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Kismet X
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Posted - 2007.11.06 04:40:00 -
[1]
Don't tie it to death since dying in a game with Jump Clones means dying means nothing. Tie it to the clones themselves.
Make it so if a character has a bounty they cannot use anything but a basic clone and have their clone downgraded to a basic clone. They can either lose skill points if they die or pay off the bounty to the NPC's as a form of money sink.
In this example if someone gets a 10mil bounty on them they can pay 10mil to be able to use medical clones again.
Alternately, allow it to lower standing with Concord when a character with a bounty is in a corp/alliance. If this standing gets low enough (most members with bounties) Concord reduces the cost of a war dec or even suspends its protection entirely.
____________________________________________________________________ "[D]rones are the alternative to everything... you defer all your combat to your cat herding skills" -Fryx, 1 |
Phantom Slave
Amarr Mozzaki United
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Posted - 2007.11.06 04:46:00 -
[2]
Too easy to greif people. Some people with negative standing aren't pirates, so forcing them to pay money when some jackass puts a bounty on their head is stupid. ____________________
Changes on Sisi are NOT the end of the world. Wait until Rev III/Trinity is released before drawing conclusions. |
Cold Sleeper
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Posted - 2007.11.06 04:52:00 -
[3]
Originally by: Phantom Slave Too easy to greif people. Some people with negative standing aren't pirates, so forcing them to pay money when some jackass puts a bounty on their head is stupid.
I would love to screw with people like this, I would go and pick out a -4 toon and then just drop a nice 20 million on their head.....
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Surfin's PlunderBunny
Minmatar mUfFiN fAcToRy
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Posted - 2007.11.06 05:02:00 -
[4]
I stand by my "If you get suicide ganked you should lose sp for being stupid" remark!
It about as bright of an idea as this
Originally by: Liz Kali Tic Toc Tic Toc , time is ticking
I owned someone on forums!!! |
Curzon Dax
Deep Core Mining Inc.
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Posted - 2007.11.06 07:40:00 -
[5]
Once, I tried to suicide gank Plundermuffin.
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OOOSOOO
Gallente Federal Navy Academy
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Posted - 2007.11.06 08:17:00 -
[6]
Edited by: OOOSOOO on 06/11/2007 08:17:22
Originally by: Curzon Dax Once, I tried to suicide gank Plundermuffin.
who? anyway, i immediately thought of Dunder Mifflin
edit: great show, sometimes
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Ja'kar
Sebiestor tribe
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Posted - 2007.11.06 09:29:00 -
[7]
Well I like the idea but, nah I think pirates are due some love long overdue love
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Stephannus Calimben
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Posted - 2007.11.06 09:47:00 -
[8]
know whatd be cool, augment bounties with the cost of replacing a clone, so that podding people with negative sec status gives you an npc bounty like killing rats
maybe (clone cost) x (-1 x sec status below zero)/10
so if you're -10 and it costs you 1m to upgrade your clone, someone who kills you gets 1m, but if youre only at -1 he gets 1m/10 or 100k (plus any bounty that's been put on your head)
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Aesgrim
Northern Shadowrunners Dark Matter Coalition
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Posted - 2007.11.06 10:26:00 -
[9]
Edited by: Aesgrim on 06/11/2007 10:27:38 Edited by: Aesgrim on 06/11/2007 10:26:43 I would rather have it like this:
The amount of bounty you will put on the pirate will become the same amount of money that the pirate will lose if he gets podded. No more pirates podding themselves so they can collect the bounty and profit on it. And if the pirates feel they got a too high bounty they just can pod themselves to avoid getting a serious hit in their wallet when killed by another player. It also makes it more macho to have got the highest bounty
"How high do you dare to go?"
------------------ Empirical evidence implies that people loves to complain. |
Shandling
Minmatar
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Posted - 2007.11.06 10:31:00 -
[10]
I'd love to see the bounty system reworked....
Something like:
Bounties can only be placed on your AGGRESSOR (in low sec or high sec) within 15 minutes of the actual aggression. This would mean that you could ONLY place a bounty on somebody who went blinky red because they shot you. That means whether they blew you up or not, but they aggressed you. So if you got away, you can still bounty them.
Bounties can only be collected by a player with level (x) in Bounty Collecting. Make "Bounty Hunting" a viable career! Make a special skill book for it, that's very expensive, and requires normal Bounty Hunting V. Make it a high ranking skill too. Something like, each level will give you 20% of the applied bounty, level five giving 100%. Could also apply other bonuses to this skill, like the ability to use a 'find player' agent while in a ship, and maybe a special agent that will even give you their closest celestial body if you're in the same system.
Make an "Assassination" skill. Would require level 4 Bounty Collecting, and each level would increase your level to 'assassinate' a player who's DOCKED by 5% every level, and reduces your chance to be 'caught' by the station's security by 15%. Getting caught could give you a security hit. So, at level 5, you could have a 25% chance to kill them and a 25% chance to get yourself a security hit. (It would also alert the player to the assassination attempt) Also, maybe a passive 10% chance to get yourself killed in the process at level 1, down 1% each step and only 1% at level 5. This skill would have to be on a VERY length cool down.
Yeah, I'm dreaming here, but how's this:
Bounty Collecting - Requires Bounty Hunting IV Level 1: You will receive 20% of bounty for destroying a wanted criminal's pod. You will gain access to an in-ship agent (via communications) that will give you the current region of any wanted player. Level 2: You will receive 40% of bounty for destroying a wanted criminal's pod. You will gain access to an in-ship agent (via communications) that will give you the current constellation and region of any wanted player. Level 3: You will receive 60% of bounty for destroying a wanted criminal's pod. You will gain access to an in-ship agent (via communications) that will give you the current system of any wanted player. Level 4: You will receive 80% of bounty for destroying a wanted criminal's pod. You will gain access to an in-ship agent (via communications) that will give you the current system and closest station of any wanted player. Level 5: You will receive 100% of bounty for destroying a wanted criminal's pod. You will gain access to an in-ship agent (via communications) that will give you the current system and closest celestial body of any wanted player.
Assassination - Requires Bounty Collecting IV - If security catches you, you'll be 'ejected' from the station and kill rights will be given to the criminal and his corporation for say, 15 minutes. (Meaning they can fire on you, even in high sec) You can only attempt an assassination after being docked for ten minutes. Level 1: 5% chance to assassinate a wanted player docked at the same station you are, 75% chance for security to catch you, alert the player, and give you a small security status hit. 48 hour cool down.
Continued...
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Shandling
Minmatar
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Posted - 2007.11.06 10:31:00 -
[11]
Level 2: 10% chance to assassinate a wanted player docked at the same station you are, 60% chance for security to catch you, alert the player, and give you a small security status hit. 24 hour cooldown. Level 3: 15% chance to assassinate a wanted player docked at the same station you are, 45% chance for security to catch you, alert the player, and give you a small security status hit. 12 hour cooldown. Level 4: 20% chance to assassinate a wanted player docked at the same station you are, 30% chance for security to catch you, alert the player, and give you a small security status hit. 6 hour cooldown. Level 5: 25% chance to assassinate a wanted player docked at the same station you are, 15% chance for security to catch you, alert the player, and give you a small security status hit. 3 hour cooldown.
Also, maybe some pirate specific skills - like a warning when somebody who's recently searched you docks at the same station.
To make things interesting, we could also maybe allow bounty hunters to work (only against negative sec players with bounties) in high sec provided they have level 5 bounty hunting AND they have a certain reputation with that region's government. So, if you're in Caldari space, have level 5 Bounty Hunting, and have a standing of +7.50 with Caldari State, you could safely attack a wanted criminal. (However, the idea that you could ONLY bounty somebody if they aggressed you within the past 15 minutes would have to be implemented, otherwise griefers would just put a small bounty on any negative they saw in system and then gank them)
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Gaven Blands
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Posted - 2007.11.06 10:37:00 -
[12]
Just give us Perma Death. -- Awwwww Diddums! Did I wardec your highsec alt recently or something? |
Shandling
Minmatar
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Posted - 2007.11.06 10:39:00 -
[13]
Originally by: Gaven Blands Just give us Perma Death.
Perma death would rock in any MMO if there were no such thing as disconnections/power outages. :(
I've been podded a few times because I lost connection while ratting, or jumping from one gate to another... got probed down while logged out, then podded.
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Gaven Blands
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Posted - 2007.11.06 11:23:00 -
[14]
But we'd all be disadvantaged the same way.
Tickles my ********* every time somebody, especially a CCP, describes Eve as harsh. -- Awwwww Diddums! Did I wardec your highsec alt recently or something? |
clare bear
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Posted - 2007.11.06 12:39:00 -
[15]
Originally by: Shandling .Make an "Assassination" skill. Would require level 4 Bounty Collecting, and each level would increase your level to 'assassinate' a player who's DOCKED by 5% every level, and reduces your chance to be 'caught' by the station's security by 15%. Getting caught could give you a security hit. So, at level 5, you could have a 25% chance to kill them and a 25% chance to get yourself a security hit. (It would also alert the player to the assassination attempt) Also, maybe a passive 10% chance to get yourself killed in the process at level 1, down 1% each step and only 1% at level 5. This skill would have to be on a VERY length cool down. ..
let me get this right. you are too lame to be able to kill someone in space so you want a way to kill them while they are docked and afk ant totaly defenceles?
u my friend are a freeking moron
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Taedrin
Gallente Magellan Exploration and Survey Rare Faction
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Posted - 2007.11.06 12:44:00 -
[16]
IMO the only real solution worth any salt would be to make it so that bounties are tied to ships, not clones. Or making it so that the bounty doesn't pay out enough to make suiciding worth it. There are plenty of ideas out there to fix the bounty system, but it seems that CCP does not see an immediate need to fix the bounty system.
Which is fine, really, since any real pirate wears a bounty like a badge of honor.
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Saint Luka
The Illuminati. Triumvirate.
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Posted - 2007.11.06 12:58:00 -
[17]
First idea: No, it could be exploited.
Second: Has potential. -
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Swatcat
xtort Rare Faction
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Posted - 2007.11.06 14:38:00 -
[18]
Originally by: Shandling I'd love to see the bounty system reworked....
Something like:
Bounties can only be placed on your AGGRESSOR (in low sec or high sec) within 15 minutes of the actual aggression. This would mean that you could ONLY place a bounty on somebody who went blinky red because they shot you. That means whether they blew you up or not, but they aggressed you. So if you got away, you can still bounty them.
Assassination - Requires Bounty Collecting IV - If security catches you, you'll be 'ejected' from the station and kill rights will be given to the criminal and his corporation for say, 15 minutes. (Meaning they can fire on you, even in high sec) You can only attempt an assassination after being docked for ten minutes. Level 1: 5% chance to assassinate a wanted player docked at the same station you are, 75% chance for security to catch you, alert the player, and give you a small security status hit. 48 hour cool down.
Continued...
I am sorry, but this could really be abused, there is always a possible chance that this could be exploited, also in terms of keeping with the game/storyline.. well it's not, a pilot may have a +9 standing with Federation Navy, thus why should it boot them out of the station?
I liked and probably would back the idea upto the point where you introduced the 'Assassination' skill, bounty hunting needs a major rework and something like this would work well but ejecting pilots from station ..... NO NO NO!
Swatcat
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Rhoxis
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Posted - 2007.11.06 15:02:00 -
[19]
If someone's sec status gets to a certain level they should not be allowed to use normal cloning facilities. You know, the whole outlaw factor. They should have to use special criminal cloning facilities, witch have varying degrees of service.
The clones being more expensive is obvious, given the lack of empire support. And in most criminal setups the gear may or may not be in the best of shape! So even if you do have a good enough clone, there is the chance that some bits of information will get lost.
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Shar'Tuk TheHated
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Posted - 2007.11.06 15:13:00 -
[20]
Edited by: Shar''Tuk TheHated on 06/11/2007 15:14:53 This is a horrible idea plain and simple. I agree bounties need fixing but this is grief.. not a fix.
Edit:
DRINK RUM It fights scurvy & boosts morale!
THE BEATINGS WILL CONTINUE UNTIL MORALE IMPROVES! |
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ry ry
StateCorp The State
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Posted - 2007.11.06 15:18:00 -
[21]
he's right though. the current bounty system amounts to giving the person you want killed a pile of cash, which is stupid.
i briefly considered tying the bounty to a certain clone, so the bounty owner will loose their implants if they want the cash, but then there is the possibility of training another level of psychocyberwotsits and mothballing the clone with the bounty on it.
i also think bounties should be claimed from DED facilities upon receipt of the appropriate frozen corpse, if only because it strikes me a cool.
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Shar'Tuk TheHated
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Posted - 2007.11.06 15:20:00 -
[22]
Originally by: Rhoxis If someone's sec status gets to a certain level they should not be allowed to use normal cloning facilities. You know, the whole outlaw factor. They should have to use special criminal cloning facilities, witch have varying degrees of service.
The clones being more expensive is obvious, given the lack of empire support. And in most criminal setups the gear may or may not be in the best of shape! So even if you do have a good enough clone, there is the chance that some bits of information will get lost.
Hmmm is that because there isnt any money to be made in crime? Wonder why people even bother. This is silly tbh.. same things in the private sector would be in the blackmarket. Yes maybe a bit more expensive but the same quality.
DRINK RUM It fights scurvy & boosts morale!
THE BEATINGS WILL CONTINUE UNTIL MORALE IMPROVES! |
ry ry
StateCorp The State
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Posted - 2007.11.06 15:22:00 -
[23]
what if bounties paid 10% of their value, with the remaining 90% going to the killer after being approved by whoever set the bounty (or just giving it if the originator hasn't logged in for ~3 months)? obviously if it wasn't approved the bounty would remain on the player.
deeply flawed, but i honestly can't think of any systems that would actually work without some element of turing test to stop people getting a corpmate to pod them.
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ry ry
StateCorp The State
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Posted - 2007.11.06 15:29:00 -
[24]
Edited by: ry ry on 06/11/2007 15:30:45
How about bounty contracts to destroy an isk value of X? sort of automated merc-hiring.
RandomGatePirate kills your hauler, so you rush to jita and open a contract for 100mil isk damage to be done to him, with a reward of 500 million.
MrBountyHunter accepts the contract and has X months to kill 100million isk's worth of ships belonging to RandomGatePirate, based on average market value or mineral price. or something.
you kill his abaddon the conditions of the contract have been met and next DT you get 500mil. the new killmail system will apparently record what you killed, so this shouldn't be massively complicated to implement.
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Arzal
Caldari omen. Triumvirate.
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Posted - 2007.11.06 15:30:00 -
[25]
How about as well, if you kill a pirate, you get a sec increase, same at a rat but more of a higher kick, depending on sec status, the lower the higher the gain. but also give it a long cooldown period to avoid people exploiting it ^^
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Shar'Tuk TheHated
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Posted - 2007.11.06 16:32:00 -
[26]
Originally by: ry ry Edited by: ry ry on 06/11/2007 15:36:29
How about bounty contracts to destroy an isk value of X? sort of automated merc-hiring.
RandomGatePirate kills your hauler, so you rush to jita and open a contract for 100mil isk damage to be done to him, with a reward of 500 million.
MrBountyHunter accepts the contract and has X months to kill 100million isk's worth of ships belonging to RandomGatePirate, based on average market value or mineral price. or something.
MrBountyHunter kill his abaddon the conditions of the contract have been met and next DT he'll get 500mil. the new killmail system will apparently record what you killed, so this shouldn't be massively complicated to implement.
Not bad, maybe on the pirates info there could be a clickable wanted link to any contracts on his head.
DRINK RUM It fights scurvy & boosts morale!
THE BEATINGS WILL CONTINUE UNTIL MORALE IMPROVES! |
Stelani Bellana
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Posted - 2007.11.06 17:29:00 -
[27]
heres a weird out of this world idea. not dont flame me but....
why dont u instead of puting a bounty on someones head just go back out in a pvp ship and kill/try to kill them ureself to get revenge.
Or if ure a noob, pay somone to do it for u. I assume if you died you were in low sec/0.0 so they must be also in low sec thierfor u can kill them without fear of concord.
if u got suicide ganked then you must have killrights and u can kill them anywhere for 30 days.
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Digital Anarchist
Minmatar
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Posted - 2007.11.06 17:33:00 -
[28]
Simple tradeable killrights.
Are you a bored pvp-er? Just check the kill rights market place and pick some nice targets. Would discourage griefing, but not pvp.
------------------------ This space for rent |
Tai Paktu
Kiith Paktu Nex Eternus
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Posted - 2007.11.06 17:48:00 -
[29]
Interesting ideas but this thread doesn't belong in C&P to be honest. Once the mods finish being hungover from FanFest and clearing the garbage threads that ran rampant in their absence, this'll be moved to Features and Discussions to join a million other bounty fix threads. Continue to discuss.
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Taedrin
Gallente Magellan Exploration and Survey Rare Faction
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Posted - 2007.11.06 17:59:00 -
[30]
Originally by: ry ry Edited by: ry ry on 06/11/2007 15:36:29
How about bounty contracts to destroy an isk value of X? sort of automated merc-hiring.
RandomGatePirate kills your hauler, so you rush to jita and open a contract for 100mil isk damage to be done to him, with a reward of 500 million.
MrBountyHunter accepts the contract and has X months to kill 100million isk's worth of ships belonging to RandomGatePirate, based on average market value or mineral price. or something.
MrBountyHunter kill his abaddon the conditions of the contract have been met and next DT he'll get 500mil. the new killmail system will apparently record what you killed, so this shouldn't be massively complicated to implement.
Still exploitable - The RandomGatePirate then checks contracts and notices that the person who deals 100 million ISK in damages to him receives 500 million ISK. So if he is the one who collects the bounty, he receives a net gain of 400 million.
In order to prevent exploitation of the bounty system, you need to make it so that someone with a bounty on their head can't yield a profit by cashing in on their own bounty. This means that bounty pay outs need to be *lesser or equal to* the NET ISK lost. Considering that right now, you only have to destroy a clone which costs at most a couple million ISK, this means that bounty pay outs are profitable if they are greater than a couple million ISK.
So you either have to make it that bounty pay outs are smaller, or that you need to inflict more ISK damage to collect the bounty. The only other alternative would be to prevent someone from collecting their own bounty money, but this is impossible with use of friends and alts.
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