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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
LHA Tarawa
Pator Tech School Minmatar Republic
103
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Posted - 2012.12.10 19:43:00 -
[91] - Quote
Silk daShocka wrote:
If insurance would be changed I think CCP should take the route that the cost to insure your ship will increase based on your insured losses, much like they would IRL. Meaning if you keep losing ships that are platinum insured, the cost to insure platinum will increase with every ship you lose in this way. They could make the cost to insure platinum go down as well with every downtime or w/e by a certain amount that is considered fair and balanced.
I think you miss the whole point of insurance.
The point of insurance is to encourage you to PVP. It hurts to lose a ship, but not "too much".
Change the insurance the way you suggest, the PVPers take bigger losses when they lose ships, they have to spend even more time grinding ISK to replace ships, they PVP less, or PVP in cheaper ships.
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Bienator II
madmen of the skies
1210
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Posted - 2012.12.10 19:43:00 -
[92] - Quote
real world analogies rarely work with eve. In fact the first bounty implementation worked like real world bounties work(ed). Evil guy dead, good guy has all the money. I am sure the devs had similar thoughts back than as you have right now - since the exploit is and was obvious. Sure you can get rid of the bounty via friends or alts... but not everybody would do that.. right?
Once its known, EVERYBODY will do it. If you can withdraw your bounty you placed on someone, why even think about it if you should place it or not? Just do it without consequences. a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
Zakarumit CZ
Zakarum Industries Exiliar Syndicate
15
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Posted - 2012.12.10 19:49:00 -
[93] - Quote
I am totally for increase of the payout as high as reasonably possible ( reasonably possible=it still cant be abused). I think this line is set with ship insurance. Question is if ship insurance is something we really want and need. In its current condition I think its useless anyway. |
Ocih
Space Mermaids Somethin Awfull Forums
346
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Posted - 2012.12.10 19:53:00 -
[94] - Quote
Ginger Barbarella wrote:Eliminate bounties, unless it's the game NPCs (not CONCORD) who come after the player. Otherwise, it's (still) a joke mechanic.
That could actually be funny until you tried to rat with a bounty.
Because everyone and their dog is going to have a bounty in time, you could count on PvE rats harrassing you every time you undocked. They couldn't be good rats or people would just farm them. So crappy rats that have no bounties, drop nothing hounding you all the time. Making it impossible to gank anyone, making it impossible to do anything else either. |
Natsett Amuinn
GoonWaffe Goonswarm Federation
658
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Posted - 2012.12.10 20:05:00 -
[95] - Quote
Bienator II wrote:real world analogies rarely work with eve. In fact the first bounty implementation worked like real world bounties work(ed). Evil guy dead, good guy has all the money. I am sure the devs had similar thoughts back than as you have right now - since the exploit is and was obvious. Sure you can get rid of the bounty via friends or alts... but not everybody would do that.. right?
Once its known, EVERYBODY will do it. If you can withdraw your bounty you placed on someone, why even think about it if you should place it or not? Just do it without consequences. Now if only I used a real world anology to say that they were the exact same thing, as apposed to making a single point.
Where as, every single person that complains about the 'wanted" tag is doing so from a real world perspective.
I know, it's hard to find a valid anology to make your point that you should be able to pay a 3rd party to remove a bounty; so you just come up with an excuse to try and invalidate mine, which happens to be entirely fitting to the point.
Edit: You want to be able to give people a fine. That is not the same thing as a bounty. A fine you remove by paying a 3rd party. I'm not fining you, I'm putting a bounty on you, I want you to get blown up, not pay a fine. |
Silk daShocka
Greasy Hair Club
173
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Posted - 2012.12.10 20:24:00 -
[96] - Quote
LHA Tarawa wrote:Silk daShocka wrote:
If insurance would be changed I think CCP should take the route that the cost to insure your ship will increase based on your insured losses, much like they would IRL. Meaning if you keep losing ships that are platinum insured, the cost to insure platinum will increase with every ship you lose in this way. They could make the cost to insure platinum go down as well with every downtime or w/e by a certain amount that is considered fair and balanced.
I think you miss the whole point of insurance. The point of insurance is to encourage you to PVP. It hurts to lose a ship, but not "too much". Change the insurance the way you suggest, the PVPers take bigger losses when they lose ships, they have to spend even more time grinding ISK to replace ships, they PVP less, or PVP in cheaper ships.
If the point of insurance was to encourage you to PVP I fail to see if being effective. I never once thought to myself, I think I will go shoot some spaceships today because my ship is insured. Neither have I had a freind say, Hey I got an insured ship I think it's time to PVP. All insurance does is reduce the consequences of losing your ship in my eyes. Also, in my eyes it does not hurt at all to lose a plat insured ship.
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Sheynan
Lighting the blight
154
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Posted - 2012.12.10 20:24:00 -
[97] - Quote
I would still urge everyone not to raise the general threshold too much. I just made a quick market comparison. Look at Oxygen Isotopes: Estimated price: 583 isk Jita sell: 489 isk
Prozentual difference: 19,4 %
And this was just one random item out of my hangar, I am sure you there are many items with better ratios that can easily be found.
But to bring this value into context: If the bounty payout was 90%, then someone with a bounty on him could gank his isotope-hauler with an alt, negate all the bounty and gain rougly 10% of it (!). Even though it is a crappy item with a high market saturation.
We need to be able to set the threshold variable for trusted persons. |
Ogopogo Mu
O C C U P Y Test Alliance Please Ignore
99
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Posted - 2012.12.10 20:45:00 -
[98] - Quote
https://forums.eveonline.com/default.aspx?g=posts&m=255693#post255693
Exploiting insurance ahoy. |
LHA Tarawa
Pator Tech School Minmatar Republic
103
|
Posted - 2012.12.10 20:55:00 -
[99] - Quote
Bienator II wrote:real world analogies rarely work with eve. In fact the first bounty implementation worked like real world bounties work(ed). Evil guy dead, good guy has all the money.
Well, technically......
Real world bounty... you get arrested and charged. You post bail to get out of jail while waiting trial. The bail is to ensure you show up, or if you don't, an arrest warrant is issued and the bail is pay someone to find you and bring you in. The bounty is paid whether they bring you back to jail/court dead or alive, but that doesn't mean the bounty hunter is not still governed by the laws. They can't kill you unless in self-defense.
They can break into your house because that power is granted by the warrant. They can pull a gun on you, and you can't claim self-defense, because you broke the law first by not showing up for court. Committing a crime negates the self-defense mitigating factor.
Maybe you are thinking more of a hit contract. In that case, one person (good or bad) is dead and a bad guy has the money.
That is more like what EVE's "bounty" system is like. |
LHA Tarawa
Pator Tech School Minmatar Republic
103
|
Posted - 2012.12.10 20:57:00 -
[100] - Quote
Sheynan wrote:I would still urge everyone not to raise the general threshold too much. I just made a quick market comparison. Look at Oxygen Isotopes: Estimated price: 583 isk Jita sell: 489 isk
Prozentual difference: 19,4 %
And this was just one random item out of my hangar, I am sure you there are many items with better ratios that can easily be found.
But to bring this value into context: If the bounty payout was 90%, then someone with a bounty on him could gank his isotope-hauler with an alt, negate all the bounty and gain rougly 10% of it (!). Even though it is a crappy item with a high market saturation.
We need to be able to set the threshold variable for trusted persons.
Don't forget to add his salvage gain to his profit for self-ganking.
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LHA Tarawa
Pator Tech School Minmatar Republic
103
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Posted - 2012.12.10 21:00:00 -
[101] - Quote
Silk daShocka wrote: If the point of insurance was to encourage you to PVP I fail to see if being effective. I never once thought to myself, I think I will go shoot some spaceships today because my ship is insured. Neither have I had a freind say, Hey I got an insured ship I think it's time to PVP. All insurance does is reduce the consequences of losing your ship in my eyes. Also, in my eyes it does not hurt at all to lose a plat insured ship.
And yet, when I was deciding if I could afford to go PVP in the BS, or if I should take the frig because I was broke, I did use insurance payout in the calculation of potential replacement loss of potential loss.
And when the BS went boom, I only had to PVE for a half hour to make back the ISK, rather than having to PVE for 3 hours.
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Matalino
9
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Posted - 2012.12.10 21:01:00 -
[102] - Quote
LHA Tarawa wrote:Bane Necran wrote:Why be timid about it. Make it 75% across the board.
Still waiting for a reason why lower is better. Reason lower is better: 1) If payout is 20%, then the character with a bounty has to lose 5x value ships as the bounty. So, you anger me, I put a billion ISK bounty on you, now you have to lose 5 billion ISK to get rid of the bounty. That is an incentive for me to bounty you. I am hurting you 5x as I'm hurting myself. 75% payout, I spend 1 billion ISK so you have to lose 1.333B ISK worth of ships? I'm hurting you only 1.3x as much as I'm hurting myself. Heck, why bother putting a bounty on anyone. 2) At 20% payout, I blow up a 100M ISK T2, get 20M ISK and 40M ISK salvage. No reason to altf-kill myself to collect the bounty. At 75%, I hop in a 100M ISK T2, alt-kill myself, collect 75M ISK bounty and 40 million salvage. The reasons are there, even if you don't like them. This is a very good reason for keeping the bounties the way they are.
CCP SoniClover wrote:I think this is a good idea. We had a similar story, but didn't have time to do anything with it for Retribution. I think there should be leverage to increase the payout up to around 30%, for kills on people with high bounty. Killing someone in the top 10 most wanted should definitely count for more. However, if you want some easy to use room to increase the payout for high bounty targets, offer a bonus based on the items destroyed seperately from the ships. You cannot increase the payout on ships without opening up exploits with alt collected bounties, but there is plenty of room to increase the bounty paid out on the value of items destroyed (modules, cargo, implants, etc). For example, keep the current bounty of 20% on ship value and offer a bounty of 20% to 40% on the value of the items destoyed depending on how the target ranks on the most wanted list. (Bottom of the list pays 20% for items lost, top of the list pays 40% of the
With this approach, we could get the best of both worlds. If there is a bonus for destoying modules, it gives bounty hunters more modivation to inflict losses that are not covered by insurance. The end result is that the bounty might be more effective than it would be if bounty hunters were equally happy to kill empty (or mostly empty) ships. |
Natsett Amuinn
GoonWaffe Goonswarm Federation
662
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Posted - 2012.12.10 21:07:00 -
[103] - Quote
Matalino wrote:LHA Tarawa wrote:Bane Necran wrote:Why be timid about it. Make it 75% across the board.
Still waiting for a reason why lower is better. Reason lower is better: 1) If payout is 20%, then the character with a bounty has to lose 5x value ships as the bounty. So, you anger me, I put a billion ISK bounty on you, now you have to lose 5 billion ISK to get rid of the bounty. That is an incentive for me to bounty you. I am hurting you 5x as I'm hurting myself. 75% payout, I spend 1 billion ISK so you have to lose 1.333B ISK worth of ships? I'm hurting you only 1.3x as much as I'm hurting myself. Heck, why bother putting a bounty on anyone. 2) At 20% payout, I blow up a 100M ISK T2, get 20M ISK and 40M ISK salvage. No reason to altf-kill myself to collect the bounty. At 75%, I hop in a 100M ISK T2, alt-kill myself, collect 75M ISK bounty and 40 million salvage. The reasons are there, even if you don't like them. This is a very good reason for keeping the bounties the way they are. CCP SoniClover wrote:I think this is a good idea. We had a similar story, but didn't have time to do anything with it for Retribution. I think there should be leverage to increase the payout up to around 30%, for kills on people with high bounty. Killing someone in the top 10 most wanted should definitely count for more. However, if you want some easy to use room to increase the payout for high bounty targets, offer a bonus based on the items destroyed seperately from the ships. You cannot increase the payout on ships without opening up exploits with alt collected bounties, but there is plenty of room to increase the bounty paid out on the value of items destroyed (modules, cargo, implants, etc). For example, keep the current bounty of 20% on ship value and offer a bounty of 20% to 40% on the value of the items destoyed depending on how the target ranks on the most wanted list. (Bottom of the list pays 20% for items lost, top of the list pays 40% of the With this approach, we could get the best of both worlds. If there is a bonus for destoying modules, it gives bounty hunters more modivation to inflict losses that are not covered by insurance. The end result is that the bounty might be more effective than it would be if bounty hunters were equally happy to kill empty (or mostly empty) ships. Some of you are doing what this guy did.
You're assumign that 20% is the maximum percentage you can pay without someone being able to self gank for profit.
It is not. 20% is lower on that scale than some people think.
I'm pretty sure that CCP relased it with a low percentage, specifically so they would have room to increase it. It would be silly to make the fist iteration payout the most possible before you could exploit it, and if SoniClovers responce is any indication, they obviously understood this.
Edit: "time to do it before retribttion", that's your clue. |
Matalino
9
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Posted - 2012.12.10 21:13:00 -
[104] - Quote
Natsett Amuinn wrote:You're assumign that 20% is the maximum percentage you can pay without someone being able to self gank for profit.
It is not. 20% is lower on that scale than some people think.
I'm pretty sure that CCP relased it with a low percentage, specifically so they would have room to increase it. It would be silly to make the fist iteration payout the most possible before you could exploit it, and if SoniClovers responce is any indication, they obviously understood this. I did not make that assumption. Rather, I have the opinion that keeping bounties low is a good thing. If I place a bounty on a person, I want that person to suffer a loss when a bounty hunter collects that bounty, and I want that loss to be a lot more than 1 ISK for every ISK I pay. It is not good enough for self ganking to be marginally unprofitable, it should be as far from profitable as possible while still leaving some modivation to collect the bounty.
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Vincent Athena
V.I.C.E.
1233
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Posted - 2012.12.10 22:55:00 -
[105] - Quote
CCP SoniClover wrote:Natsett Amuinn wrote:https://forums.eveonline.com/default.aspx?g=posts&t=180051&find=unread
I started a thread the other day about the 20% thing making people with large bounties no more worth hunting down than someone will a smaller bounty.
I'm not so worried about the overal payout, as I am the fact that having many billions of isk on your head means only you can be shot a few more times than the guy with a few billion less.
The payout system has no incentive to actually go looking for the most wanted people in New Eden. The bounty itself should be a modifier that adds small percentages to the total payout based on how high the bounty goes; to a limit.
I think this is a good idea. We had a similar story, but didn't have time to do anything with it for Retribution. I think there should be leverage to increase the payout up to around 30%, for kills on people with high bounty. Killing someone in the top 10 most wanted should definitely count for more. How about letting the person setting the bounty also set the payout percentage? http://vincentoneve.wordpress.com/ |
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CCP SoniClover
C C P C C P Alliance
288
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Posted - 2012.12.10 23:41:00 -
[106] - Quote
Vincent Athena wrote: How about letting the person setting the bounty also set the payout percentage?
If we implement allowing people to limit who can use their bounty (like corp mates only), then giving people some control over the payout percentage might be possible, as this would act as a separate bounty pool. Different percentages cannot function for the common bounty pool, as it would either make it a) insanely complicated to calculate payout or b) completely broken. |
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Andski
GoonWaffe Goonswarm Federation
5762
|
Posted - 2012.12.11 00:12:00 -
[107] - Quote
just add a skill called Bounty Hunting or whatever ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. An idea for improving corp management |
Mike Adoulin
Trans-Aerospace Industries
74
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Posted - 2012.12.11 00:21:00 -
[108] - Quote
Andski wrote:just add a skill called Bounty Hunting or whatever
Bounty Hunting Connections:
Each level of this skill gives you a bonus to your bounty payout when collecting a bounty.
3% per level.
Attribute: Charisma
Multiplier: x2
*waits for somebody to push the button* |
NEONOVUS
Saablast Followers
60
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Posted - 2012.12.11 00:26:00 -
[109] - Quote
The bounty or the fire everything at enemy button? |
Gilbaron
Free-Space-Ranger Ev0ke
467
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Posted - 2012.12.11 00:38:00 -
[110] - Quote
Andski wrote:just add a skill called Bounty Hunting or whatever
i kinda want you to be a game designer for CCP We are recruiting german-speaking PVP players, contact me :)
(BANNER WAS USED FOR THIS POST) |
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Zeko Rena
ENCOM Industries
32
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Posted - 2012.12.11 00:39:00 -
[111] - Quote
What about if your security status increases the payout, so if you are 0.0 you get 20%, but if you are 5.0 you get 25%, could also increase the security status to a max of 10.0 so you could get upto 30%.
That could also encourage mission runners to go out there and try some pvp.
Plus to avoid other people from having to blow up rats all day to increase there security staus you could make destroying a wanted player target also increase your security status?
EDIT: That would actually bring back a use for player security status, because now you can put a bounty on anyone, there is no point to player security status. |
Vincent Athena
V.I.C.E.
1233
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Posted - 2012.12.11 00:39:00 -
[112] - Quote
CCP SoniClover wrote:Vincent Athena wrote: How about letting the person setting the bounty also set the payout percentage?
If we implement allowing people to limit who can use their bounty (like corp mates only), then giving people some control over the payout percentage might be possible, as this would act as a separate bounty pool. Different percentages cannot function for the common bounty pool, as it would either make it a) insanely complicated to calculate payout or b) completely broken. Actually I see an easy way to calculate it. Every time someone adds a bounty, the game calculates the new bounty pool size by adding in the isk donated, and the "to be destroyed" pool size, which increases by
New destroyed pool = old destroyed pool + bounty / payout %
The game then calculates the new average payout at
Payout = Bounty / destroyed pool
But to keep that from breaking you would need to limit the minimum and maximum %, say 15% to 30%.
The other way, which I got to think about is Last in First out, and figure out an easy way to handle it when its a big kill, with alot of small contributions being paid all at once. Im sure thats the case you are thinking of thats a mess to calculate. There has got to be an easy way... http://vincentoneve.wordpress.com/ |
Vincent Athena
V.I.C.E.
1233
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Posted - 2012.12.11 00:48:00 -
[113] - Quote
Zeko Rena wrote:What about if your security status increases the payout, so if you are 0.0 you get 20%, but if you are 5.0 you get 25%, could also increase the security status to a max of 10.0 so you could get upto 30%.
That could also encourage mission runners to go out there and try some pvp.
Plus to avoid other people from having to blow up rats all day to increase there security staus you could make destroying a wanted player target also increase your security status?
EDIT: That would actually bring back a use for player security status, because now you can put a bounty on anyone, there is no point to player security status. It would have to be a low sec status player, not one with a bounty, as bounties are no longer tied to being a bad guy. BUT
Players would game the system. Say make "Shoot me!" corps full of low sec status people to shoot so you can raise your sec status, for a fee. http://vincentoneve.wordpress.com/ |
Sentient Blade
Walk It Off
567
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Posted - 2012.12.11 01:02:00 -
[114] - Quote
CCP SoniClover wrote:Vincent Athena wrote: How about letting the person setting the bounty also set the payout percentage?
If we implement allowing people to limit who can use their bounty (like corp mates only), then giving people some control over the payout percentage might be possible, as this would act as a separate bounty pool. Different percentages cannot function for the common bounty pool, as it would either make it a) insanely complicated to calculate payout or b) completely broken.
IMO the easiest solution would be to.
1) Order bounty payouts from the pool based on highest to lowest initial contribution.
2) Change the notification system to include the lossmail of the person who was killed.
3) In that notification add a button to "Give Bonus" which would accept a percentage of the basic 20% payout (maybe raise it to 30%) which would then be taken from the *active wallet* and distributed between everyone on the killmail in equal share.
4) ???
5) Profit. Oh yeah, a new journal type entry should be made to indicate it's a bounty bonus. |
Karloth Valois
1st. Pariah Malefactor corp.
50
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Posted - 2012.12.11 01:45:00 -
[115] - Quote
Natsett Amuinn wrote:
Some of you are doing what this guy did.
You're assumign that 20% is the maximum percentage you can pay without someone being able to self gank for profit.
It is not. 20% is lower on that scale than some people think.
I'm pretty sure that CCP relased it with a low percentage, specifically so they would have room to increase it. It would be silly to make the fist iteration payout the most possible before you could exploit it, and if SoniClovers responce is any indication, they obviously understood this.
Edit: "time to do it before retribttion", that's your clue.
Its might not be 20% but its got to be close to that. The cheapest way to make money off having a bounty is buy a ship, insure it, gank it unfit. The bounty payout + insurance payout cant be more than cost of insurance + initial cost of ship. As soon as long as thats true its not possible to make money off our own bounty. If the payouts ever get more than the costs due to too high % of bounty then bounties go back to the way they were, pointless.
Higher bounties still mean your be hunted for longer and have to lose 5x the value of your bounty to be cleaar of it, but i agree, unless your catching people with high bounties in big shiney ships the payouts for single kills wont be much so higher % the better. It's not been nice, but thanks for using lube
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Powers Sa
GoonWaffe Goonswarm Federation
442
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Posted - 2012.12.11 02:02:00 -
[116] - Quote
CCP SoniClover wrote:Natsett Amuinn wrote:https://forums.eveonline.com/default.aspx?g=posts&t=180051&find=unread
I started a thread the other day about the 20% thing making people with large bounties no more worth hunting down than someone will a smaller bounty.
I'm not so worried about the overal payout, as I am the fact that having many billions of isk on your head means only you can be shot a few more times than the guy with a few billion less.
The payout system has no incentive to actually go looking for the most wanted people in New Eden. The bounty itself should be a modifier that adds small percentages to the total payout based on how high the bounty goes; to a limit.
I think this is a good idea. We had a similar story, but didn't have time to do anything with it for Retribution. I think there should be leverage to increase the payout up to around 30%, for kills on people with high bounty. Killing someone in the top 10 most wanted should definitely count for more. I think the payout should always be relative to their loss. So if you kill a battleship, you get something relative to the dead battleship. If you kill a noobship, it should be a laughable pittance. Otherwise this system will just be lame and abused like the old one. |
Anya Syratov
Tax Evasion United
0
|
Posted - 2012.12.11 04:34:00 -
[117] - Quote
I'd personally love the bounty system to have some sort of penalty or weight attached to it, as right now it seems to be like a badge of honor. How about something like this:
If a ship, owned by a player with a bounty, is destroyed and the bounty on the player is at least twice the value of the insurance payout, then the insurance payout goes instead to the person who received the bounty payout. If destroyed by an NPC, the same still applies, but the insurance ISK is simply lost.
Or maybe make it so that once a certain ratio or skillpoint to bounty is reached, the player would be barred from getting insurance.
Heck, some sort of penalty to the bountied, or incentive to the hunter would be really nice. |
Ronan Connor
12
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Posted - 2012.12.11 08:22:00 -
[118] - Quote
Mag's wrote:Ronan Connor wrote:Couple the bounty payout to the standings as well.
Meaning standing of 5 gives you only 5%, standing of 0 = 20%, standing of -5 = 30%, below -5 = 40%.
I dont like placing bounties on positive with a sec status at all, but make a positive sec status at least count for something! What relevance do NPC standings have, to a player driven standings bounty system? Not much. If it would be Tekken or something of the sort.
For a roleplay game however, where you "helped" the concord police, it should benefit you, when you have a good standing. I mean you would get into trouble if you put a bounty on a police officer, wouldnt you? |
Keen Fallsword
Skyway Patrol
100
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Posted - 2012.12.11 08:40:00 -
[119] - Quote
Valari Nala Zena wrote:I'd like the idea of raising the 20% payout to maybe 40% or even higher.
Some people still sound a little to happy having a substantial bounty on their head, not worrying about it. The idea of putting a bounty on someone is not only making people interested in hunting that target down, but also, making the target feel "oh shi".
Personally, i feel like 20% payout is somewhat on the low side, what say you all?
Well eve is not like a trailer !! Eve is Real ! Thats why your life is not so good as in trailer and belive me wont be :) in trailers we can see how cool other reality cool is but after that we must go back to eve. Anyway for me 20% is ok. |
Sheynan
Lighting the blight
154
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Posted - 2012.12.11 10:14:00 -
[120] - Quote
CCP SoniClover wrote:Vincent Athena wrote: How about letting the person setting the bounty also set the payout percentage?
If we implement allowing people to limit who can use their bounty (like corp mates only), then giving people some control over the payout percentage might be possible, as this would act as a separate bounty pool. Different percentages cannot function for the common bounty pool, as it would either make it a) insanely complicated to calculate payout or b) completely broken.
I doubt this will be overcomplicated, the key is not telling the player more than they need to know. When they look at the bounty pool and see the total sum as well as their personal payout percentage, that's all they need.
Example: Say a player has a bounty of 20mio in common pool (so 20%), but also another bounty of 40mio that is set to pay 100% to the corp mates of the issuer and 80% to a trusted merc corporation, 20% for common pool still applies.
A neutral person would see: BOUNTY: 60mio, 20% A Corpie would see: BOUNTY: 60mio, 73% Someone from the Merc corp would see: BOUNTY: 60mio, 60%
Now that guy is killed. The appropriate bounty is paid out and drawn equal from all bounty pools.
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