ran Khanon
Amarr Vengeance Innovations
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Posted - 2010.02.13 11:42:00 -
[40]
Originally by: Lana Torrin
Originally by: Malen Nenokal I really like this idea, a lot.
There is a bit of potential for abuse, but I think this would turn bounty hunting into an actual profession in EVE. This idea also has a lot of potential for expansion into other areas. Incarna being boasted as an off-grid black market deal now makes me think you could meet up with a bounty office official and pay double+ what your bounty is worth (depending on standings or something) to remove it from your head. This idea would also work better if the minimum bounty was brought up to maybe 5 or 10 mil.
Good stuff. 
Oooo.. I like this.. I like this a lot.
Yep, great addition.
All in all I REALLY love the idea. It would need some fine tuning in order to prevent abuse (bounty not placeable on very new characters / accounts, for instance or to limit the amount of bounty hunters getting the same assignment) but over all this would make bounty hunting A GREAT AND FUN ADDITION to the game and an actually working profession.
... Damn I so hope they will implement this.
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Gladys Pank
Amarr Trillionaire High-Rollers Suicidal Bassoon Orkesta
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Posted - 2010.02.13 11:54:00 -
[41]
Pathetic. ~ Soar Like a Penguin |

Newbear
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Posted - 2010.02.13 12:39:00 -
[42]
tldr.
Here's a simple alternative. Use existing contract system to post bounty. Kill rights are transfered to Bounty Hunter who accepts contract. Bounty Hunter needs skill to accept contract. This will limit the number of active kill rights each hunter gets. lvl 1 = 1 contract, lvl 2 =2, ect. Time limits of hours to days. Will need to change kill rights to include podding to discourage use of alts to collect on bounty. http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1213058 Hi-sec R&D corp boosting is open for business! |

Kazacy
Caldari Cugir SA - Arms FACTORY
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Posted - 2010.02.13 13:16:00 -
[43]
For the OP i would say is a good idea. But i want to add something: -if the bounty hunter accept the job he must pay a percentage (say 10%) of the amount of bounty. If you can not podkill in time then add the iskies to bounty.
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ParlourBeatFlex
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Posted - 2010.02.13 14:12:00 -
[44]
I support! Being a full time bounty hunter sounds too good to me.
For the whole locating thing:
- You could have a skill (called 'Bounty Intelligence') that determines how much information you can squeeze from the bounty office. At level one your given the region that player is currently in (assuming bounties only give players that are online), level 2 shows what constellation they are in, level 3 shows the system, level 4 tells you what station, belt, gate or other object they are near to (nearest within 50k?) and level 5 gives you a ship ID number, that can be used with a probe to identify where they are quickly (would only need to do a large scan and look out for the ID that way. - Also a tracker module would be very handy in these situations, as you and your battlecruiser might finally track a target down, only to find he's piloting a heavy assualt ship. A module that places a tracker on a ship and actively records its movements would mean bounty hunters only have that tedious tracking process once every bounty. Behaviour is dependent on skills.
The above tracking module suggestion should be accompained with a few new skills:
- Tracker, skill for the module. Each skill level gives use of a additional tracker. - Tracker Durability, determines how long your tracker lasts. lvl 1: 48hrs, lvl 2: 72hrs, lvl 3, 4 days, lvl 4: 7 days, lvl 5: 15 days - Tracker Placement, determines how successful your module is (like normal modules will try once every cycle, failing mostly at lower levels). Intervals of 5-10percent each level? - Bug Detection, detects tracker on attempt of placement (Smiliar to detecting lock ons). Each level has a better probability of detecting but is calculated against the tracker placement skill of the other pilot. Cant do the calculations right now but would be easier to figure out.
You could even have another module called Tracker finder to use on ships to see if their being tracked. Would create very interesting scenerios among pirates entering bases and such, and any pirate who is smart enough to recognise a bounty hunter then faces a dillema. Risk a fight with the hunter or risk showing the hunter where his pirate corp base is by flying back to get a tracker scan.
AND, sorry for going off topic further than i already am but this tracker/locater idea would add alot of interesting things into courier missions, combat as a whole and of course spying and investigation.
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Swiftgaze
Elysium Holdings Elysium Alliance
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Posted - 2010.02.13 15:41:00 -
[45]
/signed
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Prideful
Caldari THE FINAL STAND Black Star Alliance
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Posted - 2010.02.13 16:22:00 -
[46]
I see only one problem with this bounty system:
If Player X has -5.00sec status and 50m bounty on Tuesday, and then he rats himself to +0.00 sec status by friday, and goes to empire to mission. How does Player Y, who was assigned to hunt player X on thursday attack player X?
This leads to the issue of either bounty hunters being able to attack their targets in empire, or marks not being able to enter highsec until the contract on their head has run out.
Both have problems to them, as empire targets could allow for undue griefing (not a bad thing in istelf) and being stuck in low/null would constrict gameplay.
Thoughts?
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Ildryn
The Inf1dels En Garde
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Posted - 2010.02.13 17:21:00 -
[47]
Bounty hunter should pay 10% of the bounty up front for getting the job/collateral. People with a bounty cannot be a bounty hunter until said bounty is gone. Every job in eve costs money to have/start. Why should bounty hunters be any different?
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Sinjin Mokk
Amarr 1st Praetorian Guard
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Posted - 2010.02.13 22:01:00 -
[48]
I like it.
I agree, the bounty system needs fixing.
The skill sounds like a great idea and each office having a locator of some kind would actually make bounty hunting a valid occupation. Ship board locators would make things a bit too easy I think. But if the in-office locator could narrow it down bit by bit, that might work. Once you get in the same system, perhaps one could use a scan-probe launcher?
I can see a lot of chases. I can also see a lot of big-bad pirates spending a lot of time docked in-station.
As for what happens when your sec level goes positive? How about it can never go positive while you have an active bounty? File this under ôcrime dosenÆt pay.ö Once the perp is caught and the bounty paid out, his sec status could return automatically to 0?
Yeah, letÆs spread the word on this.
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lollerwaffle
Sileo In Pacis THE SPACE P0LICE
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Posted - 2010.02.13 22:12:00 -
[49]
+1
I like the general idea, although some things could so with some tweaking (covered in thread by the replies already)
/signed
Originally by: salva dore Cloak should not be AFK solution. What do you think?
Originally by: AFK Cloaker
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Lana Torrin
Minmatar Republic Military Skool
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Posted - 2010.02.14 08:38:00 -
[50]
Edited by: Lana Torrin on 14/02/2010 08:38:13
Originally by: Prideful I see only one problem with this bounty system:
If Player X has -5.00sec status and 50m bounty on Tuesday, and then he rats himself to +0.00 sec status by friday, and goes to empire to mission. How does Player Y, who was assigned to hunt player X on thursday attack player X?
This leads to the issue of either bounty hunters being able to attack their targets in empire, or marks not being able to enter highsec until the contract on their head has run out.
Both have problems to them, as empire targets could allow for undue griefing (not a bad thing in istelf) and being stuck in low/null would constrict gameplay.
Thoughts?
The idea is that yes, the bounty hunter effectively has a wardec against that specific character while the job is on. If you don't like the idea of being hunted in highsec for the price on your head, don't do the crime in the first place.
(Edit: You know.. Consequence of your actions.. Risk v Reward.... That sort of thing) Lana's new bounty system. |
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Abbot Laarkin
Order Of Mystical Mountain Monks
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Posted - 2010.02.14 09:24:00 -
[51]
+1 in support of this idea. Just a couple of thoughts on possible modifications:
Remove sec status from the equation altogether. Simply make it so you can place a bounty on anyone who has performed a criminal act on another player, and you can only place a bounty while the 15 min aggro timer/GCC is still active? Thus allowing for bounties on can-flippers etc. who may have a positive sec status. After all they have committed a crime, welcome to the consequences .
Instead of skill level dictating high/low bounties available, make it a standing (to the bounty office) dependent decision. This would require every hunter to start at the bottom and work their way up. Also might negate the concerns mentioned about placing large number of low bounties, at least there would be a large pool of low level bounties available for new hunters to work with.
Careful placement of bounty agents (i.e. not in every station) could help alleviate some of the concerns regarding the use of low population systems to try and fiddle the bounties in your favour.
Good/ bad ideas? Either way I like Lana's take on the whole bounty idea, keeps things simple
----
Originally by: Sir Carnage
Originally by: Marko Riva Why does that read like they're all 12 and have an IQ of 37?
I was under the impression they were 37 and had an IQ of 12
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Memorya
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Posted - 2010.02.14 09:50:00 -
[52]
Edited by: Memorya on 14/02/2010 09:52:01 My opinion on this system.
Bounty hunter can be mini profession, just like in cowboy bepop.
Pre Req. (Social)
- Social lvl 5 - Connections lvl 4 - Military connections lvl 5
New category name in skill sheet: Manhunt (CCP coud add beter name).
- Skill: Bounty hunter = Training time: 4x = 2 bounty jobs per level = 4x speed becouse we dont want, that everbody is bounty hunter.
ParlourBeatFlex: I "refined" your idea and adjusted. I assume you took it from swg ?
Credit's go to: ParlourBeatFlex
- Skill: Intelligent tracking =Training time 3x = 10% more information from agent, regarding target. The last 50% youl have to on your own (Afterall your a BH).
- lvl 1 = Where the player is located in region. - lvl 2 = In what constellation the player is located. - lvl 3 = At what system is the player located. - lvl 4 = Give abilitie to find information on ship ID number. - lvl 5 = At which station, belt, gate or other object the player is located.
ParlourBeatFlex has really good addon and that shoud be added in your system, Lana Torrin.
Abbot Laarkin: Really nice addon! 
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Abbot Laarkin
Order Of Mystical Mountain Monks
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Posted - 2010.02.14 09:59:00 -
[53]
Originally by: Memorya
Abbot Laarkin: Really nice addon! 
Thank you Ummm, which one? ----
Originally by: Sir Carnage
Originally by: Marko Riva Why does that read like they're all 12 and have an IQ of 37?
I was under the impression they were 37 and had an IQ of 12
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Marlona Sky
D00M. Triumvirate.
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Posted - 2010.02.14 10:01:00 -
[54]
I think CCP should not let ratting in 0.0 affect your sec status. After all, if Concord does not give a crap about you blowing up people in 0.0 then why should they care about the rats?
0.0 is 'Law-less' space.
Then you will not have to worry about someone being 'bad' and then run to 0.0 to rat for a day and be being back in good grace with society. If you can't enter high sec to increase your sec status then that is what low sec is for. It would also increase the population of low sec too. Which I might add is much needed.
So again, remove any standings changes from doing anything in 0.0
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Abbot Laarkin
Order Of Mystical Mountain Monks
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Posted - 2010.02.14 10:06:00 -
[55]
Originally by: Marlona Sky I think CCP should not let ratting in 0.0 affect your sec status. After all, if Concord does not give a crap about you blowing up people in 0.0 then why should they care about the rats?
0.0 is 'Law-less' space.
Then you will not have to worry about someone being 'bad' and then run to 0.0 to rat for a day and be being back in good grace with society. If you can't enter high sec to increase your sec status then that is what low sec is for. It would also increase the population of low sec too. Which I might add is much needed.
So again, remove any standings changes from doing anything in 0.0
I hate this idea I love this idea
Now I'm confused
Either way /me reaches for his flame-proof undergarments. ----
Originally by: Sir Carnage
Originally by: Marko Riva Why does that read like they're all 12 and have an IQ of 37?
I was under the impression they were 37 and had an IQ of 12
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Memorya
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Posted - 2010.02.14 10:08:00 -
[56]
Abbot Laarkin:
The big last post you made, it adds some valuable ideas to the BH system.
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Abbot Laarkin
Order Of Mystical Mountain Monks
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Posted - 2010.02.14 10:30:00 -
[57]
Edited by: Abbot Laarkin on 14/02/2010 10:32:49 Regarding one earlier point, namely:
Quote:
Remove sec status from the equation altogether. Simply make it so you can place a bounty on anyone who has performed a criminal act on another player, and you can only place a bounty while the 15 min aggro timer/GCC is still active? Thus allowing for bounties on can-flippers etc. who may have a positive sec status. After all they have committed a crime, welcome to the consequences Twisted Evil.
A system based on this would make any worries about "what happens if someone with a bounty rats their sec back up" largely moot. The bounty is now a direct consequence of a specific incident initiated by the "criminal" and as such any reprisals regardless of location are fully justified.
With a working bounty system sec status would be reduced to a simple inconvenience when travelling. The actual punishment of any naughty ne'er-do-wells would become once again the province of the players. This is long overdue, and I pray that CCP takes careful note of this thread, as it is probably one of the simplest (workable) solutions I've yet seen.
----
Originally by: Sir Carnage
Originally by: Marko Riva Why does that read like they're all 12 and have an IQ of 37?
I was under the impression they were 37 and had an IQ of 12
|

Marlona Sky
D00M. Triumvirate.
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Posted - 2010.02.14 10:37:00 -
[58]
Another thing I was wondering about is if I yarr someone, killing them and thus giving them kill rights on me...
What if anyone in his corporation was allowed to have kill rights on me? Until I am killed by one of them then the corp wide kill right on me is gone of course.

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Abbot Laarkin
Order Of Mystical Mountain Monks
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Posted - 2010.02.14 10:53:00 -
[59]
Originally by: Marlona Sky Another thing I was wondering about is if I yarr someone, killing them and thus giving them kill rights on me...
What if anyone in his corporation was allowed to have kill rights on me? Until I am killed by one of them then the corp wide kill right on me is gone of course.

Not entirely on topic, however... I'd probably say no to this one, after all kill rights are rewarded for an act against you specifically. As such there is no real reason to get your corp involved.
That said, I'm a scout. In my old corp if anyone had kill rights on another person, that person would be set red. As a scout (with good locator assets) it would be my job to find, position myself near to, and finally act as warp-in for the person with the kill rights. This was surprisingly easy as the number of people who set standings against anyone with kill rights on them is very low in my experience. So, you don't need corp-wide kill rights in order to get in on the payback
Back on topic: What's the take on corp-wide bounties? I.e. you are in a bounty hunter only corp, having accepted a bounty (for the corp, contract manager skill?) anyone in your corp with/ without the right standings can actively hunt said bounty. This may cause a dramatic increase in the number of active bounties you could pursue. Good/bad idea? ----
Originally by: Sir Carnage
Originally by: Marko Riva Why does that read like they're all 12 and have an IQ of 37?
I was under the impression they were 37 and had an IQ of 12
|

Savatar Mei
|
Posted - 2010.02.14 11:10:00 -
[60]
Edited by: Savatar Mei on 14/02/2010 11:11:18 i dont like it for 1 reason.
what if u see a bounty, and have a crazy dog fight, ur blood is pumping, fought off his reinforcements, ur tank is holding..BARELY, but u hang in there, that bounty of 3trillion is JUST TO MUCH TO RESIST. u risk it ALL,
HE GOES POP. woowhoooooo!!!!!
you GO POP, u celebrate delirious even though u just lost all ur implants, gear etc etc.
but nooooooooooooooooooooooooooooooooooooooooo u find out later,
HE WASNT ON UR BOUNTY LIST!
there should be some reward for a bounty, regardless if its yours or not.
|
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Abbot Laarkin
Order Of Mystical Mountain Monks
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Posted - 2010.02.14 11:25:00 -
[61]
Originally by: Savatar Mei Edited by: Savatar Mei on 14/02/2010 11:11:18 i dont like it for 1 reason.
what if u see a bounty, and have a crazy dog fight, ur blood is pumping, fought off his reinforcements, ur tank is holding..BARELY, but u hang in there, that bounty of 3trillion is JUST TO MUCH TO RESIST. u risk it ALL,
HE GOES POP. woowhoooooo!!!!!
you GO POP, u celebrate delirious even though u just lost all ur implants, gear etc etc.
but nooooooooooooooooooooooooooooooooooooooooo u find out later,
HE WASNT ON UR BOUNTY LIST!
there should be some reward for a bounty, regardless if its yours or not.
Understand your point, however... There is almost no way to make bounties universal without them becoming, as now, easily exploitable.
Secondly. If you are a professional BH, then you should of known he wasn't on your list, and avoided the fight.
If you chose to engage simply for the hell of it... Rejoice! You just had a great (from your description) 1 on many fight, for which you received a good time and a killmail 
One hand giveth, one hand taketh away. Game balance in action ----
Originally by: Sir Carnage
Originally by: Marko Riva Why does that read like they're all 12 and have an IQ of 37?
I was under the impression they were 37 and had an IQ of 12
|

Valea Silpha
Abortion Clinic
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Posted - 2010.02.14 11:58:00 -
[62]
Its a pretty good idea for the system, but I'm not too keen on the random element. Since you probably have never heard of the guy you have to go kill, you aren't gunna know till you get there if he is a solo guy or if he's normally hanging in space with a 30 man blob, and if he's the latter, encouraging any smaller number of pilots to come hunting is exactly what the pirates want... Well armed, expensively fit targets who haven't a hope in hell of surviving.
Potentially it could get even worse than that... Your guy might well end up being a neo-spartan guy who spent all their time in a dreadnaught waiting to hot drop.
Like the idea, just think that there needs to be some way for the biggest pirates to not be immune to it.
<Hammerhead> TomB is doing the nerfing <Hammerhead> I just stand behind him, look at his monitor and shake my head |

ParlourBeatFlex
|
Posted - 2010.02.14 12:12:00 -
[63]
Originally by: Memorya Edited by: Memorya on 14/02/2010 10:11:00
My opinion on BH system.
Bounty hunter can be mini profession, just like in cowboy bepop.
Pre Req. (Social)
- Social lvl 5 - Connections lvl 4 - Military connections lvl 5
New category name in skill sheet: Manhunt (CCP coud add beter name).
- Skill: Bounty hunter = Training time: 4x = 2 bounty jobs per level = 4x speed becouse we dont want, that everbody is bounty hunter. - Skill: Long days = Training time: 5x = 3 days contracting extension per lvl.
ParlourBeatFlex: I "refined" your idea and adjusted. I assume you took it from swg ?
Credit's go to: ParlourBeatFlex
- Skill: Intelligent tracking =Training time 3x = 10% more information from agent, regarding target. The last 50% youl have to on your own (Afterall your a BH).
- lvl 1 = Where the player is located in region. - lvl 2 = In what constellation the player is located. - lvl 3 = At what system is the player located. - lvl 4 = Give abilitie to find information on ship ID number. - lvl 5 = At which station, belt, gate or other object the player is located.
ParlourBeatFlex has really good addon and that shoud be added in your system, Lana Torrin.
Thank you for recognising my genius :D /jk. I have never played swg, and if my idea is similar to the system on there then im sorry for that, but honestly i didnt know!
I like the levels like how you have refined. Although level 5 could cause problems when players are out in deadspace. My only suggestion to solve it would be an indication of what space object they were near (like in my OP, nearest object they are near to).
As for the above point about seeing a bounty, destroying him and realising he is not on your list wouldnt happen with the proposed system. The system would only show bounties that are on your list. To everyone else that bounty your trying to kill is a normal player, killright and overview wise.
And for the point agaisnt my tracker idea, although it would make refinding ships alot easier, your still gonna have to find them, chase them and put a tracker on them in the first place, which could result in day long chases as it is. Id personally give the career up easily if i had to keep tracking the bounty down, especially if everytime i mangaed it, i would find the bounty with a recently upgraded ship, giving me no chance of killing him. With a tracker, you only have to go through that chase once (maybe more sometimes). However any pirate would invest in the detection skills (forgot to say upon detection, the tracker is removed) while BH's would invest in the placement and duration skills, so all will be balanced.
Oh and i forgot to include these points to my post:
- Upon tracker detection (either through a skill or tracker scan) the tracker is removed. - Could add a skill called 'Advanced tracker detection', this would give the player the ability to learn where the tracker came from. Cant think of the levels right now but level 5 would show who placed the tracker so that pirate can actively avoid the BH upon seeing him (another reason to do away with low and nullsec local).???
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Abbot Laarkin
Order Of Mystical Mountain Monks
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Posted - 2010.02.14 12:17:00 -
[64]
Originally by: Valea Silpha Its a pretty good idea for the system, but I'm not too keen on the random element.
Random element is pretty much a must-have to prevent easy exploitation
Originally by: Valea Silpha Since you probably have never heard of the guy you have to go kill, you aren't gunna know till you get there if he is a solo guy or if he's normally hanging in space with a 30 man blob, and if he's the latter, encouraging any smaller number of pilots to come hunting is exactly what the pirates want... Well armed, expensively fit targets who haven't a hope in hell of surviving.
If you never heard of him, you are less likely to come to some arrangement regarding splitting the bounty. If he's in a blob, tough luck. Come back tomorrow when he's on his own. He doesn't know who you are after all, good intel ftw If you haven't got a hope in hell don't engage, try harder, or just hand in that bounty for another one.
Originally by: Valea Silpha Potentially it could get even worse than that... Your guy might well end up being a neo-spartan guy who spent all their time in a dreadnaught waiting to hot drop.
In this case he's in low sec/ 0.0. Bring friends,kill a dread
----
Originally by: Sir Carnage
Originally by: Marko Riva Why does that read like they're all 12 and have an IQ of 37?
I was under the impression they were 37 and had an IQ of 12
|

Dantes Revenge
Caldari
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Posted - 2010.02.14 12:19:00 -
[65]
Sec status should not make any difference. At some time, you've had a negative sec status for someone to have been able to place that bounty. If you've ratted your way back to positive sec, guess what? you're still on someone's hit list and you will pay for what you have done. People will continue to come after you until that bounty is gone.
Highsec should be just as much a hunting ground as lowsec. As a bounty hunter, you should have the ability to pop and pod in highsec as much as anywhere else. No gate guns or Concord to worry about, you are simply killing a player rat just as you do NPC rats, regardless of their current sec status. The only difference is that you get no sec increase for it, the bounty is your reward, along with any loot/salvage you get. Call it a limited letter of marquis.
This would bring back the 1v1 encounters that everyone has complained is missing from the game now. If you want more 1v1 then bounty hunting is the way to go. Nobody else can interfere in highsec on either side without being popped by Concord, not even gang mates. Lowsec is a different matter, the rules still apply there and you risk his friends getting involved just as much as they risk your friends turning up for some fun.
Both will flash red to each other right from the start. In highsec, it doesn't matter which one takes the first shot, concord and the gate guns will ignore it. In lowsec, the gate guns will ignore it but will fire on anyone else who gets involved. Local chat will show both with a red '-' to each other. That means both have an equal opportunity to get the jump on each other.
It would be better not to give warnings to the other side. With a warning, he can go into hiding or sit in a station logged in until your bounty timer runs out. Although some like a fight, there are a lot of cowards too and if the odds are not 20:1 in their favour, they'll run and hide. Also, since when does a bounty office notify you when someone accepts the bounty contract on you?
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ParlourBeatFlex
|
Posted - 2010.02.14 12:25:00 -
[66]
Originally by: Valea Silpha Its a pretty good idea for the system, but I'm not too keen on the random element. Since you probably have never heard of the guy you have to go kill, you aren't gunna know till you get there if he is a solo guy or if he's normally hanging in space with a 30 man blob, and if he's the latter, encouraging any smaller number of pilots to come hunting is exactly what the pirates want... Well armed, expensively fit targets who haven't a hope in hell of surviving.
Potentially it could get even worse than that... Your guy might well end up being a neo-spartan guy who spent all their time in a dreadnaught waiting to hot drop.
Like the idea, just think that there needs to be some way for the biggest pirates to not be immune to it.
That is why i believe its important to add a tracker module in the mix. That way players can track powerful targets to areas when they are on there own. Plus it would put more emphasis on recon and grouping up.
Personally if i were given a 3bil bounty contract, and i saw him in jita with a dreadnought and several corpmates, id place a tracker on him. Then (unless he detected my tracker), id call some hunter mates and one of us would recon him as much as possible with a cov ops ship. Finally after a few days my 'recon' team might report of him heading out on his own, or buying a new ship and taking it to fit somewhere else (IE, would have no adequate protection). Immediately the rest of the team would warp in and kick some pirate ass, split the massive reward. Culd weeks to properly strike a powerful player, but i could definately happen.
Now imagine the above scenerio without a tracker. Everytime you managed to track him down would be completey random, giving no oppurtunity to prepare, but giving plenty of oppurtunity to be lucky. Hunters should be rewarded for the work and training time they put into the job... It wouldnt be fair to have players randomly finding their targets, because sometimes you could bump into them while they have just bought a frig for a mate (EASY WIN), or sometimes you could arrive when there in their dread, with 50 other corp mates with them (EASY LOSE).
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Abbot Laarkin
Order Of Mystical Mountain Monks
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Posted - 2010.02.14 12:42:00 -
[67]
While I agree the tracker module is an interesting idea, I don't think it's all that necessary. And it may just make the whole thing just a little to easy.
To be honest, all you really need is for a locator agent to give you the current name of the targets ship. With this you can find him/ her anywhere. The required moidule is already in the game and easy as anything to use 
Don't forget, the target doesn't know who you are, you have every advantage already. If you have to waste a bit of time building up intel on ship types/ names etc. then that is a small price to pay tbh. While I think Bounty Hunting has the potential to be a huge business ( not to mention a good draw to the game), I don't believe it should be as easy for new players as salvaging for example.
With a sound working knowledge of D-scan, probing, and of course PvP combat, the system outlined by Lana is extremely attractive and would certainly see me changing profession Patience would also be a major requirement, if you haven't got the skills or the mindset for the "long stalk" then bounty hunting wouldn't be the profession for you.
Note: This is not meant as a flame, I would just hate to see BH'ing transformed into something so easy it basically becomes another newb-job. ----
Originally by: Sir Carnage
Originally by: Marko Riva Why does that read like they're all 12 and have an IQ of 37?
I was under the impression they were 37 and had an IQ of 12
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ParlourBeatFlex
|
Posted - 2010.02.15 00:54:00 -
[68]
Originally by: Abbot Laarkin Edited by: Abbot Laarkin on 14/02/2010 13:20:48 While I agree the tracker module is an interesting idea, I don't think it's all that necessary. And it may just make the whole thing just a little to easy.
To be honest, all you really need is for a locator agent to give you the current name of the targets ship. With this you can find him/ her anywhere. The required moidule is already in the game and easy as anything to use 
Don't forget, the target doesn't know who you are, you have every advantage already. If you have to waste a bit of time building up intel on ship types/ names etc. then that is a small price to pay tbh. While I think Bounty Hunting has the potential to be a huge business ( not to mention a good draw to the game), I don't believe it should be as easy for new players as salvaging for example.
If I'm reading your example above correctly, there is very little the tracking mod does that gives much of an advantage over an experienced scout+ locator agent. The main difference As far as I can see is the mod simply speeds up the process while also reducing the need for good scouting/ intel. Thin line between this and "dumbing down" for the masses without the required skills/ experience or temperament to make a good hunter. I suppose it would simply depend on exactly what you considered would be important traits for anyone who wanted to be a BH to posses.
For me Patience would be a major requirement, if you haven't got the skills or the mindset for the "long stalk" then bounty hunting wouldn't be the profession for you.
With a sound working knowledge of D-scan, probing, and of course PvP combat, the system outlined by Lana is extremely attractive and would certainly see me changing profession
Note: This is not meant as a flame, I would just hate to see BH'ing transformed into something so easy it basically becomes another newb-job.
Edited to sound a little less flame-like.
I understand your point. Although accessability should be considered. Other suggestions in this topic have pointed towards a agent ranking system, that would determine what prey you are assigned in respect to your current standing with the bounty office.
You could go two ways with this, and i guess it depends on how many rookie-average players get bountys put on them.
If there are currently lots of 'rooks' with bounties, then it is unfair to limit the profession to just the experienced player, as the first few ranks of in the bounty office are gonna be childs play. Aslong as the ranks match player skill well enough, then a tracker module, while making things a tad easier (as i said before, for refinds), would still result in a balanced system. Especially as my suggestion includes skills and modules for detection (which results in removal) of that tracker. Any smart pirate would (unless already detecting upon the hunter attempt at placement) get a corp mate to do a bug scan of his ship everytime he left a heavily public area.
Locator agents are fine but they are only available when you have enough standing with them. While it would be fine to do it this way, problems come up when you finally have enough standing to use at location agent at (lets call it) place A, which gives you the location of your target at place B. You immediately go to place B (which is, lets say, 5 jumps away) and find noone but a few ships in the system, who arnt inclined to tell you where your target has just gone (and by asking youv probarly just let your targets mates know your actively hunting them). A little frustrated you then go back to A, only to find your target is at place C (which is 11 jumps away). You repeat the process until you figure out your only ever gonna be chasing this guy.
If there are currently very few rookie-average players with bounties on their heads, then the tracker module would indeed dumb down the system. In which case id agree and not include it.
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ParlourBeatFlex
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Posted - 2010.02.15 01:04:00 -
[69]
Oh and just to add to what iv said:
While i agree that the tracker would speed up the whole process of BHing, remember that you actually have to find the target and get 2.5km away from him to attempt the placement of a tracker. Would still need patience to find the target at first... But as in RL, if you find your target to be more prepared than you, the module would make it easier and alot more beneficial to go off and prepare your best fit.
As i have already said..... Luck shoudlnt be a big part of eve. Skill, technique and time should be the key factors in success, as every other profession in game. If a tracker module isnt available, then locating and actually fighting your targets is gonna be largely based on luck (it isnt fair to have a rookie accepting his first contract, and him luckily locating his target at a weak moment after the first 'chase'. While an experienced player could stil have to manually track his target for a good few weeks, eventually finding him in a dread, accompanied with a 50man blob).
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SilentHunter13
Eve Defence Force Systematic-Chaos
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Posted - 2010.02.15 04:19:00 -
[70]
Edited by: SilentHunter13 on 15/02/2010 04:22:05
Originally by: Sylia Masters A default limit based upon security status of the character, only applicable once per time period and/or events. Events could include ship attack, ship destruction, pod attack, podding, structure attack, structure destruction. Multipliers to the limit based upon value of ship, destroyed modules, destroyed cargo, structure, implants.
The orriginal post from the thread author is an interesting idea but it has a few problems from face value. Complex answers can fix these issues (hence the quote).
The first one I see straight off the bat is anyone can skill for this bounty skill and anyone can go for this bounty hunting agent. Which means effectively giving someone a bounty is a kill in itself. Infact you can give someone a bounty then go apply at the bounty agent and get that person as a kill right. Then you can grief people all day long if they have a negative security status.
One idea I have about this is making it so you can only engage your bounty target when he is violating a certain degree of high sec. For instance if a -2.5 person were to enter 1.0 you wouldn't normally be able to shoot said person unless at war or you had existing killrights anyway. However if you have this guy on your bounty list then you have access to kill him in 1.0 and if he goes to -2.6 then you have access to kill him in 0.9 (I think 0.9 is -2.6).
To add to this idea the agent himself will give you a location on the target for a cost of agent loyalty points. Kind of a reward for doing previous missions in itself. The more bounty hunting you do the more resources the agent is willing to give you to hunt someone down because you are good at it. This also means it is hard to get into as a start but considering you can already have locator agents from missions it shouldn't take too long really. The benefit from a bounty hunting agent is that it can give you the location of a target with a ship type or maybe where that person was previously seen. For example if the target was in sarum prime and is now in amarr there is a virtual map made, you can assume which directions that target is going to go and plan for it (Bad example giving those 2 systems being as there is alot of possible destinations but you should get the idea). Making the job mobile.
You can also add an issue with this so that if you ask the agent for more info constantly or more than a few times on the same bounty mission then you lose standings because the agent loses interest in you, you are no longer good at the job. The agent can also have bonuses that a normal mission agent gives such as rewards for loyalty points in the form of a decent module/ship or maybe even some sort of navy ship.
You can make it so you have 2 bounty slots, or 3. The idea behind this is that you can have 2-3 bounty hunts going on at the same time, you can switch these for a new bounty hunt but you will lose standings for refusing, like refusing a mission.
I would also want to edit in quickly that to prevent thousands of players applying for this bounty hunt to kill anyone with a bounty, potentially overwhelming anyone with a bounty you need a certain standings requirement with the system owner, like gallente or amarr? Maybe certain standings with concord in itself to take part? ------------------------------------------
Analysing and Destroying your arguments since early 2007 :) Enjoy.
Yankee Alpha Romeo Romeo Romeo |
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ParlourBeatFlex
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Posted - 2010.02.15 06:04:00 -
[71]
Originally by: SilentHunter13 Edited by: SilentHunter13 on 15/02/2010 04:22:05
Originally by: Sylia Masters A default limit based upon security status of the character, only applicable once per time period and/or events. Events could include ship attack, ship destruction, pod attack, podding, structure attack, structure destruction. Multipliers to the limit based upon value of ship, destroyed modules, destroyed cargo, structure, implants.
The orriginal post from the thread author is an interesting idea but it has a few problems from face value. Complex answers can fix these issues (hence the quote).
The first one I see straight off the bat is anyone can skill for this bounty skill and anyone can go for this bounty hunting agent. Which means effectively giving someone a bounty is a kill in itself. Infact you can give someone a bounty then go apply at the bounty agent and get that person as a kill right. Then you can grief people all day long if they have a negative security status.
One idea I have about this is making it so you can only engage your bounty target when he is violating a certain degree of high sec. For instance if a -2.5 person were to enter 1.0 you wouldn't normally be able to shoot said person unless at war or you had existing killrights anyway. However if you have this guy on your bounty list then you have access to kill him in 1.0 and if he goes to -2.6 then you have access to kill him in 0.9 (I think 0.9 is -2.6).
To add to this idea the agent himself will give you a location on the target for a cost of agent loyalty points. Kind of a reward for doing previous missions in itself. The more bounty hunting you do the more resources the agent is willing to give you to hunt someone down because you are good at it. This also means it is hard to get into as a start but considering you can already have locator agents from missions it shouldn't take too long really. The benefit from a bounty hunting agent is that it can give you the location of a target with a ship type or maybe where that person was previously seen. For example if the target was in sarum prime and is now in amarr there is a virtual map made, you can assume which directions that target is going to go and plan for it (Bad example giving those 2 systems being as there is alot of possible destinations but you should get the idea). Making the job mobile.
You can also add an issue with this so that if you ask the agent for more info constantly or more than a few times on the same bounty mission then you lose standings because the agent loses interest in you, you are no longer good at the job. The agent can also have bonuses that a normal mission agent gives such as rewards for loyalty points in the form of a decent module/ship or maybe even some sort of navy ship.
You can make it so you have 2 bounty slots, or 3. The idea behind this is that you can have 2-3 bounty hunts going on at the same time, you can switch these for a new bounty hunt but you will lose standings for refusing, like refusing a mission.
I would also want to edit in quickly that to prevent thousands of players applying for this bounty hunt to kill anyone with a bounty, potentially overwhelming anyone with a bounty you need a certain standings requirement with the system owner, like gallente or amarr? Maybe certain standings with concord in itself to take part?
Your point holds alot of value.
This is why the best idea would be to have the bounty agent only offering one bounty at a time (bounty skill would only give more 'slots' as you put it) BUT that bounty is a completely random one from your skill range (standings with the bounty office). This would eliminate people setting bounties just because they want the kill rights.
Bounties are given by players as normal, however, each bounty could be limited in price and killright type (podding, not podding) relating to either sec status, ship type or SP (experience in other words). That might balance everything?
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Abbot Laarkin
Order Of Mystical Mountain Monks
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Posted - 2010.02.15 09:05:00 -
[72]
Clarification: When I used the term "locator agent" in a previous post I was referring to a specific Bounty agent, not any current agent in-game. Standing to these agents would be based purely on your BH experience/ success. Sorry not to be clear on this point.
As to accessibility: Again, this is dependent on whether CCP would consider BHing as something that new players would be capable of undertaking without ridiculous levels of loss. Remember, if the bounties you have access to at any time are based on bounty amount, then you have absolutely no idea of the age/ experience level of the "mark". I have had various bounties on my head at times from 1mil isk through to 200+mil, this had no bearing at all on the age of my char. You could take on a 1mil isk bounty just to find that you are hunting a very experienced killer living in deep low sec, personally I like the uncertainty involved but I realise some people might not. Again, if you are given a target that you feel is unfair, to hard, or that will be too time consuming to hunt down then as stated in the OP you can hand that bounty back in order to try a new one.
Another point about accessibility, for every mod you add to the game you are adding one more thing a new player needs to spend time skilling for. If you stick to mods and (char) skills that are already in place, and useful for other purposes, then you are moving the emphasis on to player skills. I would much prefer to see BHing as a profession that requires reasonably low levels of char skills, and much higher levels of player skills tbh but again that would be CCP's decision.
Quote: The first one I see straight off the bat is anyone can skill for this bounty skill and anyone can go for this bounty hunting agent. Which means effectively giving someone a bounty is a kill in itself. Infact you can give someone a bounty then go apply at the bounty agent and get that person as a kill right. Then you can grief people all day long if they have a negative security status.
1) It is not "a kill in itself" rather it is the opportunity for a kill, who's to say you're good enough to kill the bounty? 2)If bounties are random to a region (as put forward in the OP) then you can put a bounty on someone as often as you like, there is no guarantee that you will ever be offered that bounty yourself. 3) The player with the bounty on their head did something to put it there (negative sec doesn't just happen) the possibility of being repeatedly killed until they a) stop being naughty or b) fix their sec, can in no way be considered "griefing". This is simply an application of consequence.
Either way, this is starting to get a little off-topic. I'm sure that whatever we feel would be useful to the profession, mods, skills etc. we can all agree at least that the most important step is to just get any system in place that actually works . To this end I still feel that Lana's suggestion is one of the best I've seen so far, it is simple, workable and would be a great starting point for future development.
Again would like to stress +1 for this
----
Originally by: Sir Carnage
Originally by: Marko Riva Why does that read like they're all 12 and have an IQ of 37?
I was under the impression they were 37 and had an IQ of 12
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Riedle
Minmatar Raptus Regalitor Black Legion.
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Posted - 2010.02.15 17:29:00 -
[73]
Great idea I think.
Some additional points to ponder
- Perhaps the person placing the bounty would take a slight negative security status hit. This would solve the problem of someone placing bounties on everyone he sees. Perhaps a -0.1 sec hit or less.
- Bounty Hunters also get a positive security status hit for a successful completion of a bounty. (getting rid of criminals) Possibly also ties this in with faction standings?
- Standings with the Bounty hunter agent. The higher the standings, the higher the bounties given out.
- People with security status below a certain threshold cannot place bounties (-2) v0v
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Riedle
Minmatar Raptus Regalitor Black Legion.
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Posted - 2010.02.15 17:36:00 -
[74]
Quote: Pre Req. (Social)
- Social lvl 5 - Connections lvl 4 - Military connections lvl 5
So the prerequisite to being a bounty hunter is being a carebear?
No thanks.
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ParlourBeatFlex
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Posted - 2010.02.15 22:24:00 -
[75]
Edited by: ParlourBeatFlex on 15/02/2010 22:27:09
Originally by: Abbot Laarkin Clarification: As to accessibility: Again, this is dependent on whether CCP would consider BHing as something that new players would be capable of undertaking without ridiculous levels of loss. Remember, if the bounties you have access to at any time are based on bounty amount, then you have absolutely no idea of the age/ experience level of the "mark". I have had various bounties on my head at times from 1mil isk through to 200+mil, this had no bearing at all on the age of my char. You could take on a 1mil isk bounty just to find that you are hunting a very experienced killer living in deep low sec, personally I like the uncertainty involved but I realise some people might not. Again, if you are given a target that you feel is unfair, to hard, or that will be too time consuming to hunt down then as stated in the OP you can hand that bounty back in order to try a new one.
Another point about accessibility, for every mod you add to the game you are adding one more thing a new player needs to spend time skilling for. If you stick to mods and (char) skills that are already in place, and useful for other purposes, then you are moving the emphasis on to player skills. I would much prefer to see BHing as a profession that requires reasonably low levels of char skills, and much higher levels of player skills tbh but again that would be CCP's decision.
When i said, sec status/age/SP directing to price, i didnt mean one or the other, i meant a balance on all three. You could easily work the 'skill' of a player based upon the accounts age, there SPs and the current security status. The price is then limited to a certain range, relating directly to these points. This would make it easy to place bounties within certain bounty office levels (based on standing).
ALSO, its worth thinking about whether combat skillpoints should have more value to the system than industry points, as you could get into situations that traders (who recieve a bounty for scamming someone, for example) with no combat skill and experience get absolutely flogged for using (as CCP says) a in game mechanic. Im not sure whether this would be 'fair' or not, as while its the players fault for scamming someone.... I have a feeling that CCP are proud of the fact its possible, and legal, to scam in game. This creates a deeper, and more extensive set of gameplay mechanics. There would be risk that scams would die out, if the bounty system was more effective than it is now. While i hate being scammed, i personally love the fact its possible... putting me on edge when im setting up deals with players is something that cannot be achieved in any other game.
Im also now split on the accessability factor. I can see the lure of bounty hunting to be an ELITE profession. However, if this system is expansive enough for new players to give it a go, while still having the depth to create an ELITE within the profession... im all game. From what i can see there are alot of pirates in eve in general. While some are experienced, im guessing alot others are rook to average. Do you limit the hunt to just experienced players (meaning new pirates are simply ignored, and once they get experienced they are then 'shocked' by the amount of players going after them)? OR do you expand it all???
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Mitchell Hagen
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Posted - 2010.02.16 02:08:00 -
[76]
Originally by: Andrea Griffin Should the target receive mail when a new hunter is assigned, or should the criminal simply be left devoid of any information about the hunter?
Giving no information is best. The point of a bounty is to provide some incentive for the person with the bounty to be captured. Tipping off the victim works against this.
Quote: From: Darth Vader To: Han Solo Subject: Bounty Hunters
Han, I have assigned some bounty hunters to hunt you. Find attached some information re: names of bounty hunters and technical specifications of their ships.
Darth Vader
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Abbot Laarkin
Order Of Mystical Mountain Monks
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Posted - 2010.02.16 09:02:00 -
[77]
Originally by: ParlourBeatFlex Edited by: ParlourBeatFlex on 15/02/2010 22:27:09
When i said, sec status/age/SP directing to price, i didnt mean one or the other, i meant a balance on all three. You could easily work the 'skill' of a player based upon the accounts age, there SPs and the current security status. The price is then limited to a certain range, relating directly to these points. This would make it easy to place bounties within certain bounty office levels (based on standing).
Interesting, though I have no idea what this would be like to code (too complex?). Again, I like a level of uncertainty so for me basing the level of bounty available on your BH standing/ price of bounty would be ideal. The random nature of bounties appeals to me. This is just a personal preference of course.
Originally by: ParlourBeatFlex
ALSO, its worth thinking about whether combat skillpoints should have more value to the system than industry points, as you could get into situations that traders (who recieve a bounty for scamming someone, for example) with no combat skill and experience get absolutely flogged for using (as CCP says) a in game mechanic. Im not sure whether this would be 'fair' or not, as while its the players fault for scamming someone.... I have a feeling that CCP are proud of the fact its possible, and legal, to scam in game.
Here we return to the point of who, and for what reason, you can place a bounty on. It would be hard to place a bounty on a professional scammer, as most of the ones I see have a + sec status, and rarely even leave stations (scamming alts abound). Unless CCP go for a "place bounty on anyone" idea, which I don't think would be welcomed by that many tbh. As mentioned before, having the option to place a bounty on anyone who is currently under a GCC or personal aggro timer (for committing an illegal act) would allow bounties on anyone, of any sec standing, who has "done you wrong". This might even help with the obscene number of can-flipper/ ninja whine threads by giving the aggrieved party a valid and working option to get a little payback-by-proxy
Originally by: ParlourBeatFlex
Im also now split on the accessability factor. I can see the lure of bounty hunting to be an ELITE profession. However, if this system is expansive enough for new players to give it a go, while still having the depth to create an ELITE within the profession... im all game. From what i can see there are alot of pirates in eve in general. While some are experienced, im guessing alot others are rook to average. Do you limit the hunt to just experienced players (meaning new pirates are simply ignored, and once they get experienced they are then 'shocked' by the amount of players going after them)? OR do you expand it all???
If you do the crime, you should be prepared to pay the price regardless of char age. As to Elite profession, a system that gives the BH the option to "turn in" a bounty unfulfilled (with or without a penalty of some sort) is not that hard for newer players to get into. It may mean they spend time sorting out the bounties untill they find one they feel up to, or in the case of more patient players, shadowing the mark until s/he is in something they can gank.
Experience is not always dictated by age, a new player has access to the forums, help channels, corp chats etc. the same as any other. BH would be no different to any profession, the more effort you put in to learn, the faster you will get good at it. In any PvP situation common sense and planning will pay off regardless of SP, pick the fights you have a chance at. In order to be "Elite" all you need to do is work at it, the more you kill the better the bounties on offer and so on. If CCP also Introduce some way to record successful bounties publicly (some form of list in the "show info" window on a char, similar to the medal/ awards tab perhaps? ) that would be great
----
Originally by: Sir Carnage
Originally by: Marko Riva Why does that read like they're all 12 and have an IQ of 37?
I was under the impression they were 37 and had an IQ of 12
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Abbot Laarkin
Order Of Mystical Mountain Monks
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Posted - 2010.02.16 10:39:00 -
[78]
Edited by: Abbot Laarkin on 16/02/2010 10:42:47 A note to CCP:
C'mon guys what are you waiting for?
I'm sure I'm not the only person who started playing Eve (along with a close friend) with the sole intention at the time of becoming a Bounty Hunter. It didn't take long to find out that under the current system this is utterly pointless. It was about this time my friend left the game ( without giving me his stuff I might add ). I stuck it out in the hope that my Role playing dreams would one day become a reality .
Face it, the very term Bounty Hunter is synonymous with Cool. From the earliest westerns through to the latest sci-fi Bounty Hunters have been, and probably will be, some of the most popular characters in any genre. Actually making this a viable option in Eve can only be a good thing. Done correctly it could also be the biggest boost to solo play ever. We have Fleet-Warfare which is good as far as it goes albeit a tad blobby, time to give the soloists a real chance to shine.
In all honesty, I would much rather see a working and fun bounty system than I would Walking in stations. One would have a huge and hopefully positive impact on gameplay, the other is just Walking in Stations (ooh look, I can buy clothes ) [/sarcasm]
I freely admit I have zero knowledge of programming, so I don't know how hard this is from a practical standpoint. But the potential benefits surely warrant a serious attempt at working this out? I'm sure you would find many willing volunteers to help in any stickied discussion thread on this subject.
Sincerely, Abbot Laarkin Would-be Bounty Hunter. ----
Originally by: Sir Carnage
Originally by: Marko Riva Why does that read like they're all 12 and have an IQ of 37?
I was under the impression they were 37 and had an IQ of 12
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Alater Caedo
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Posted - 2010.02.18 02:16:00 -
[79]
I like it. Griefing people with small bounties will be ftw.
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K1RTH G3RS3N
Haunted House
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Posted - 2010.02.18 06:01:00 -
[80]
Edited by: K1RTH G3RS3N on 18/02/2010 06:02:04 this, if implemented and acknowledged by ccp, will be truly awesome.
might of already been mentioned but will the bounty holder know whos coming for him/her? if so, it would be a little too easy to anticipate an attack and well, if not, bounties will be used properly now that the applicator will know his investment is worth while for revenge.
IDEA - the people who have put the bounty on in the first place should get a notification when the bounty holder gets ganked/podded by his/her hunters.
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Abbot Laarkin
Order Of Mystical Mountain Monks
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Posted - 2010.02.18 07:52:00 -
[81]
Originally by: K1RTH G3RS3N Edited by: K1RTH G3RS3N on 18/02/2010 06:02:04 this, if implemented and acknowledged by ccp, will be truly awesome.
might of already been mentioned but will the bounty holder know whos coming for him/her? if so, it would be a little too easy to anticipate an attack and well, if not, bounties will be used properly now that the applicator will know his investment is worth while for revenge.
I certainly hope not. In any working system the very fact that you have a bounty on your head should be all the warning you need. Anyone who spends time in low/ null sec should know that there are certain precautions you take when moving around, this goes with the territory. I feel having a bounty on you ( it's there because of a choice you made remember) would require you to take similar precautions, again welcome to the consequences . Anyone incapable of taking basic precautions for their own safety has no business being a criminal. Anyone who can take said precautions is not going to be an easy mark, high quality solo PvP ftw!
Originally by: K1RTH G3RS3N IDEA - the people who have put the bounty on in the first place should get a notification when the bounty holder gets ganked/podded by his/her hunters.
Big YES! for this idea from me Could even include the name of the bounty hunter who made the kill (possibly an option available to the bounty hunter "advertise-Yes/No"?).
Can't find the thread atm, but I remember someone coming up with a clever idea for selling/ contracting out killrights. A working bounty system like this would be an excellent way of building a reputation so that people could then contact you with a view to hiring you on as a "contract killer". Public service leading to private service....works for me .
----
Originally by: Sir Carnage
Originally by: Marko Riva Why does that read like they're all 12 and have an IQ of 37?
I was under the impression they were 37 and had an IQ of 12
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Abbot Laarkin
Order Of Mystical Mountain Monks
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Posted - 2010.02.18 08:22:00 -
[82]
Originally by: Alater Caedo I like it. Griefing people with small bounties will be ftw.
done properly there would be almost no scope for "griefing" at all.
Scenario 1: Person has bounty (did something naughty to earn it)-> you kill them (paybacks a ***** )-> bounty is gone( you can't shoot them any more). Crime+ punishment= good game play
Scenario 2 Person has low bounty(d.s.n.t.e.i.)-> You try to kill them(they are better at PvP than you)-> you lose a ship-> you learn something important-> bounty is there for someone else to claim. Crime+ failed attempt at punishment= good game play
Where exactly is the griefing?
Don't forget, the amount of a persons bounty does not necessarily reflect their ability to fight, but rather how much their death is worth to some other person.
the only way I can see to "grief" anyone using this system is in fact the other way around. E.g. A highly skilled player gains aggro on an alt in order to place a low bounty on him/herself. Then has loads of fun shooting new BH'ers who don't pay enough attention to char age etc.
Not a major problem imo as sooner or later someone good is going after that bounty just for the hell of it
----
Originally by: Sir Carnage
Originally by: Marko Riva Why does that read like they're all 12 and have an IQ of 37?
I was under the impression they were 37 and had an IQ of 12
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Marko Riva
Adamant Inc.
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Posted - 2010.02.18 11:06:00 -
[83]
I VERY much like the initial idea because it does away with being able to take your own bounty and it makes a profession out of it. Perhaps one could add some help from the "bounty NPC" in the form of it giving you updates on request on location, perhaps a bit more. But on a long timer ofcourse.
Well done.
----------- I think, therefore I'm single. Want to learn combat/PVP? Alliance creation service |

ParlourBeatFlex
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Posted - 2010.02.18 18:24:00 -
[84]
Originally by: Abbot Laarkin
Where exactly is the griefing?
Don't forget, the amount of a persons bounty does not necessarily reflect their ability to fight, but rather how much their death is worth to some other person.
the only way I can see to "grief" anyone using this system is in fact the other way around. E.g. A highly skilled player gains aggro on an alt in order to place a low bounty on him/herself. Then has loads of fun shooting new BH'ers who don't pay enough attention to char age etc.
Not a major problem imo as sooner or later someone good is going after that bounty just for the hell of it
This is exactly why the system needs to work out skill ranges of players. That exact exploit would be alot harder when the age and SP of a character is taken into consideration when determining who the bounty should be released to.
Theres another situation witht he same exploit, where a player could set a low bounty on a mate.... allowing him lots of easy kills when rookie BHers pursue. the very fact the player could then do the same to his mate would give someone enough reason to exploit.
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Abbot Laarkin
Order Of Mystical Mountain Monks
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Posted - 2010.02.19 07:13:00 -
[85]
Edited by: Abbot Laarkin on 19/02/2010 07:15:19
Originally by: ParlourBeatFlex
Originally by: Abbot Laarkin
Don't forget, the amount of a persons bounty does not necessarily reflect their ability to fight, but rather how much their death is worth to some other person.
This is exactly why the system needs to work out skill ranges of players. That exact exploit would be alot harder when the age and SP of a character is taken into consideration when determining who the bounty should be released to.
Theres another situation witht he same exploit, where a player could set a low bounty on a mate.... allowing him lots of easy kills when rookie BHers pursue. the very fact the player could then do the same to his mate would give someone enough reason to exploit.
OK, In general I think your idea would work well (although SP would probably be more important a factor than age) particularly if the idea is to make it more accessible to newer players.
A purely personal preference is to keep it completely random, The chance that one day I might be tasked with an "easy" kill and the next with a much harder one adds a bit of spice to the idea. I suppose it depends on personal play-style. I would have no issue with having to go up against a much older/ higher sp player, as I would happily spend days/ weeks/ months shadowing that person until an opportunity presents itself (or until I can engineer one ). I realise that kind of play is not for everyone though.
Btw, any thought on how aggro mechanics should work with BHing, particularly in high/ low sec? Namely, would a marks gang/ corp/ alliance mates be able to shoot at a BH once s/he has engaged? Remote rep allowed etc.?
Quick thoughts.
High sec. No aggro given to either side, this is a concord sanctioned hit on a known criminal. Essentially keeping it a 1on1 between hunter and hunted. No remote repping on either side allowed? (would this be straying a bit to close to "instanced" type duelling?)
Low sec. Same as high sec, however being low sec means anyone can get in on the fight if they want, but sec hits (with the exception of the BH originally tasked with the hit) and GCC will come into force as per normal for low sec combat.
Null sec. Ummm, No sec, no rules tbh. ----
Originally by: Sir Carnage
Originally by: Marko Riva Why does that read like they're all 12 and have an IQ of 37?
I was under the impression they were 37 and had an IQ of 12
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Xenofarion
Gallente
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Posted - 2010.02.23 23:09:00 -
[86]
Definitely YES! 
I endorse & recommend this product and/or service! -- those who can, do those who can't, complain |

Zar Terra
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Posted - 2010.02.24 11:41:00 -
[87]
This a phenomenally brilliant idea !!
One thing I might add, because it dosn't look like its been mentioned in the OP or the replies is:
What about Corp mates that have a bounty on them? Sure the system of getting a bounty is random, but there should be a filter applied so that you don't end up getting a mark that's currently in your corp, or alliance. That could be embarrassing.
Perhaps taking that a step further, what about other corps and allies that are already blue to you, or your corp or alliance? Sure its politics, but its politics that might end up causing trouble for your alliance in the long run.
On topic though, I'm fully in favour of OPs idea and support the implementation of this 150% It is after all why I started playing EVE.
Originally by: Zar Terra Human Society operates on a single fundamental and unconscious rule: Creation Through Destruction.
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bellaren
Caldari Maximatics Inc
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Posted - 2010.02.24 12:39:00 -
[88]
Missed this due to snow knocking out the webz.
Another suggestion that will likely not be noticed would be a most wanted list. Either the top 5-10-??? active characters or after you hit a certain mark and it's bounty hunter wide. Most of the high rollers have it as a badge of honor and considering the high end of the list stays static I doubt it's going to be abused like how it is on the lower end.
Of course this might be a horrible idea ~~~~~~~~~~~~~~~~
SHH I'm pretending to be a girl, don't tell anyone.
lolsig |

Master Entreri
Aliastra
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Posted - 2010.02.24 14:40:00 -
[89]
Originally by: Pwnage Star Lana Torin thread... didnt read it
Your loss.
Excellent idea! This system gives a new type of "Missioning" and encourages people to control pirates and bad guys to a certain extent.
You get my two thumbs up!
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Cailais
Amarr Diablo Advocatus Rogue Elements.
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Posted - 2010.02.25 00:15:00 -
[90]
Actually this idea is quite interesting.
I like the concept of bounty hunting being rather like a mission, but vs another player. I also like the idea of increasing your skills to find a bounty target, number of open jobs, increase the duration of time available and so forth.
The random selection concept has some promise to it as well. A low skilled pilot might have his random search return a result within the Region. Higher skill levels narrow the selection (constellation, within 20 jumps etc).
Overall a promising concept.
C.
the hydrostatic capsule blog
Originally by: Capa So if you wake
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ceyriot
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Posted - 2010.02.25 07:56:00 -
[91]
Posting in a Lana Torrin thread \o/
But seriously....
As a person that somehow always has a bounty on his head (I have no idea why...) I don't like the idea of cruising around in a frigate and randomly having someone in say a Zealot gank me out of the blue. There should be a skill that gives the target warning (I would call it Criminal Connections, but thats taken....so Advance Warning or something) so its not just a random gank.
Other than that, its a good idea.
 |

Dantes Revenge
Caldari
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Posted - 2010.02.25 18:13:00 -
[92]
Originally by: ceyriot As a person that somehow always has a bounty on his head (I have no idea why...) I don't like the idea of cruising around in a frigate and randomly having someone in say a Zealot gank me out of the blue. There should be a skill that gives the target warning (I would call it Criminal Connections, but thats taken....so Advance Warning or something) so its not just a random gank.
Other than that, its a good idea.
A warning so you can just dock up or play 'hug the station'? If you don't agree with the consequences, don't take the action.
If you have a bounty on you, you a negative sec which means you've at least ship killed enough times to get it. You don't get negative sec by killing NPC's. Those people you've blown up have most likely posted a bounty on you. Now you want a warning as well so you can run away and hide instead of facing the consequences of your actions? If you have managed to **** someone off enough for them to post a bounty on you, why should you have the freedom to cruise around with impunity? You should be expecting a visit from a bounty hunter at any time.
That is the problem with this game, too many people have become complacent because there are no consequences as long as you stay above -0.5 sec status, you can go anywhere and do anything. You can even cruise around highsec with a huge bounty on you and nobody can touch you to claim that bounty. Personally, I'd prefer to have a system where, if you have a bounty on you, you're open season for anyone at any time and any place, even highsec no matter what your current sec status it.
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Anselm's MajorDomo
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Posted - 2010.02.25 20:48:00 -
[93]
Bump.
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Ehris Bok
United Kings R.A.G.E
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Posted - 2010.02.25 22:15:00 -
[94]
love the idea. first good bounty system idea ive seen!
btw i think you should also post this as a Proposal in Assembly Hall. would get my vote :)
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Sader Rykane
Amarr Midnight Sentinels Midnight Space Syndicate
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Posted - 2010.02.26 02:56:00 -
[95]
/convo Bounty Target
Me: Hey "X" I just got a mission for your bounty, how about you let me pod your empty clone and we split 50/50.
Target: Sure meet you in "Y" System
/pod Targets empty (read: worthless clone).
Optional: Transfer 50% isk to target.
Bounty system circumvented and/or useless. I mean its up to you whether you honor the agreement and go 50/50 but even if you don't the pirate gets to dodge a bounty for only the cost of his clone.
Sorry... Next idea?
Sig Gallery is currently down: Contact me ingame for prices.
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Trustworthy Joe
Minmatar
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Posted - 2010.02.27 00:22:00 -
[96]
Originally by: Sader Rykane /convo Bounty Target
Me: Hey "X" I just got a mission for your bounty, how about you let me pod your empty clone and we split 50/50.
Target: Sure meet you in "Y" System
/pod Targets empty (read: worthless clone).
Optional: Transfer 50% isk to target.
Bounty system circumvented and/or useless. I mean its up to you whether you honor the agreement and go 50/50 but even if you don't the pirate gets to dodge a bounty for only the cost of his clone.
Sorry... Next idea?
well, where's the fun in that?
i much prefer bringing tears to unsuspecting people.
want a sig? thats great! post it in response to my posts!
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Lana Torrin
Minmatar Republic Military Skool
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Posted - 2010.02.27 09:38:00 -
[97]
Originally by: Sader Rykane /convo Bounty Target
Me: Hey "X" I just got a mission for your bounty, how about you let me pod your empty clone and we split 50/50.
Target: Sure meet you in "Y" System
/pod Targets empty (read: worthless clone).
Optional: Transfer 50% isk to target.
Bounty system circumvented and/or useless. I mean its up to you whether you honor the agreement and go 50/50 but even if you don't the pirate gets to dodge a bounty for only the cost of his clone.
Sorry... Next idea?
Because I always trust people when they say they are going to give me half. As a bounty hunter under this system this would be the first tactic I would try. Contact with an alt and see if they are up for it. Its gotta be the easiest way to kill someone, but I'd never give them their half.
There is absolutely no system anyone could ever think about that is not abusable by players in one way or another.. I mean if somehow you locked the isk so it couldn't be transferred to them after you pod them, the other option would be to transfer the isk to them first and then pod them.
I do however stand by the general backstabyness of eve and state it is extremely unlikely that first off a pirate would agree to this and secondly if they did, the bounty hunter would be extremely unlikely to actually pay them their half back.
Also, my new idea (on a completely different subject) will be posted shortly.
Lana's new bounty system.
Originally by: CCP Shadow
Locked for parrotspam. I never thought I'd say that.
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Tesco Yogurt
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Posted - 2010.02.27 18:04:00 -
[98]
Bumping cos most of the threads on the front page are crappy ideas from crappy people who DIDN'T THINK THINGS THROUGH!
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Vrabac
Zawa's Fan Club
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Posted - 2010.02.28 12:24:00 -
[99]
Edited by: Vrabac on 28/02/2010 12:25:00
Originally by: Sader Rykane /convo Bounty Target
Me: Hey "X" I just got a mission for your bounty, how about you let me pod your empty clone and we split 50/50.
Target: Sure meet you in "Y" System
/pod Targets empty (read: worthless clone).
Optional: Transfer 50% isk to target.
Bounty system circumvented and/or useless. I mean its up to you whether you honor the agreement and go 50/50 but even if you don't the pirate gets to dodge a bounty for only the cost of his clone.
Sorry... Next idea?
Splitting hairs tbh, I don't see the way to create 100% circumvent resistant method since this is a game with it's limitations and (compared to RL) simple mechanics, there will always be SOME way to get around just about anything. Not to mention it's pretty much like that in RL as well.
The idea really isn't bad. The random part is kinda meh, since you can literally end up bombarded by several thousand isk worth jobs, also just being able to take jobs without any consequence other than deadline after which they they run off seems a bit wrong. Not to mention you might get assigned to someone's permadocked alt. And with permadocked people being a very frequent occurance it can get frustrating. Combine with several thousand isk job bombardment... well, it could get really frustrating. Such details should I suppose be considered by people who actually understand game code and know what can and can not be done and polished out. But as a whole, I like it.
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Alchemist's Alt
Gallente Hysteria Nexus
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Posted - 2010.02.28 12:33:00 -
[100]
Nice idea, so if someone gets a bouty job can they cancel and if so do they get a penalty like if they cancel multiple missions?
I did read it but im tired so may have missed that, eitherway +1 FIRST!! |
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Galega Ori
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Posted - 2010.02.28 15:25:00 -
[101]
I really like this idea. It seems very well thought out though I would make a suggestion of my own.
When you first request your target I think that the agent should take the same amount of time it would take a locater agent to find someone in your current region (depending on the level agent u use) and give you the last known system they were in. So basically it would go something like this.
You request a bounty job from agent X and he tells you it will take Y long to pull a bounty for you from the files with the most recent locater. Then you go on your marry way and X amount of time later you receive the eve mail telling you who your hunting, where he was last seen at, and if hes currently in a station or not. Then its up to you to use a normal tracking agent to continue hunting him.
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Don Pellegrino
The Tuskers
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Posted - 2010.02.28 17:04:00 -
[102]
This is BY FAR the best idea to fix the bounty system yet.
As you said, a skill not to receive crappy reward jobs is much needed.
Congrats on that awesome idea! It's also one of your first non ****ty threads, good job.
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Sader Rykane
Amarr Midnight Sentinels Midnight Space Syndicate
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Posted - 2010.03.02 05:44:00 -
[103]
Originally by: Lana Torrin
Originally by: Sader Rykane /convo Bounty Target
Me: Hey "X" I just got a mission for your bounty, how about you let me pod your empty clone and we split 50/50.
Target: Sure meet you in "Y" System
/pod Targets empty (read: worthless clone).
Optional: Transfer 50% isk to target.
Bounty system circumvented and/or useless. I mean its up to you whether you honor the agreement and go 50/50 but even if you don't the pirate gets to dodge a bounty for only the cost of his clone.
Sorry... Next idea?
Because I always trust people when they say they are going to give me half. As a bounty hunter under this system this would be the first tactic I would try. Contact with an alt and see if they are up for it. Its gotta be the easiest way to kill someone, but I'd never give them their half.
There is absolutely no system anyone could ever think about that is not abusable by players in one way or another.. I mean if somehow you locked the isk so it couldn't be transferred to them after you pod them, the other option would be to transfer the isk to them first and then pod them.
I do however stand by the general backstabyness of eve and state it is extremely unlikely that first off a pirate would agree to this and secondly if they did, the bounty hunter would be extremely unlikely to actually pay them their half back.
Also, my new idea (on a completely different subject) will be posted shortly.
I disagree for a very simple reason.
If I can pick up bounties anytime I want and I constantly give out 50% of my payment to the pirate offender, then I will get a reputation for this action. Meaning that any pirate with a bounty will be more likely to allow me to pod his worthless clone.
I make more money being honest than I do being dishonest.
Sig Gallery is currently down: Contact me ingame for prices.
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Galega Ori
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Posted - 2010.03.02 10:02:00 -
[104]
Originally by: Sader Rykane
Originally by: Lana Torrin
Originally by: Sader Rykane /convo Bounty Target
Me: Hey "X" I just got a mission for your bounty, how about you let me pod your empty clone and we split 50/50.
Target: Sure meet you in "Y" System
/pod Targets empty (read: worthless clone).
Optional: Transfer 50% isk to target.
Bounty system circumvented and/or useless. I mean its up to you whether you honor the agreement and go 50/50 but even if you don't the pirate gets to dodge a bounty for only the cost of his clone.
Sorry... Next idea?
Because I always trust people when they say they are going to give me half. As a bounty hunter under this system this would be the first tactic I would try. Contact with an alt and see if they are up for it. Its gotta be the easiest way to kill someone, but I'd never give them their half.
There is absolutely no system anyone could ever think about that is not abusable by players in one way or another.. I mean if somehow you locked the isk so it couldn't be transferred to them after you pod them, the other option would be to transfer the isk to them first and then pod them.
I do however stand by the general backstabyness of eve and state it is extremely unlikely that first off a pirate would agree to this and secondly if they did, the bounty hunter would be extremely unlikely to actually pay them their half back.
Also, my new idea (on a completely different subject) will be posted shortly.
I disagree for a very simple reason.
If I can pick up bounties anytime I want and I constantly give out 50% of my payment to the pirate offender, then I will get a reputation for this action. Meaning that any pirate with a bounty will be more likely to allow me to pod his worthless clone.
I make more money being honest than I do being dishonest.
And thats completely up to you, nobody here is saying that u can't do it but what this system dose that the current one dosn't is make it hard to near impossible for a pirate with a friend to just say "Hey I have a bounty wanna split it because I know u and can trust you to keep your half of the bargain". Wher as u just coming up with an alt and aking isn't going to get u a yes every time and thats exactly what EVE wants. A system that CAN be backstabby as its impossible to get rid of that aspect anyway. Rather then the blatantly useless system that we have now keeping anyone who truly wants to be a bounty hunter from doing just that.
As the system stands right now its just a way for those who don't know any better to pay somebody u don't like (Pirate response to bounty: "yay, free iskies"). Wher as this new system would make the money u put on somebodies head be more likely to achieve what u put it ther for in the first place.
Oh and this system would get rid of FAKE bounties because suddenly those with them will have people getting kill rights on them from the bounty agents resulting in people not wanting to put bounties on ther own head to fit in with other pirates.
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Cruel Intent
Caldari Fairlight Corp Rooks and Kings
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Posted - 2010.03.02 22:09:00 -
[105]
I like the idea and some of the tweaks mentioned would provide depth to the profession.
You may want to check out the previous thread on this for other tweaks.
Bounty Hunter thread
It was one I did a while ago with good support, sadly it seems CCP do not look at this part of the forum 
Good luck anyway. ---------------------------------------------- Support the new system.
Bunty hunter thread, have your say |

Halcyon Ingenium
Caldari True Citizens
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Posted - 2010.03.06 07:25:00 -
[106]
CCP, you reading this?
This is typical. You go on this forum and start reading what people write, finding what they have written to be banal or amusing, never realizing until it is too late that your reading a signature. |

Ohh Yeah
Sebiestor tribe
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Posted - 2010.03.07 01:25:00 -
[107]
Probably the greatest idea ever.
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Lusulpher
Blackwater Syndicate Systematic-Chaos
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Posted - 2010.03.07 05:58:00 -
[108]
Edited by: Lusulpher on 07/03/2010 06:02:15 Once again, a bountyhunter concept missing an important aspect.
Bountyheads should have Killrights and/or payout going to their bounty[must be given to a bountyhunter] on anyone who accepts an assassin contract on them!
For successfully defeating all these assassins, their bounty and fame rises on the Public billboards and weekly ISD reports. For failing, they simply lose the bounty, but have the low sec standing.[Crime don't pay. ]
Or else abuse will be going only one way, we need an EvE where abuse is flung in ALL directions.
I want a retribution feature, but I want to see career criminals also. And dirty cops exist in real life, so have a mission tracking board and we can figure out the rest... HTFU.
7 |

Avion Saberis
Gallente Revolutionary United Front
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Posted - 2010.03.07 06:40:00 -
[109]
i like this idea and thread, lots of awesome ideas have been added to. I'll go for this if they put in in game. -------------------------------------------
I like to hide, then when the right moment comes, i go pew, pew, pew, then i go back to hiding, :) |

Dhaikin Lharoud
Caldari Sons and Daughters of Azathoth
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Posted - 2010.03.08 00:49:00 -
[110]
If bounties could not be seen, they could not be exploited. You should not be able to see your own bounty, or even know if you had one.
If the bounty officer assigns kill rights for a period of time, and maybe some locating help, that is all that is necessary.
That way if you happen to kill a person with a bounty, the bounty will still be paid, you didn't even know that the character had a bounty on its head to begin with.
Either way this looks like the best way to fix the bounty system, so they probably wont do it.
Hehe ..... they dont even read F&I
DL
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Concubinia Scarlett
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Posted - 2010.05.01 10:18:00 -
[111]
Bounty, the taste of paradise.
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Party Scout
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Posted - 2010.05.01 13:05:00 -
[112]
Originally by: Smartus Maximus You need a price limit for bounties, so some random joker can't put 1,000 ISK on every eligible player he sees.
Yeah, good point here. Get a random mission to kill a noob with a 1 ISK bounty...
I think that if you want to put a bounty on someone, you have the same limitations as getting a bounty. You can put one bounty per skill level on that social skill. So you can have up to 5 active bounties at skill 5. Also, your bounties should expire after a while and you have to renew them every month or so (you do get your money back).
That's to avoid stale bounties as well.
Anyway, sound idea. Limit the hunting you can do, but the amount of bounties out there as well.
And yeah, keep it to people with negative standing. Wardecs are enough to grief people, no need to add another mechanic for it.
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Ravenmorte
Caldari Enigmatic Federation
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Posted - 2010.05.01 19:51:00 -
[113]
Edited by: Ravenmorte on 01/05/2010 19:52:41 Couple new additions to this: 1. Tracking of the fugitives: 1.1 - When you have higher standings to CONCORD, you could access theyr movement database of the warpgate interface. Every ship has system that sends warp request via datalink, upon receving this code, gate will also request IFF signal, that is logged to computer. Then this IFF is accepted, processed and ship is locked to be jumped to next gate, and recorded to the database. - This means that when a player jumps within the empire region, hes movement is logged to database. For payment of rights (lets call this database access for bountyhunters license) you can get acccess to these databases. This means that when player access the database, he can see where the bounty has jumped within last 6-20 jumps (within empire area) - This allows players to better track down infamous pirates for theyr bounties. - Null sectors could have theyr own "local" sections that hold access to these systems, which you would need to gain reputation before they would allow you to pay access to receve this service. 1.2 Tracking buyi: - Players could deploy in space a system of tracking buyis, these buyis would log onto their registery, if keyworded ships are logged within detection range. - They could also possibly be set with higher skill to notify players when selected ship is detected within the range. - They could be possibly also be hacked, so pirate would be able to remove theyr entry from the database, if they got good enough hacking skills and eqipment onboard.
2. Risk assesment system for bountyhunters: - Players ships capabilities are compared to known bountyhunters/bountees configuration of last active ship. This is shown as numbers which are generated by giving each module a value of risk factor. So basicly by counting ((player skills + inplants) x ship stats + module strenght) you get risk value. - Players can then assest if the risk is worth it to the bounty, and deside if the bountyhunting fleet will need bigger guns and or ships in order to take down the bounty. - Bountys ship is not revealed in any case to the bountyhunter, only that how much threat he is generating, and what are your actual possibilities with current fleet to take down the pirate. - This all means that you must study the bountyhunters skills, in order to get access to these systems, not just everybody can access these stats, so it sohuld not tax the current servers so much.
3. Notariority generation and acceptance of official systems 1. When player steals items and so on, they are also generating a notariority in the official sectors. This means police is more interrested on the perb, and stations are more and more unwilling to accept theyr precense on stations. - Warp gate officers would start to hold you at warpgates and inspect your cargo (and by holding you i do mean that first they dont do nothing, but you are required to stay put while they scan you, if you are notarious pirate, they would webbify you), If there is a cargo that is marked as stolen, you would need to pay fines in order to offset your crimes. - Stations would start to reject your docking, meaning that if you do kill a player, steal theyr cargo and all other types of offences, nearby stations would require you to wait more and more untill they accept you to the station, who knows what your kind of criminal conduct illegal business on theyr stations. Ofc, within pirate stations this would mean business as usual, so no penalty is given. - This would mean your more out there for the bounty hunters to grasp you.
4. Bounty types: Order of capture/kill: You demand player to be captured, this means that when you have contract on your head, when the ship is destroyed, your pod is disabled for a minute or so, during this perioid of time, your pod can be litterally scooped to cargo bay.reward paid when pod is in station. (player released upon tax) Kill order:[/b]more costly option,thats paid upon pod destruction - - - - - - - - - - - - - - - - - - - - - - - - - --- [b]"Theres a forklift in your mind" - B5 parody |

Cloora
APEX Unlimited APEX Conglomerate
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Posted - 2010.05.12 21:38:00 -
[114]
I would like to add since it is niegh impossible to catch a pod in low-sec, if we pop the ship but can't get the pod, the person with the bounty contract gets half the insurance value of the ship added to their wallet. That amount gets deducted off the bounty value on their head.
I fight lots or pirates, some are easy prey. Most are wily, skiddish, hard to catch, paranoid pilots and for good reason. If I have the skill to probe down/bait/catch etc these pilots I should get SOME slice of the bounty. I rarely catch pods. I have gotten a few but not many.
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Ravenmorte
Caldari Enigmatic Federation
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Posted - 2010.05.12 22:16:00 -
[115]
Thatswhy insurance would be devoid upon bounty capture.
Let¦s redo this thing: - If you get destroyed by a pilot/bountyhunter: your insurance is not covering this due illegal actions voiding warranty of the ships. - If you get destroyed by other reasons, missions or other reasons covered by insurance, you get insurance money as paid.
Insurance should not affect the bounty in any way. Bounty is issued by players, not by insurance company! You are forgetting the whole reason player has been issued BOUNTY UPON. That is a clear mark that hes done something to get attention, the WRONG kind of attention. How is he ever gonna learn what that means, if hes not ever thought the meaning of the bounty, if its not worth it. - - - - - - - - - - - - - - - - - - - - - - - - - --- "Theres a forklift in your mind" - B5 parody |

T'Amber
www.shipsofeve.com
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Posted - 2010.05.14 06:00:00 -
[116]
Great Idea - can someone link the assembly post please?
-T'amber
POLITICS:SIMULATORÖ
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Abbot Laarkin
Order Of Mystical Mountain Monks
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Posted - 2010.05.14 07:07:00 -
[117]
Edited by: Abbot Laarkin on 14/05/2010 07:08:17
Originally by: Party Scout
Originally by: Smartus Maximus You need a price limit for bounties, so some random joker can't put 1,000 ISK on every eligible player he sees.
Yeah, good point here. Get a random mission to kill a noob with a 1 ISK bounty...
I think that if you want to put a bounty on someone, you have the same limitations as getting a bounty. You can put one bounty per skill level on that social skill. So you can have up to 5 active bounties at skill 5. Also, your bounties should expire after a while and you have to renew them every month or so (you do get your money back).
That's to avoid stale bounties as well.
Anyway, sound idea. Limit the hunting you can do, but the amount of bounties out there as well.
And yeah, keep it to people with negative standing. Wardecs are enough to grief people, no need to add another mechanic for it.
Minimum bounty is a good idea. I still think however that a bounty should be placeable on anyone (regardless of sec status) who is actively under a GCC ( for the 15 mins. that the GCC is active, anyone can place a bounty on this individual.) and/ or anyone who renders themselves flashy to an individual through their own actions (in this case only the aggrieved party can place a bounty).
This eliminates any concern that the system can be abused in the way you describe. To have a bounty placed on someone that person has to of committed an illegal act of some description. In this way Bounties would finally become a valid consequence of pursuing a criminal career.
I would say no however to the idea of bounties expiring. It's the cumulative effect that leads to the exceptionally high bounties that would be the ultimate prize for a professional bounty hunter. The reputation of both the "criminal" and the bounty hunter would benefit from either possessing or claiming such a bounty.
----
Originally by: Sir Carnage
Originally by: Marko Riva Why does that read like they're all 12 and have an IQ of 37?
I was under the impression they were 37 and had an IQ of 12
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Caleb Ayrania
Gallente TarNec manufacturing disaster
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Posted - 2010.06.27 13:58:00 -
[118]
Epic idea linking bounty to an agent function.
A few ideas to refine the system.
Price to pick up bounty is a fraction of the outstanding/recievable bounty. With bounty hunting 1 you deposit/pay 25% reduced by 5% per level.
The bounty should/could be considered more small bountie, thus adding all the individual bounties as a unique one. When claiming or picking up a bounty contract you can only get the ones you are blue above neutral towards in standing. Thus if you have bad standing towards a placed bounty issuer you cant claim it. Also you can not claim a bounty towards someone you, your corp or alliance is blue towards.
Alternative to simplify bounties could simply be placed by faction or region, so you could not claim globally?
Tycoon wannabe go here: SCC Lounge Got Game? Peak a boo... |

Brutus B
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Posted - 2010.07.01 18:31:00 -
[119]
I came into this thread, thinking oh god, not another one. Then I read it and liked it. Then I read some additions and liked it too.
The whole thing with the skillbook for bounty-hounters, and such. And the idea of just making it a KOS bounty/contract for anyone, positive sec or not.
Then I would like it to go a few steps further. 1) Have this contract detail the last login of the person who has the bounty. 2)Have the bounty hunter purchase the contract for a small liscense fee for a set period of time. 3 days, 7 days etc. (I think it's best if players actually shop for contracts rather than be given one at random.) 3)When someone has taken a KOS contract on you, Concord notifies you by email that you are free game to that person for however long they bought the conract. That way you can add them to your watchlist.
I also like to payout being tied to the ship, and being percentage based, and not the pod, since it would negate that persons ability to collect a profitable sum from getting a friend to just pod them.
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Xzar Fyrarr
Minmatar Suddenly Ninjas Tear Extraction And Reclamation Service
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Posted - 2010.07.01 20:59:00 -
[120]
Yes Yes Yes Yes and YES!
Bounty Hunter as a mini-profession seems awesome.
Absolutely positively No to the Hunted get a warning. You are aware there is a Bounty Office -if it get's into the game-. You are aware there are Bounty Hunters out there who want you dead. That is all the warning one needs to be honest.
"LP" Bounty Rewards such as ship Tracking Devices etc etc.
Perhaps a Seniority system of some sort for Bounty Hunters?
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