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Drebble
Gallente North Star Networks The Kadeshi
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Posted - 2011.01.30 13:25:00 -
[1]
I love the idea of bounty hunting. Below is a proposal for a tweak of the bounty system.
Goals
#1 A working bounty system has to be non-exploitable; the player with a bounty on his head should not be able to profit from it in any way, for example by having a neutral alt collect the bounty.
#2 It would also be nice if having a price on your head forces you to be careful with who you trust, as your pirate friends may do you in for the bounty.
The proposal
The payout from a bounty kill can only be as high as the isk lost.
The isk loss takes into consideration the current market/contract value of the destroyed items and any insurance payout, so that the payout accurately reflects the net loss.
Item value is calculated from current market and public contract prices, cropping the top and bottom extremes to avoid scam contracts and clueless sellers. If a price cannot be found it is set to 0. If this leads to wildly inappropriate payouts for certain extremely rare items, it is possible to petition it and have a GM look at the price history of the item using the magic tools we know all GMs have at their disposal.
Example:
The evil space pirate Evilly E. Piratus has a bounty of 100.000.000 ISK on his head.
Piratus is flying a shuttle when he gets blown up at a gate camp. The market price for a shuttle at that time is 50.000. The killer(s) gets 50.000 ISK and the bounty on Piratus is now 99.950.000.
A bit later Piratus is showing off his faction fitted Dramiel to some corp mates. One of them is a little short on cash and takes the opportunity when Piratus comes to a stop with MWD on to blow his ship to pieces. The total ISK loss is more than the current bounty, so the traitorous pirate (who shall remain nameless to protect his identity) would recieve the remaining 99.950.000 ISK. Piratus is now bounty-free.
Consequences of proposal
* You can no longer collect your own bounty in any meaningful way.
* Having a high bounty on your head means you have to be very careful when flying expensive ships. Someone near you might decide to cash in.
* Seeing a high bounty in an expensive ship is very tempting - you get the surviving modules AND a bounty payout for the destroyed items.
Possible problems
* The calculations of market value may sometimes provide higher bounty payouts than the actual cost to replace lost items. Hopefully this will be such a small and unpredictable difference that it cannot be exploited. If testing reveals it is a factor then the payout is changed to a percentage of the calculated isk loss, for example 90% or 75%, in order to make sure the mechanic is unexploitable.
Please let me know what you think, Drebble
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Frecator Dementa
Caldari Caldari Navy Volunteer Task Force
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Posted - 2011.01.30 20:10:00 -
[2]
1) you have to take the insurance level of the victim's ship into account ie: uninsured ship gets you more payout from the bounty, fully insured T1 ship gets you very little
2) you might also want to take into account the cost of the clone the victim lost when podding him/her ---- <sig goes here> |

Barbara Nichole
Cryogenic Consultancy Black Sun Alliance
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Posted - 2011.01.30 21:27:00 -
[3]
I think this could work. I have to admit to be confounded by trying to find a good fix for bounty previously.. but this is a very good start.
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Hirana Yoshida
Behavioral Affront
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Posted - 2011.01.30 21:35:00 -
[4]
What you are suggesting, attaching bounty to hull instead of pod, is old hat as it were.
Numerous similar ideas have been floated where bounties and kill-rights are merged to create a bounty hunting occupation.
And yes it can always be 'exploited'; Pirate A insures BS, Alt shoots BS = difference pocketed from bounty pool.
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Rastigan
Caldari Ars ex Discordia Test Alliance Please Ignore
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Posted - 2011.01.30 22:16:00 -
[5]
You get a bounty for blowing up pods, not ships.
Good luck doing that in highsec/lowsec.
Also pods cost upwards of 20 million isk after a while so its not like they are getting something for nothing. Most people like the bounties anyways since its a status symbol (they probably put the bounty on themselves).
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Drebble
Gallente North Star Networks The Kadeshi
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Posted - 2011.01.30 22:38:00 -
[6]
Originally by: Hirana Yoshida And yes it can always be 'exploited'; Pirate A insures BS, Alt shoots BS = difference pocketed from bounty pool.
The bounty payout is related to all destroyed items, hull, modules, cargo, implants, etc.
And as I write in the original post, insurance is included in the net loss calculation, so in your example Pirate A would lose X isk, and Pirate B would gain the same amount of isk (or less, if the bounty payout is less than 100% of the damage done, as I discuss at the end of my original post). No profit.
This loss-based payout is what makes my suggestion difficult to exploit.
//Drebble
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Drebble
Gallente North Star Networks The Kadeshi
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Posted - 2011.01.30 22:42:00 -
[7]
Edited by: Drebble on 30/01/2011 22:45:51
Originally by: Rastigan You get a bounty for blowing up pods, not ships.
My suggestion takes into consideration all destroyed items, not just the pod. Ship, modules, ammo, cargo, implants etc.
As for shooting people in high-sec, that will have to be done the old fashioned way using expendable ships.
Unless CCP introduces some mechanic that lets bounty hunters attack targets in high-sec, which I find unlikely.
//Drebble
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Fournone
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Posted - 2011.01.31 02:05:00 -
[8]
Not a perfect idea, but its a start. Very exploit proof aswell. Since pods are currently the only way to get bounty and they are a pain to catch, it does sounds like a good idea. Usually the guy just hops in a jump clone and get his alt to go pod him.
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Robert Caldera
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Posted - 2011.01.31 11:20:00 -
[9]
a loss based bounty calculation is the only one which makes sense, because the game cant differ between alts and entirely unrelated persons ingame.
The difficulty is to calculate the loss amount in a way secure from easy manipulation. Average price for all lost items accross all eve > 0.0 regions could work IMO, but technically very expensive.
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Destination SkillQueue
Are We There Yet
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Posted - 2011.01.31 12:04:00 -
[10]
Edited by: Destination SkillQueue on 31/01/2011 12:05:47
Originally by: Robert Caldera a loss based bounty calculation is the only one which makes sense, because the game cant differ between alts and entirely unrelated persons ingame.
The difficulty is to calculate the loss amount in a way secure from easy manipulation. Average price for all lost items accross all eve > 0.0 regions could work IMO, but technically very expensive.
CCP are already doing this with the insurance system. Originally by: dev blog Yes, ship insurance will now revalue itself periodically based on a trimmed mean of the ship's manufacturing materials global market weighted average prices. This means the insurance quote when you are buying insurance will be now estimated and may change if the payout occurs during the next insurance period.
The point being the information needed is already being monitored by the game and there is an existing system already using similar kind of mechanism. It will require some work to be altered to work with the new system, but it's not like you have to create everything from scratch just for the bounty system. Granted now the calculation has to be done for most market and contract items, but it's not like it has to be redone very often. The bounty doesn't have to be paid immediately either, so I can't see it causing any insuperable issues.
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TharOkha
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Posted - 2011.01.31 19:13:00 -
[11]
This is very interestig idea. Signed/
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ZeJesus
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Posted - 2011.01.31 19:18:00 -
[12]
Make it so that bounty can only be put on ppl. with at least 2 million SPs. When someone is flagged as a wanted criminal and somebody pods him make the pirate automatically lose 1M SP.
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Drebble
Gallente North Star Networks The Kadeshi
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Posted - 2011.02.01 07:49:00 -
[13]
Originally by: ZeJesus Make it so that bounty can only be put on ppl. with at least 2 million SPs. When someone is flagged as a wanted criminal and somebody pods him make the pirate automatically lose 1M SP.
Please stay on topic, and discuss the proposal made in the OP.
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Mei'Keen Banks
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Posted - 2011.02.01 08:45:00 -
[14]
wow, a good idea.
waaaaay better than the current system, and sounds more fair tbh.
this has my approval,
/signed
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Mashie Saldana
Minmatar Veto Corp
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Posted - 2011.02.01 11:50:00 -
[15]
I like this idea.
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Mori Airuta
Caldari Licentia Cavo Industrials
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Posted - 2011.02.01 16:38:00 -
[16]
Finally good idea about bounties. I think CCP should see this.
/signed ------------------------------------------------
The Mane Problem |

Drebble
Gallente North Star Networks The Kadeshi
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Posted - 2011.02.05 17:41:00 -
[17]
Updated with the folliwing thought:
One interesting idea would also be if Concord placed a small bounty on a player everytime he destroyed a ship in hi- or low-sec. Like 10% of the damage done or something. I am not ready to include it in the proposal yet, but it would lead to some interesting changes to the pirate and suicide gank lifestyle. And Concord is already handing out "money from nowhere" for NPC kills, so I dont think it would be a problem economically. Pleayers could also add their own bounties of course.
Thoughts?
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Jay Otto
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Posted - 2011.02.06 12:09:00 -
[18]
Originally by: Drebble Updated with the folliwing thought:
One interesting idea would also be if Concord placed a small bounty on a player everytime he destroyed a ship in hi- or low-sec. Like 10% of the damage done or something. I am not ready to include it in the proposal yet, but it would lead to some interesting changes to the pirate and suicide gank lifestyle. And Concord is already handing out "money from nowhere" for NPC kills, so I dont think it would be a problem economically. Pleayers could also add their own bounties of course.
Thoughts?
Without this addition it sounded to me like the system might be used to claim a nice market value for items in low sec. i.e. no point in going to high sec to sell it, when you can simply fit a shiny module to a cheap ship and detonate it, as long as the module value was higher than ship + clone, and clone costs could be kept low with a "bounty" suicide character with no skills or training on the same account.
Given that the money value of the buy contracts would be paid by Concord/the bounty placer, it would allow a periodic conversion of a pirates bounty into ISK through the destruction of modules, without affecting the buy order! So the price can be pushed up by manipulating the buy orders with a high minimum quantity, in the knowledge that they can be cancelled once the bounties are paid.
With the 10% addition, the money is guaranteed to be available for the pirates to draw from, rather than relying upon angry new players placing the value of their destroyed industrial on the pirate in question.
However, I think you are right about the bounty system not looking very usuable, and suggestions for reworking it are good! (So I apologise for trying to shoot holes in this one)..
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Stegas Tyrano
GREY COUNCIL
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Posted - 2011.02.06 14:35:00 -
[19]
Edited by: Stegas Tyrano on 06/02/2011 14:35:53 Maybe a small modification. Make it 75% of market value or lower. That way it takes more kills/more expensive kills to get rid of said bounty.
Also stick this in the Assembly Hall after you've perfected it. I'd definately sign it.
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Kepakh
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Posted - 2011.02.06 15:19:00 -
[20]
Originally by: Drebble
The payout from a bounty kill can only be as high as the isk lost.
This makes pretty much whole thing meaningless.
You will get the bounty off your head without suffering any ISK loss.
You proposal will not make the system non-exploitable, just non-profitable at the expense of dramatically lowered incentives for bounty hunting. |
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Drebble
Gallente North Star Networks The Kadeshi
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Posted - 2011.02.06 20:29:00 -
[21]
Re: Jay Otto, Stegas Tyrano and Kepakh above:
If you look towards the end of the original post, I suggest that the proposal may need to pay less than 100% of the calculated net loss.
One of the figures I suggest is 75%, just as Stegas does above. I think I will put it in the final suggestion to avoid the issues raised by you guys.
I also think my though of concord paying bounty has too many weak spots to be usable, and it also conflicts with the idea of EVE as player-driven.
Thanks for your feedback, keep it coming. //Drebble
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Koniss
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Posted - 2011.02.06 21:15:00 -
[22]
actually as a semi fix to bounty system id like to see the bounty bounded to the clone the player is using when the bounty get issued, this at least would avoid the reciver of the bounty to jump to a cheap clone w/o implants to collect the bounty.
so if a player manage to put a bounty to a player when he's using pricey implants it will be hardly worth to kill itself with an alt. in this way the bounty also would disappear when the player jump to another clone and reappear when the player jump to clone with the bounty (only bad thing i can think about this is the bounty system could be exploited to find what clone is using judging from the bounty)
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Hirana Yoshida
Behavioral Affront
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Posted - 2011.02.06 21:27:00 -
[23]
Originally by: Koniss actually...
That is one of the very broken things about the current system, one which the OP's suggestion gets rid of: Bounty on the Pod.
Pods are nigh impossible to kill outside of bubble land, which incidentally is probably not where people with bounties spend most of their time.
At this point any change to the archaic bounty system is a good change, OP's is just the most viable seen so far if you ask me.
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Sir PatrickMoore
Caldari Beggar's banquet
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Posted - 2011.02.06 22:30:00 -
[24]
This is very similar to my own ideas for improving the bounty system, so rather than start a new thread I'll add them here for comment and discussion:
- Bounty Hunting to become a new mini-profession with a new 'Bounty Hunting' skill.
- Bounty Hunters need to register for the player bounties they want to collect. Each level of the bounty hunting skill allows for an additional concurrent registered bounty to collect. Registration is done via the bounty office where the hunter can see available bounties and choose which ones to register for. Registrations can be made and changed via the bounty office at any time. Once registered for a bounty the hunter should be able to drop the registration at any time, in case for example the 'hunted' player is offline for a while, or even if the hunter has bitten off more than he can chew and needs to re-register for an easier target.
- Being registered to collect a bounty allows the bounty hunter to destroy the players ship legally in all security sectors. This is to increase the risk associated with having a bounty on you, and to avoid the current problem with being anti-pirate in general: that of the associated security status loss. Podding the target is still considered illegal and suffers the same penalties as now in highsec and lowsec.
- The hunted player is notified as to how many registered hunters are after them, but not who they are. This is not a significant disadvantage compared to the current system where everyone is (potentially) a hunter. However, there should be an overview setting to show hostile hunters when they are on grid with the hunted player.
- A legitimate bounty kill is one where one or more bounty hunters who have registered to hunt the target are included on the killmail.
- As per the op, the amount of bounty payment made is 75% of the loss inflicted on the target. This amount is divided equally between all bounty hunters who are registered to collect the bounty and are involved in the kill. Any payments to other players involved in the kill are up to the registered bounty hunters. This allows for co-operation or competition between bounty hunters as they see fit.
- Insurance payouts for bounty kills are voided, or reduced by the amount of the payout made. This increases the potential risk associated with having a substantial bounty.
- Optionally, although the hunted player does not know who the bounty hunters are until he finds himself on grid with them, perhaps registered bounty hunters should be able to see a list of other hunters with the same registration as that again will allow for more co-operation or competition between hunters.
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Kepakh
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Posted - 2011.02.06 22:47:00 -
[25]
Originally by: Drebble
I suggest that the proposal may need to pay less than 100% of the calculated net loss.
It does not matter. Your suggestion is as flawed as current system where incentives for bounty hunting are ruined by bounty claiming mechanics, opposed to your system where claiming mechanics are ruining the incentives for bounty hunting.
Neither system is better, both are equally bad.
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Drebble
Gallente North Star Networks The Kadeshi
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Posted - 2011.02.06 23:17:00 -
[26]
Edited by: Drebble on 06/02/2011 23:20:47
Originally by: Kepakh Neither system is better, both are equally bad.
I dont understand you.
The old system * You must kill the pod to claim bounty. * You can jump clone to an implant-free clone, and have an alt collect 100% of bounty, minus clone cost.
My proposal * You must kill the ship or the pod to claim bounty. * Bounty payout is (as of my last post) capped at 75% of actual total lost isk(*). * This means you can, by destroying ships worth 25% of the bounty, get rid of the bounty (NO profit).
(*) Including ship, modules, cargo, implants and/or clone, with any insurance payout subtracted. So you want to kill the criminal when he is in a expensive ship.
If you had a 2 billion bounty on your head, would you pay 500 million to get rid of it, or just try to avoid bounty hunters?
I may be biased, but I see my proposal as a significant improvement of the old system. Anything other than a loss-based payout system can and will be exploited.
//Drebble
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Ephemeron
BeerTia Maniacs
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Posted - 2011.02.06 23:18:00 -
[27]
In my opinion, the main thing to make bounty worth it is to allow EVERYONE to attack a person with bounty on their had. Everyone can initiate aggro, but the guy with bounty can only respond to aggro, not initiate it (in high sec). Basically it's a global kill right.
That basic feature should be added to whatever other fixes people propose with regards to payouts.
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Drebble
Gallente North Star Networks The Kadeshi
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Posted - 2011.02.06 23:57:00 -
[28]
Originally by: Sir PatrickMoore A very interesting post.
In my original proposal I figured that bounties would be collected in Hi-Sec the usual way - suicide ganks. However, some form of Bounty Hunter Licence would be very interesting, immersion-wise and to increase the danger of having a price on your head.
//Drebble
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Donnovich Vacano
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Posted - 2011.02.07 04:16:00 -
[29]
Several problems with your plan:
1: The pirate could eject from their ship so the full bounty from being claimed
2: If insurance is factored into to payout then people could abuse this by flying a ship which has insurance that is higher than the bounty.
3: The pirate would still be able to make money by making the ship themselves for much less then the bounty.
Solution for all of these problems: Make bounties pay out in loyalty points. They are non transferable. The only way to get enough to be of any value would be to be an active anti pirate. Plus this would be the perfect way to introduce concord lp.
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Mushin Zen
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Posted - 2011.02.07 05:30:00 -
[30]
Currently a bounty can be claimed by the person with it on their head, this needs to go, so simply stopping this their mate pods them an it carries on. So a bounty cannot be claimed by anyone who is in the same corp or alliance as you. This will reduce (but not eliminate) that friends pod each other to get the bounty.
Having a bounty on your head has little impact in the game. You simply fly around and maybe someone gets lucky. So it has no real impact. Having a bounty on your head should mean you are hunted, but there is no means of tracking anyone down in EVE.
I suggest a CONCORD service where you can pay agents to report movements of suspects. As they use gates (managed by CONCORD) ship registers and pilot registers of who passes through must exist in theory. Depending on how much you pay to CONCORD and how far away the 'target' is results in an automatic email report from CONCORD informing you of someones movments. The more you pay, the more information you get. With a cap on bounties it would also mean there would be a cost limiting factor in chasing people. Otherwise the rich could simply blackmail people out of playing (like has happened in WOW, pay us protection money or we mess with you in game status).
Security Status should also be a factor in bounties, limiting how much they can be, a multiplier as such.
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KageAkurei
Gemini Dawn
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Posted - 2011.02.07 07:47:00 -
[31]
Sorry but I think it's silly to get bounties off the ship when the isk is placed on the person's head, plus with loot drops and insurance it seems a bit much.
My idea would be to make it so that bounties on people will only pay out based on the person's clone worth.
So say someone puts a bounty on me for 20mill, if they pod me they will only get 13mill since the clone I use costs that much. Then after that the left over isk that was placed on me will be my bounty and will show up for 7mill unless someone else adds more to it.
With this it makes it so that the older the player the bigger the pay out on bounties.
Also destroying their ship for loot is an added bonus, plus they lose implants if fitted which costs them. _____
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Kepakh
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Posted - 2011.02.07 08:26:00 -
[32]
Originally by: Drebble
I dont understand you.
If insurance is subtracted from the bounty and 100M worth T1 ship gets blown up, the bounty will be 60M only. And that is with default insurance.
Subtracting insurance payout from the bounty is a must otherwise you end up with people taking bounties off of their heads with no ISK loss as I pointed out above.
However, problem is that this 'tweak' makes bounty collection non-profitable not only for the hunted but for hunter as well. That beats any meaningful purpose of bounty hunting as I pointed out above.
In a meaningful bounty hunting system, the value of bounty creates incentives and profit for the bounty hunters as well as increased danger for the hunted. Higher the bounty, more people I have on my back.
Your proposal though, denies the basic principles of bounty hunting, and converts the system into NPC bounties we can see on rats = bigger/harder the rat, more ISK I will collect.
There is no relation between the bounty and attractiveness of the target in your proposal as you move the bounty payout from the bounty to ship flown.
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Drebble
Gallente North Star Networks The Kadeshi
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Posted - 2011.02.07 08:44:00 -
[33]
Originally by: Donnovich Vacano Several problems with your plan: 1: The pirate could eject from their ship so the full bounty from being claimed
2: If insurance is factored into to payout then people could abuse this by flying a ship which has insurance that is higher than the bounty.
3: The pirate would still be able to make money by making the ship themselves for much less then the bounty.
Solution for all of these problems: Make bounties pay out in loyalty points. They are non transferable. The only way to get enough to be of any value would be to be an active anti pirate. Plus this would be the perfect way to introduce concord lp.
1: I feel that this is a minor problem, as he will be giving the entre ship to the bounty hunters, and risk being podded. Under my system the intact ship is always worth more than the bounty pyout for destroying it, so its kind of a strange move. Self destruct would be more of a problem, but that issue deserves its own thread.
2: You misunderstand. The insurance is not compared to the bounty. The insurance is just part of the calculation to find the true amount of lost ISK. If you lose 150 millions worth of ship, modules and cargo, and the insurance payout is 50 million, you only really lost 100 million. The maximum bounty payout for that kill becomes 75% of 100 million = 75 million.
3: If the ship could be built and fitted for less than 75% of the calculated mineral value, then the pirate could theoretically gain money by destroying it. BUT, he would gain MUCH MORE money by just selling those ships.
The LP part is interesting. I need to think about it for a while before I comment.
//Drebble
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Drebble
Gallente North Star Networks The Kadeshi
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Posted - 2011.02.07 08:47:00 -
[34]
Originally by: Mushin Zen So a bounty cannot be claimed by anyone who is in the same corp or alliance as you. This will reduce (but not eliminate) that friends pod each other to get the bounty.
Why could not a corp mate betray you and collect the bounty? Its one the of the good parts of having a price on your head - who can you trust?
And as long as the payout is always less than the loss, as I propose, then there is no way to profit from it.
//Drebble
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Drebble
Gallente North Star Networks The Kadeshi
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Posted - 2011.02.07 08:51:00 -
[35]
Originally by: KageAkurei Sorry but I think it's silly to get bounties off the ship when the isk is placed on the person's head, plus with loot drops and insurance it seems a bit much.
1: Capusleers are immortal, they just clone and keep going. In that light, any bounty is kind of silly.
2: My system pays out for ships AND implands AND clone cost.
What you pay for when you place a bounty on someone in my system is a carrot to hurt that person. Which is as good as it gets when immortals are involved.
//Drebble
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Drebble
Gallente North Star Networks The Kadeshi
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Posted - 2011.02.07 09:07:00 -
[36]
Originally by: Kepakh If insurance is subtracted from the bounty and 100M worth T1 ship gets blown up, the bounty will be 60M only. And that is with default insurance.
Yes, if the pirate flies unfitted, insured, T1 ships the rest of his life there will be little ISK to get. But putting a bounty on someone and seeing them self-grief their game to incredibly booringness is money well spent in my book. Needless to say I dont think it is very likely to happen.
Originally by: Kepakh However, problem is that this 'tweak' makes bounty collection non-profitable not only for the hunted but for hunter as well. That beats any meaningful purpose of bounty hunting as I pointed out above.
Its like ganking a faction fitted missionrunner in high sec. It takes skill, planning and opportunity.
Originally by: Kepakh In a meaningful bounty hunting system, the value of bounty creates incentives and profit for the bounty hunters as well as increased danger for the hunted. Higher the bounty, more people I have on my back.
Your proposal though, denies the basic principles of bounty hunting, and converts the system into NPC bounties we can see on rats = bigger/harder the rat, more ISK I will collect.
There is no relation between the bounty and attractiveness of the target in your proposal as you move the bounty payout from the bounty to ship flown.
Any other system than loss based bounty payouts can and will be abused. I cannot stress this enough. Any other system WILL be abused. Its too easy to have an alt do the collection.
In a world where the criminal is immortal, the best you can do is create a carrot to hurt him.
When a criminal is in a faction fitted T3 cruiser with a 500 million bounty on his head, he will be a very attractive target. Anything destroyed goes to bounty payout, and the rest you get as loot.
If he only flies T1 cruisers with civilian modules, chances are he never will have a price on his head.
//Drebble
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Kepakh
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Posted - 2011.02.07 09:16:00 -
[37]
Originally by: Drebble
Its like ganking a faction fitted missionrunner in high sec. It takes skill, planning and opportunity.
/thread
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Drebble
Gallente North Star Networks The Kadeshi
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Posted - 2011.02.07 09:23:00 -
[38]
Originally by: Kepakh /thread
Thank you Sir for your in-depth, reasonable and well-constructed feedback.
//Drebble
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Mag's
the united Negative Ten.
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Posted - 2011.02.07 09:29:00 -
[39]
I think what he/she is saying is, with your idea, it'll be more profitable to gang mission runners than to hunt bounties.
Not bothered either way tbh, just like the wanted sign.
Originally by: Allestin Villimar Also, if your bookmarks are too far out, they can and will ban you for it.
Originally by: Torothanax Low population in w systems makes afk cloaking unattractive.
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Drebble
Gallente North Star Networks The Kadeshi
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Posted - 2011.02.07 09:38:00 -
[40]
Originally by: Mag's I think what he/she is saying is, with your idea, it'll be more profitable to gang mission runners than to hunt bounties.
Not bothered either way tbh, just like the wanted sign.
Well, I think there are a lot more missionrunners with high-value ships than there are wanted criminals with hundreds of millions on their heads. So yes, as a primary source of income, ganking missionrunners is a better career choice than bounty hunting. I am not terribly upset about this.
The primary goal of this system is to allow meaningful bounties at all. Bounty hunting as a mini-profession would come at a later stage, with bounty hunter licenses, concord LP and so on and so forth. But it all stand or falls with the non-exploitability of the payout system.
//Drebble
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Cruthensis
Gallente Xeno Tech Corp Black Cartel.
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Posted - 2011.02.07 15:14:00 -
[41]
A great core idea Drebble. The only downside with having a bounty system (we effectively don't right now) is that it will be abused by some rich players to annoy/harass poorer players. Any thoughts?
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betoli
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Posted - 2011.02.07 16:15:00 -
[42]
Like.
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Hirana Yoshida
Behavioral Affront
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Posted - 2011.02.07 17:38:00 -
[43]
Originally by: Cruthensis A great core idea Drebble. The only downside with having a bounty system (we effectively don't right now) is that it will be abused by some rich players to annoy/harass poorer players. Any thoughts?
Easy enough to attach the ability to issue a bounty to the existence of a killright or low sec. status on the individual, that way only aggressors will be able to have bounties.
Ideally I would want a bounty rehash to combine killrights and bounties into a single marketable commodity .. but probably too much work to ever be realised 
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Ephemeron
BeerTia Maniacs
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Posted - 2011.02.07 18:39:00 -
[44]
Originally by: Cruthensis A great core idea Drebble. The only downside with having a bounty system (we effectively don't right now) is that it will be abused by some rich players to annoy/harass poorer players. Any thoughts?
Bounty cannot be placed on people with positive sec status. Noobs and carebears all have positive sec
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Donnovich Vacano
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Posted - 2011.02.07 23:48:00 -
[45]
Originally by: Drebble
Originally by: Mag's I think what he/she is saying is, with your idea, it'll be more profitable to gang mission runners than to hunt bounties.
Not bothered either way tbh, just like the wanted sign.
Well, I think there are a lot more missionrunners with high-value ships than there are wanted criminals with hundreds of millions on their heads. So yes, as a primary source of income, ganking missionrunners is a better career choice than bounty hunting. I am not terribly upset about this.
The primary goal of this system is to allow meaningful bounties at all. Bounty hunting as a mini-profession would come at a later stage, with bounty hunter licenses, concord LP and so on and so forth. But it all stand or falls with the non-exploitability of the payout system.
//Drebble
that's why i suggested bounties being paid in lp. A bounty is only placed on someone when they blow up a player with no bounty, and you can only claim a bounty if there is none on you. The only way to get rid of a bounty is by someone claiming it (ie blowing you up) LP are not transferable, so you can't have a friend kill you to claim them for you. They would get them but you don't get anything. The only way to profit from the system is by not being a pirate. You could have an alt claim them, but then there would be no way for your real character to profit from it. any reward that is in a form that can be transfered can and will be exploited. Any method that would prevent this would also prevent legitimate uses of the system. Only non transferable rewards will work.
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NinjaSpud
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Posted - 2011.02.08 00:23:00 -
[46]
Wow
Despite all the Nay-sayers here I think you're really on to something.
I have a very slight fix to suggest. Tell me what you think! (first, my little supporting rant) Putting the bounty on the hull instead of the head is a great idea...most people didn't get a bounty from killing, but from stealing...I'm proud to admit a small bounty I have on my head (1/2 mill) that I got from ninja salvaging. I "legaly griefed them" and so they are hopeing to "legally grief me back" by putting a bounty on me. People will actually take bounties seriously now.
+1 to that overall idea.
Now, that leaves 'preventing the exploit'. Most people are worried about ship insurance exploits. The fix there? No insurance for people w/ bounties.
Think about it in real life. I got a speeding ticket last month, fallowed closely by a 'failure to yield' at a stop sign ticket. ya know what happened? My insurance agency booted me. they dropped me because i was 'too high of a risk'.
It happens every day! might as well have it happen in Eve too.
Greate idea man. 100% supported
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Epiphany Genesis
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Posted - 2011.02.08 02:47:00 -
[47]
Make Bounties non-collectable penalties that effect NPC standings or station standings. Making it a form of faction, using ISK.
For example: You gank my ship, I pay 10,000,000 isk to a bounty. You now have a 10,000,000 bounty debt that has to be worked off through something like missioning, or ratting, and not directly payable by wallet transactions.
Pehaps have some stations only open to those with large bounties, for ammo, repairs etc, and block access to others with bounties. This also acts as a great ISK sink. The money spent on bounties is removed from game, the target doesnt reap benefit from it, and actually has to work it off and THAT ISK is also removed from game as a non spendable income (slider bar to delegate how much of acrued income is to be paid to the debt if at all).
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Mitherien
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Posted - 2011.02.08 03:35:00 -
[48]
I think you should add in a bounty license that all bounty hunters must purchase and renew each month that allows them to actually collect the bountyÆs as well as mark them as bounty hunters to those around them and gives them the right to hunt in high and low sec with a tax on the ISK earned from bounties in high and low sec with high having a higher tax rate than low.
I also think that those that have bounties placed on them need to be able to have these bounties removed. Say you ****ed the wrong individual off and they place a 3,000,000 bounty on your head and you want it gone. So you pay 1,500,000 to the bounty office and you are left with half the bounty on your head until someone either collects or you finish paying it off.
Further more I think that each bounty placed should be taxed a percentage of the amount being placed to cover the costs of making sure that things are legit as well as the costs of setting up the bounty just like there is a cost for creating a contract.
Those with bountyÆs on their heads and those that are bounty hunters are at war.
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Imigo Montoya
Hysterically Unforgiving Wildly Inappropriate.
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Posted - 2011.02.15 10:49:00 -
[49]
I like it.
I came up with the seemingly very obvious idea that the payout should be tied to insurance payout amount which is already being calculated from market value.
Check out my very similar proposal here.
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