
Bugsy VanHalen
Society of lost Souls
258
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Posted - 2012.11.19 19:49:00 -
[1] - Quote
Not sure if this has been mentioned yet. It is one hell of a threadnaught here.
I had an idea about the bounty system.
Based on what I have read in Dev blogs and other threads, It seems the CCP team is putting more effort into closing the gap between PVP and PVE lately.
The idea of players paying out bounties when killed could be a great source of income for PVPers. This bounty system sounds really cool, but it seems to me that the pay outs will be very small. Possibly to small to be worth the effort of hunting them down.
If you spend the time and effort to hunt down a player with 10 billion bounty on his head you only get a bounty payout equal to a small portion of the value of the current ship they are flying. That 10 bil bounty would most likely keep growing as it will be added to, much faster than it is payed out. But this could be a good thing.
My vision is to have player bounty payouts comparable to the bounties payed by ratting. PVPers could actually make isk for PVP by killing other PVPers. in normal PVP fights, not just hunting them down as a bounty hunter. This would probably require CONCORD to add a default bounty to each player for each player ship they killed. On top of the bounties applied by players.
My idea is to adjust the payout according to how dangerous the player is. This can be done in a very simple way. A simple tracking of a players kills and deaths could be used to determine how "good" of a PVPer that player is. This would be exploitable to artificially increase they players danger level, but if done right would not hurt the game. A player who shoots an alt to increase his own threat level will just make himself more of a target resulting in more deaths bringing the numbers back down.
Each player would have a danger/threat score or what ever you want to call it. Say for every 100 kills the player gets a danger point. The bounty payout on that player would be increased by a %, as little as 1% or as much as 5% depending on the balance needed. Every 10 deaths would likewise drop the danger score by 1. This way killing an actual PVPer with many kills will net you a decent income, while killing a carebear who somehow got a big bounty on their head would pay much less.
This way players with high kills, basically most decent active PVPers, would also pay higher bounties. Without getting to the point of paying more than their ship is worth. Put a cap on the bounty of 50-60% of the value of their ship. Most null sec PVPers make isk to buy their PVP ships by ratting to collect bounties.
Would it not make sense if they could get this same income by killing other PVPers? It would take time for the threat/danger levels and bounties to build up. But once they did PVPing could create income comparable to ratting. With the highest skilled PVPers paying out the biggest bounties, just like faction and officer spawn rats payout bigger than the average rats.
Less skilled PVPers could still go ratting to supplement this income until their skills get high enough to make their isk strictly from PVP.
Anyone else think this would be a cool way to make isk? |