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Richard Aiel
Caldari MicroFunks
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Posted - 2007.07.01 19:38:00 -
[1]
Think of it like this:
As it is, the bounty system is useless. Those with bounties go to Empire, where unless they have a really low sec status, they are completely safe. Plus, as it is having a high sec status doesnt do anything for you does it?
What I propose is At some point, after getting either a high (like 3.0) or very high (7.0 or higher up to 10.0 for the top end) sec status, you are offered to buy a "Bounty Hunting liscence" by CONCORD in general, a CONCORD agent, in the LP Store at a CONCORD station (if they dont exist now then maybe at the home system of your empire) something.
What this liscence does is it allows you to hunt those with bounties in Empire space without getting killed by CONCORD, gate, or station guns. Also, having this liscence either lessens the sec hit you take from podding (in Empire) or removes it completely.
I was originally thinking there could be several levels of the liscence, the lowest allowing you only to attack the bounty in Empire without reprisal from the guns (but you still take full sec hit) to the highest level, where you are not only immune to gun reprisal, you are immune to sec hit as well. It would be even more interesting if when you got the highest level liscence, and were attacked by a bounty, the nearest gate/station guns would fire on them because they would then be attacking someone who is essentially part of CONCORD.
It would be cool too if instead of getting a skull on yer portrait like you do when you get a bounty, you got like a little CONCORD tag instead, or maybe a skull with a red circle around it and a line through it. Or better yet, nothing. Or maybe you choose wether or not you want to display that you are a Bounty Hunter.
What got me on this wasnt getting killed by one of these guys, but watching a group of guys jump through a gate near me. I was looking at their characters (all in shuttles) and I realized just as they jumped that if I was allowed to take em out, Id have made like 10 million isks - but I wouldnt get past the first one before the gate guns shred my ship :p.
Wouldnt that make things a bit more interesting for the hunted? They wouldnt be able to do as they do now and just sit in protected areas.
Hell Id think it interesting enough to try and get myself a bounty cause then you got the chance of getting popped wherever you go. It would be like it was when I first started the game and thought you COULD get popped everywhere. lol.
Suggestion for licenses: 1.0 sec nothing 2.0 sec nothing 3.0 sec Bounty Hunter Level 1 License (in place guns dont fire, sec hit full) is now available for 10 million ISKs in CONCORD LP Store (note: I HAVE NO IDEA what this would be worth so im just throwing numbers out here...) 4.0 sec nothing 5.0 sec Bounty Hunter Level 2 License (in place guns dont fire, -10% sec hit) is now available for 40 million ISKs in CONCORD LP Store 6.0 sec Bounty Hunter Level 3 License (Guns dont fire, -20% sec hit) is now available for 120 million ISKs in CONCORD LP Store 7.0 sec Bounty Hunter Level 4 License (Guns dont fire, -30% sec hit) is now available for 280 million ISKs in CONCORD LP Store 8.0 sec Bounty Hunter Level 5 License (Guns dont fire, -40% sec hit) is now available for 500 million ISKS in CONCORD LP Store 9.0 sec Bounty Hunter Level 6 License (Guns dont fire, -50% sec hit) is now available for 1 billion ISKS in CONCORD LP Store 10.0 sec Bounty Hunter Level 7 License (guns fire at bounty when they attack you, full immunity to sec hit) is now available for 10 billion ISKS in CONCORD LP Store
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Engage brain before typing >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> |

Fswd
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Posted - 2007.07.01 19:41:00 -
[2]
/signed. Makes use of a non-finished system. --- So I flame and troll when the occasion calls for it. So what are you gonna do about it? |

Terro Deagas
Kapital Punishment
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Posted - 2007.07.01 19:44:00 -
[3]
/signed
If not this exact system, then something similar (don't ask me for examples, I don't pretend to know what would be a balanced way to do this) I definitely like the idea
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VengerZap
Red Right Hand
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Posted - 2007.07.01 19:49:00 -
[4]
I want.
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Richard Aiel
Caldari MicroFunks
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Posted - 2007.07.01 19:56:00 -
[5]
Realisticly I realize that the last level is unbalanced, giving them the guns to defend plus full sec immunity... maybe 50% sec drop with the guns...
Or something... but I really think the top level should be full immunity.
Maybe the guns have a certain % to activate and attack the guy attacking the bounty hunter until you reach the highest level... to symbolize the gate/station defenders deciding wether or not they want to help out in the fight
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Mhadron
Caldari HOMELESS.
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Posted - 2007.07.01 19:56:00 -
[6]
Yes, but you would need some way to keep people from throwing bounties on people who don't deserve it and then hunting them down for ****s and giggles.
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Ral Ulgur
Helion Production Labs
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Posted - 2007.07.01 20:01:00 -
[7]
I'm all in favor of a reworked bounty system, but tbh I don't think the original one would be a good idea.
See, you could just get a licence, put a bounty on some haulers head and then pop him/her at will... (for looting or grieving).
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Richard Aiel
Caldari MicroFunks
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Posted - 2007.07.01 20:02:00 -
[8]
Edited by: Richard Aiel on 01/07/2007 20:03:54 Edited by: Richard Aiel on 01/07/2007 20:01:30
Originally by: Mhadron Yes, but you would need some way to keep people from throwing bounties on people who don't deserve it and then hunting them down for ****s and giggles.
Originally by: Ral Ulgur I'm all in favor of a reworked bounty system, but tbh I don't think the original one would be a good idea.
See, you could just get a licence, put a bounty on some haulers head and then pop him/her at will... (for looting or grieving).
Well, first theres the point where you cant even put a bounty on someone unless their sec status is below a certain point (thats alrweady in the game).
So you cant throw a bounty on anyone that hasnt commited SOME kind of crime at some point.
And in reality, wouldnt CONCORD be looking for you if you had a negative sec status anyways? Its not like the cops stop looking for you after you commit murder just cause your car gets destroyed (cause they blow up the ship but dont pod)....
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Frightspear
Tank.
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Posted - 2007.07.01 20:08:00 -
[9]
Originally by: Mhadron Yes, but you would need some way to keep people from throwing bounties on people who don't deserve it and then hunting them down for ****s and giggles.
How about automatically asigning a bounty to someone based on the base price of the player ship they destroy. Just abandon the abitrary player asigned bounties and give them out like npc rewards instead.
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Richard Aiel
Caldari MicroFunks
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Posted - 2007.07.01 20:11:00 -
[10]
Edited by: Richard Aiel on 01/07/2007 20:13:41 Edited by: Richard Aiel on 01/07/2007 20:12:14
Originally by: Frightspear
Originally by: Mhadron Yes, but you would need some way to keep people from throwing bounties on people who don't deserve it and then hunting them down for ****s and giggles.
How about automatically asigning a bounty to someone based on the base price of the player ship they destroy. Just abandon the abitrary player asigned bounties and give them out like npc rewards instead.
Would it increase depending on however many ships they destroy afterwards? Better yet, what about the modules / cargo?
Though youd still need the player assigned bounties because if you want to bounty a can stealer that killed you because you stole from his can (one of those guys tha drops a can by yers and you cant tell the difference or whatever - all technicaly legal see) you wouldnt be able to as he destroyed your ship legally supposedly. And the other loopholes that exist live here too...
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Frightspear
Tank.
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Posted - 2007.07.01 20:15:00 -
[11]
Originally by: Richard Aiel
Originally by: Frightspear
Originally by: Mhadron Yes, but you would need some way to keep people from throwing bounties on people who don't deserve it and then hunting them down for ****s and giggles.
How about automatically asigning a bounty to someone based on the base price of the player ship they destroy. Just abandon the abitrary player asigned bounties and give them out like npc rewards instead.
Would it increase depending on however many ships they destroy afterwards? Better yet, what about the modules / cargo?
Easiest way to implement would be to ignore modules/cargo and just use the ship value. And yes, just have the value increasing as and when ships are destroyed.
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Sorohwi
Minmatar Typo Corp
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Posted - 2007.07.01 20:15:00 -
[12]
/Signed
I think a better way to pull it off, though, would be to simplify the level system by simply making so that liscence-bearers can both attack and be attacked by those with bounties with no interference from concord or sec drop. Since...what's the point of Concord deputizing bounty-hunters if they plan on punishing them for doing their job?
Also, in order to avoid greifing, those with bounty licences cannot post bounties of their own.
Another problem this could solve is the fact that a lot of people with prices on their heads are simply getting orpmates to pod them and then splitting the reward...so how 'bout making it so that ONLY bounty hunter liscence bearers can claim bounties?
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Richard Aiel
Caldari MicroFunks
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Posted - 2007.07.01 20:19:00 -
[13]
Edited by: Richard Aiel on 01/07/2007 20:19:22
Originally by: Sorohwi /Signed
I think a better way to pull it off, though, would be to simplify the level system by simply making so that liscence-bearers can both attack and be attacked by those with bounties with no interference from concord or sec drop. Since...what's the point of Concord deputizing bounty-hunters if they plan on punishing them for doing their job?
Also, in order to avoid greifing, those with bounty licences cannot post bounties of their own.
Another problem this could solve is the fact that a lot of people with prices on their heads are simply getting orpmates to pod them and then splitting the reward...so how 'bout making it so that ONLY bounty hunter liscence bearers can claim bounties?
I REALLY like that last bit. Then those corp bank bounty types are screwed. I.E. the top of the list right now: Terror Fox Bounty: 974,432,042.00 ISKs
When I used to play there was a guy named Illegal Alien whose bounty was 14 BILLION ISKs
Sadly, however you do it, ppl are gonna figure out a way to grief using the system and CCP will allow it to happen because after all: THIS IS EVE
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Engage brain before typing >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> |

William Hamilton
Caldari THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.07.01 20:38:00 -
[14]
IMO, there should be two seperate bounties.
Ship bounties, wich pay out only a certian amount of themselves depending on the vaue of the ship destroyed,
And player bounties, wich pay out similar to in the OP
And also, rework insurance....
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Patch86
Di-Tron Heavy Industries Atlas Alliance
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Posted - 2007.07.01 20:42:00 -
[15]
I'm not sure HOW they should fix it, but I really really want it fixed  --------
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jilahed
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Posted - 2007.07.01 20:47:00 -
[16]
Great idea! Let's also make it so that if you attack a person with a bounty and you are losing the fight concord spawns (also in 0.0) and instapops the criminal. I mean after all you are a CONCORD officer and they will send reinforces if the situation gets out of hand, right?
Maybe generally you should be awarded special abilities like inspecting peoples cargo, checking their identity cards and if they paid the bus ticket. Also you should get a hooter and a cool background theme when you enter the scene. Like watch out ebil piewats the sheriff is back in town. Of course you have undercover mode (can temporarily change your user name and avatar) to surprise your target. That's only fair!
Also locator agents are tedious. Criminals get an electronic tag that locates them 23/7 on the solar map. Maybe you can remote-electrocute them through the tag by pressing a distress button on your overview, just to make sure?
I think it would be very reasonable to expect the local police forces to have detailed intel on ships, setups and typical behaviour of the criminals. Maybe even a way to spy their communication and to identify alts. That would be a good start especially if we get black suits like the MIB.
Not to mention why would a CONCORD member pay for its ships? You should get them for free (including navy faction gear) as you only use them to make the world a better place! Also police officers should get a lot of quafe, donuts and possibly minmatar women for free.
I really think this should be implemented asap and there is absolutely no bias towards bounty hunters.
That being said: this topic has been discussed to death. The real problem is you can just pod yourself with an alt or a friend does it for you and there you go. So everyone who wants the safety of hisec will just go this way and be safe from bounty hunters. The real pirates live in lowsec or some in 0.0 and can be attacked anywhere, anytime. If you wanna be a bounty hunter then go there and bring it!
Also just FYI you *can* get popped everywhere...
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Richard Aiel
Caldari MicroFunks
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Posted - 2007.07.01 20:51:00 -
[17]
Originally by: jilahed sarcastic rant
Hey its just an idea dont gotta get so trolly about it >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Engage brain before typing >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> |

Jack Target
Eve University Ivy League
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Posted - 2007.07.01 20:59:00 -
[18]
I like the spirit of what the OP is saying.
However, I'm new to Eve Online, so I can't appraise his method - but I think it's worth looking into.
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Dragonrazor
Amarr
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Posted - 2007.07.01 21:23:00 -
[19]
Cool ideas all around some better some worse:
1: Bounty hunting should be a profession... It should come with skills, and special agents that assist in the occupation. 2: Bounty hunting should be a sanctionable act, that is to say, a player should be able to "buy" a contract from concord, or buy a license similar too, or as described above. Maybe do both...
Buying a contract:
Player skims the "wanted" adds in the contracts screen or whatever. They find a perp with a bounty they would like to earn, and they must "buy" the contract from concord... This is a simple registration fee based on the players sec status (the higher the status the higher the reg fee). By buying the contract you are entitled to the FULL bounty payout... Without sec hit, or any penalty for engaging the target anywhere in EVE.
You cannot buy a contract without a sec status of say 5.0 or higher...
Not buying a contract: You can still collect a bounty, but there are a lot of fines and fee's and taxes slapped onto it, due to the repercussions of taking the law into your own hands without permission. (cuts down somewhat on the number of people popping a friend with a good bounty to split the reward). The fees should be astronomical... making a 10 mil ISK bounty worth only a fraction, say 1 mill... the rest is deducted in the form of fines and penalties.
This is consistent in EVE in the way bounties for NPC rats are handled... very few rats are worth more than 1-2 million to kill them without going to special places to find them...
Other benefits of a bought contract:
Contracts last for 1 week. No sec hit for podding target for the hunter, or anyone in their gang. No concord interference (either for or against the bounty hunter or anyone in their gang). More than one hunter can own the same contract (IE more than one person can actively contract the same player). More agents added to the game with the "find person" option, and have it be a bit quicker and more effective when used with a contracted person.
If I buy a contract for someone, and go to an agent and look them up, the fee is reduced, the time to find is reduced, and I am provided with some of the following info:
Most common ship flown: Name of ship type, and class. Current "last seen" location: Current system the player is in or was in at the time of the check. Frequent haunts: The constellation the player hangs out in most frequently.
For an additional fee, you can ask an agent of high enough standing and level to slip a tracking bug on your target of choice... This fee is based on Sec status of target, bounty amount, and time period the beacon should work for.
This remote beacon allows the player to query the map browser for the players location and ship type... The scan takes X seconds/minutes/whatever. (to be used when the hunter is on route to the victim trying to track them down). And requires a cool down period (x minutes) before it can be used again.
All these tools would help bounty hunters immensely...
As one of the problems with bounty hunting is tracking down the bounty reliably... the current system is only a little helpful...
Also with bounty hunters having access to all these features, they would be more likely to be the ones collecting the bounty, not the hunted players friends...
That is to say, if bountyhunters had an easier time finding and collecting bounties, and got special rewards for it over others... Bounty heads would have a balancing act to decide how long to let their bounty build up before getting a friend to collect it for them.
Odds are, that the legitimate bounty hunters would be a much bigger and constant threat to them, and they would be more likely to collect it... as the hunted would never really know when the hunter would arrive on their doorstep.
Lastly, some consequence should be in place for accepting a contract without fulfilling it... something small, but something that adds spice to the chase... ********************************************* "Stars Die... Empires fall... We are dust..." ********************************************* |

Dragonrazor
Amarr
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Posted - 2007.07.01 21:28:00 -
[20]
Forgot to add:
Collection of ANY bounty (contract or otherwise) should require the collection of the corps of the bounty head, and taking it to an agent who will buy it from the PC in the form of ISK and possibly LP.
Corpses flagged as outlaws with bounties can be carried by the contract holder without having to worry about customs agents around gates or stations mucking up the collection process (as biomass is an illegal substance last I checked).
In this way, collecting the bounty isn't just about killing, but bringing back proof... Adding another challenge to the hunter in that someone "Could" pop them while they are on route and stop them from turning in the body, or someone else could try to destroy it or take it themselves, robbing the hunter of the prize...
Kind of like a twisted game of steal the bacon, except the bacon is a corpse...
********************************************* "Stars Die... Empires fall... We are dust..." ********************************************* |
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Richard Aiel
Caldari MicroFunks
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Posted - 2007.07.01 21:32:00 -
[21]
Originally by: Dragonrazor
Sorry couldnt reply yer idea was too long
GREAT idea! I like that one too! >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Engage brain before typing >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> |

jam6549
42nd Armored FreeFall Securities
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Posted - 2007.07.01 21:45:00 -
[22]
/signed
this game is supposed to have everything, yet a player can't be a law enforcer in neway, just a criminal? this would be so kool just to see pirates being hunted by high-sec bearing pilots. altho i think that u shuldnt take a hit more a rise to the fact u killed wanted criminals by concord. much like u do with npc rats 
Jam6549
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Zissou
Caldari Provisions
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Posted - 2007.07.01 21:51:00 -
[23]
Before it was removed in Castor (iirc), there used to be the ability to view the transactions associated with other players security status. This meant that you could see that 10 minutes ago they lost x% of faction with Concord in x system.
This made hunting players a whole lot easier because you could effectively join the dots, see where they used to hang out and get useful intel based on their activity.
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Raven Starchild
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Posted - 2007.07.01 21:52:00 -
[24]
Awesome ideas. I'll throw my thoughts into the mix:
1. As an official bounty hunter, one would be able to obtain intelligence data regarding the movements of a branded player, with whom they are currently ganged with and quite possibly what they are currently doing at the moment. This data would most likely come from CONCORD themselves-most likely CONCORD spy agents. The information would be via EVE mail and would be updated immediately if there were changes. So for instance I was hunting player Joe Bob with a million isk on his head and he was currently in an asteroid belt in the Rens system, I would get an EVE mail telling me so. But in order for this to work, you have to visit a CONCORD station, look at the list of branded players who currently have bounties and select your target. Then and only then would you be able to receive intelligence data on a bounty. The information relay system could also be changed to have an NPC CONCORD spy agent in a private chat with you. But there would be limitations to this so that there isnt any abuse. Like a hunt session that can time out. Say you are taking too long, session times out. You log, session times out.
2. How bounties are placed. Bounties should be placed on a player in 0.1 to 1.0 space with regards to the value of the ship that was destroyed. However, since a certain type of ship has a certain role, cargo value should only come into play if 1) it was a ship specifically designed to carry cargo, 2) if the cargo was destroyed and 3) if the cargo was stolen from the wreck. This would apply to freighters that carry trade goods, minerals, ores, modules, other ships, POSes etc. Base cargo capacity would be a consideration in determining whether a ship is a combat craft or a cargo craft.
3. Hand in hand with #2: insurance. Upon the destruction of your craft, you are given the option to use part of your insurance payout to place a bounty on the person and/or persons who destroyed you. This would occur immediately after you have safely docked at the nearest station to receive your free complimentary newbie ship. Should you decide to take 100% of the payout, you won't be able to place a bounty in the future unless your ship is once again destroyed. Exceptions to the rule: 1) the destruction of newbie ships results in a base bounty of 1 million ISK being placed automatically by CONCORD. 2) The destruction of a pod effectively allows CONCORD to double the bounty posted. For example, my Hurricane is destroyed and my pod is vaporized. My clone wakes up in a medical station, and of the X millions if ISK from the insurance available to me, I decide to place a 5 million ISK bounty on the person that destroyed my ship. Since my pod was also destroyed, CONCORD also places 5 million in bounty on my behalf for a 10 million bounty total. 3). Self-destructing a ship that you don't want so you can collect the insurance won't trigger this.
4. Ganging with other bounty hunters. The other bounty hunters who join you in on a hunt would be able to receive the information from #1 as well. How to split the bounty is going to be a tough one since the other members of the gang can have vastly different roles. One could be a tackler and do very little damage to the target, but is vital to the operation because they are prohibiting the target from fleeing and another could just be freeloading.
5. PCs who aren't bounty hunters. They should be able to receive part of the bounty should they prove to be successful in taking down a target. Whether it be 50% because they aren't full fledge hunters, or 100% as it currently is. My thought on this is it should be 50%. The other 50% would be like restitution to the target's victims and because they aren't a full fledge bounty hunter.
(continued next post).
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Elspeth Vigneron
Caldari Phoenix Logistics Industries
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Posted - 2007.07.01 21:55:00 -
[25]
Regardless of any flaws and tweaking issues, this would be a GREAT step forward.
From my perspective, I'd add more to liven up the whole piracy issue:
1. -2.0 and lower status pirates don't get insurance. This will protect someone who make a mistake, once, but the hardcore pirate... Well, with a -2.0 security status you have a pre-existing condition... Making you uninsurable. So sorry. After all, no-body's going to give you life insurance if you have a known terminal condition.
2. Roving Concord. Seriously. Have roving Concord patrols that, upon entering a system has small percentage chance to attack a pirate. Just like the European powers cleaned up the Caribbean, East Indies, etc., there should be no reason that any technologically sophisticated and civilized empire would allow uncontrolled piracy to flourish with in it's borders.
3. Identity change for pirates. That's right. The ability for PIRATES to go incognito. Change their identities. They'd have to do this through some "pirate corp" like Blood Raiders, Serpentis... They'd get a sec-status wipe. A new name. They'd have to matriculate to Empire and not pirate for 30-days (perhaps a PvP flag).
4. "Stolen Loot" tag. Anything taken from a PC ship destroyed in Empire space (all non-0.0) should be flagged as stolen. This cannont be sold on the open market. Rather, it'd have to be sold through a fence. To do this, just as Bounty Hunters can get a license from Concord, pirates should get be able a license from an NPC pirate corp. The flag removal would be a 25% (or more) tax on the sold goods.
Anyway, just some random thoughts.
Phoenix Logistics Industries
01010000010100100100010101010000010000010101001 00100010100100000010101000100111100100000010001 000100100101000101001011000010000 |

Richard Aiel
Caldari MicroFunks
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Posted - 2007.07.01 22:06:00 -
[26]
Originally by: Elspeth Vigneron
4. "Stolen Loot" tag. Anything taken from a PC ship destroyed in Empire space (all non-0.0) should be flagged as stolen. This cannont be sold on the open market. Rather, it'd have to be sold through a fence. To do this, just as Bounty Hunters can get a license from Concord, pirates should get be able a license from an NPC pirate corp. The flag removal would be a 25% (or more) tax on the sold goods.
That could open up a whole new "black market" trade in illegal, stolen goods.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Engage brain before typing >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> |

Raven Starchild
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Posted - 2007.07.01 22:07:00 -
[27]
My thoughts on security status: A viable recruit should have high security standings upon being inducted in to the ranks, 7.5 or better. This proves almost without a doubt that you are serious about what you are doing. However, if you should ever be caught in hisec space doing something illegal you lose your license to hunt for ever. Even if you regain 7.5 standings again. From #1, once you have declared a branded player your target, all security hits that you would incur from doing your job are suspended for the duration of the hunting session, but only on the target itself. If you accidentally blow up someone else, you still take a security status hit. The only exception to this is if the target is ganged with others who are trying to defend him. Anybody who gangs with a branded player takes a security status hit (aiding and abetting a known criminal).
My thoughts on gate/station guns: They shouldn't fire upon the target at all, cause after all its your job to bring the target down isn't it? This goes for any ideas of being able to call in reinforcements from CONCORD. It shouldn't happen. Bounty hunting is a PC solo/team effort. Whats to stop a hunter from spamming a call for reinforcements if they are able to do this?
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Liu Kaskakka
PAK
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Posted - 2007.07.01 22:19:00 -
[28]
Me too if I get a lady friend that has boobies as big as dog's wife's.
King Liu is RIGHT!!
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Richard Aiel
Caldari MicroFunks
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Posted - 2007.07.01 22:29:00 -
[29]
Originally by: Liu Kaskakka Me too if I get a lady friend that has boobies as big as dog's wife's.
lol... new short range gun...
Bear Mace II >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Engage brain before typing >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> |

DaReaper
Net 7 Brotherhood Of Steel
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Posted - 2007.07.01 22:40:00 -
[30]
Well, I figured witht he new contract system, that you could easily setup bounty hunting, though changed from the current setup.
Players would have to buy a license, and renew it every so offten (isk sink) This would enable them to acceopt jobs and kill people with bounties.
Now what i mean by accepting jobs, when you get killed by pirate X you get kill rights on the pirate. And you might place a bounty. Now a days though, you can toss a bounty on anyone with low enough sec, and there friends can kill them and get the isk. So we make a slight change.
As i was saying, you buy a license. Then you can look in a special Contract section and chose a target. So if Pirate X killed player Y, player Y would place a bounty (and his kill right) on this system. Bounty Hunter Z knows exactly where pirate X lives, so he gets on the system and accepts all the 'jobs' (kill rights and bounties) for Pirate X. Then he goes to the system and anilates pirate X and gets isk.
This does a few things, it helps reduce fake bounties, you have to have been killed by the said player to place a bounty. It also won;t keep a bounty perm. So Pirate X can;t run around and get a huge bounty then have a friend come kill him. As pirate X would have to check the contracts each day, but he would have to have a license to do so, and as a pirate, he can;t get one. When the kill rights exspire so does the bounty.
This system would also help pirates, as then you can roam in empire knowing that all your kill rights have expired, or you could stay out of empire when you know you are hunted. This way only a few people would hunt you, making a good balance for pirates.
Bounty hunters could then gang up and share a job. Or a bounty hunting corp could claim 1 job (say to kill a very hard to kill/find pirate.)
So we got:
Isk sink new bounty system new mini professtion some Balance.
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