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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
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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
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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
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Savatar Mei
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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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