ESBS an eve-style bounty system
we all know that the
wild west style of the bounty system doesn't work in the eve universe for several reasons
- everyone can have an alt, some have even real friends
- death is not as meaningful as in real life (in other words: the head of an empty clone means nothing in eve)
- podkills in low and highsec are almost impossible under normal conditions (aligntime < locktime, no bubbles)
goals
bounties should hurt (the bad guy)

and they should encourage bounty hunters to hunt people

telling your friend/alt to kill you to farm the bounty should be discouraged (loss > gain)
fact1: pods and ships have (average ISK) values. Clone imps + the clone itself = pod value. Ship = hull + modules
fact2: if bounty > pod value = problem (current situation)
now the idea:
payout for shipkill: max 60% of its value*

payout for podkill: max 80% of its value*

if you kill the ship and the pod you'll get both

payout is subtracted from the bounty until there is no bounty left

killing somebody multiple times hurts and is eve style - not wild west style
So, as soon you have a non trivial amount of bounty on your head you will get killed sooner or later**, not once, multiple times until your bounty is back at 0 since the hunters don't get all the bounties at once (fact2 fixed). The new bounty sytem is situational, the hunter gets what he shoots. If the bad guy flies in a shuttle with an empty clone, shooting him will pay out almost nothing.
This hurts, creates the bounty hunter profession and is not exploitable (for the same reasons why ship insurance is not exploitable).
implementation details (some are optional)
- subtracted hull insurance
https://forums.eveonline.com/default.aspx?g=posts&m=359105#post359105 - a hunter won't get any payout if he is in the same alliance or blue to the bad guy
https://forums.eveonline.com/default.aspx?g=posts&m=414080#post414080other ideas:
- if bounty = very high -> outlaw
- bribe concord to temporary(!) get rid of the bounty in selected regions
- ... 100 other things, see bold text below
note: this is only the core idea for a not exploitable system. The system can be improved/tweaked further but i wanted to keep it short and only highlight the fix to the problemdiscuss
* < 100 to compensate market fluctuations. values are chosen as example
** assuming you undock
examplesel alasar wrote:
say bounty is 1000mil.
insurance for platinum contract for raven (navy): net payout is 75.6 - 22.6 = 53mil , market price 85 (350)
case 1.
ship: raven, tech2-fit (~150mil). 30mil drop.
cargo: 1x +4 imps, 1x +3 imps (~27mil). the +4 drops = 18mil.
pod: 5x +4 imps (~90mil). nothing drops - currently...
worth destroyed:
1. ship 150-30=120
2. cargo 27-18=9
3. pod 90
==> 219 mil.
insurance valid? yes. paid to holder of bounty: 53mil (must not be paid to bounty hunter to prevent abuse)
base payout: 219 - 53 = 166. effective bounty payout (e.g. 90%) = 0.9*166 = 149.4 mil
bounty reduced to 850.6 mil.
case 2.
ship: raven NAVY, faction-fit (800mil). 200mil drop.
cargo: 1x +4 imps, 1x +3 imps (~27mil). the +4 drops = 18mil.
pod: 5x +4 imps (~90mil). nothing drops - currently...
worth destroyed:
1. ship 800-200=600
2. cargo 27-18=9
3. pod 90
==> 599 mil.
insurance valid? yes. paid to holder of bounty: 53mil (must not be paid to bounty hunter to prevent abuse)
base payout: 599 - 53 = 546. effective bounty payout (e.g. 90%) = 0.9*546= 491.4 mil
bounty reduced to 508.6 mil.