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Thread: Bounty system overhaul

  1. #1
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    Bounty system overhaul

    I think we can all agree that the bounty system in Eve is completely arbitrary and meaningless. Having a bounty has no meaning beyond e-peen, and any sufficiently high bounty added by a wronged party can just be cashed in by the pirate using an alt.

    I'd like to propose an overhaul as follows (I'm throwing a lot of this against the wall, so feel free to critique, note that "contract" here means a contract to kill someone and has nothing to do with the current contract system of buying/selling things):

    1) Sec status will no longer result in the faction police chasing people around highsec. Pirates will therefore be encouraged to travel around in "safety" in highsec.

    2) "Security status" replaced with "Reputation", and instead of a actual number it will be reflected in simple terms - Excellent, Good, Neutral, Suspect, Bad, Terrible, Infamous. The exact scale of how this corrolates to existing sec status numbers would need to be explored, I'd assume 5+ would be Excellent and -10 Infamous.

    3) Negative reputation decays over a period of time. A pilot who eshews piratical acts will eventually end up with a Neutral reputation. Someone killing people on a regular basis will remain Infamous. Below Neutral the decay would work similarly to how sec status gains work - i.e. you receive a bigger positive sec bonus the closer to the end of the spectrum you are, and a smaller one when you're close to 0 (Neutral).

    4) Aggressing and killing non-hostile (i.e. non GCC/aggressed) targets in highsec and lowsec will contribute to this Reputation score in broadly the same way that sec status penalties work. When below Neutral reputation killing NPCs will NOT improve Reputation.

    Now, here's the meat of it:

    5) A new station service will be added - called Bounty Hunting. Pilots that are "Suspect" reputation or lower will have a random chance of appearing as a contract (a "mission" in Eve terms) that other pilots (Neutral+ rep?) can receive.

    6) The random chance of appearing on the list will be weighted according to reputation (lower = higher chance of appearing) and activity - how often and how long someone logs in for, i.e. someone who is regularly online will appear more frequently.

    7) A payout value for the contract will be derived based on the current reputation of the target, how long their contract has gone unclaimed, the Reputation of the pilots the target has aggressed. This payout could decay (or increase) post-collection according to the target's activity and reputation.

    8) Multiple people can collect the same contract against one person in exactly the same mechanics as people currently receive missions.

    9) A target will not receive any kind of notification that someone has their contract.

    10) The kill contract will not specify the pilots name, but it will specify which system they were last seen in. Additionally if a contract is "active" while the target is online the bounty hunter will receive periodical updates as to their location (perhaps with an element of fuzz - restrict location updates to constellations?)

    11) If the bounty hunter jumps into the same system as the target, and he/she is online and in space, a warpable beacon will be provided to them. This beacon will also be visible on the solar system map (so you don't end up warping to a POS). A BH will therefore not need combat probes to find their target in space.

    12) The BH can shoot the target anywhere without going GCC as per killrights system. Target can respond without punishment directly, but any assistance by either side results in GCC (again this is as per current 1v1 aggression mechanics)

    13) Blowing up the targets ship is counted as having completed the contract (perhaps getting the pod too would be a bonus payment? or not allowed?). If someone collects the bounty payout from the contract the other BHs will receive an update saying that it has been completed, and it is removed from their contract list.

    14) If a BH fails to kill the target after having aggressed them, they will have an hour (or less?) to finish the job or the will be adjudged to have failed the contract, and it is removed from their journal.

    The primary advantage of the above system is that whilst it can still be gamed by advising someone that you have their contract and coming to some agreement to split the payout (though this is fraught with risk itself), it eliminates the obvious "use alt to pod empty clone and receive ISK" abuse.

    It also creates a whole new profession. There could even conceivably be skills that increase the number of concurrent contracts you can have, how often you receive periodical location updates, etc.

    I'll admit it needs a lot of fleshing out in terms of how payouts scale, whether people in null sec show up as available contracts, etc.

    Thoughts?
    Last edited by Durzel; June 20 2012 at 03:12:57 PM.

  2. #2

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    Far simpler and better solutions have been proposed. Namely, "I am hunting the pirate with a 200 milliion ISK bounty. If I kill him in his 150 millioin ISK Vagabond, I get 150 million ISK from the payer of the bounty, and his bounty drops to 50 mil." It's been explained more eloquently, but that's the most illustrative example of which I can think.

  3. #3
    Donor Sponk's Avatar
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    Quote Originally Posted by StevieTopSiders View Post
    Far simpler and better solutions have been proposed. Namely, "I am hunting the pirate with a 200 milliion ISK bounty. If I kill him in his 150 millioin ISK Vagabond, I get 150 million ISK from the payer of the bounty, and his bounty drops to 50 mil." It's been explained more eloquently, but that's the most illustrative example of which I can think.
    So, I buy a vaga for 150M, insure it, get my alt to pop me, pocket the 150M from the bounty on me, and still collect platinum insurance?

    Seems profitable.
    Contract stuff to Seraphina Amaranth.

    "You give me the awful impression - I hate to have to say - of someone who hasn't read any of the arguments against your position. Ever."

  4. #4

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    Something something Boutnied-nerds don't get insurance.

    To be fair, I think I heard about this idea during riverini's run for CSM.

  5. #5
    Ophichius's Avatar
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    So if I understand this correctly, you're talking about eliminating player-posted bounties. New payment for bounties will be similar to mission pay in that it will be newly-minted ISK rather than circulating ISK? Or would players still have to post bounties into this lottery system?

    I really like a lot of the core ideas, they seem like they would make bounties interesting if the prices scaled correctly. But there are a lot of potential breakdown points that need to be covered in more detail.

    -O
    I thought what I'd do was, I'd pretend I was one of those Thukkers, that way I wouldn't have to have any goddamn stupid useless conversations with anybody.
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  6. #6

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    wouldn't be more simple if it was a sort of service contract?

    A places bounty contract on B specifying if it requires a ship, a pod, or ship+pod
    C accepts it
    C needs to generate a killmail against B fulfilling the request
    C receives payment of A's contract as completed

    B becomes a juicy target if several contracts are on his head?

  7. #7
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    Quote Originally Posted by Alain Colcer View Post
    wouldn't be more simple if it was a sort of service contract?

    A places bounty contract on B specifying if it requires a ship, a pod, or ship+pod
    C accepts it
    C needs to generate a killmail against B fulfilling the request
    C receives payment of A's contract as completed

    B becomes a juicy target if several contracts are on his head?
    Ship+pod, and even just pod is asking a lot in highsec or lowsec really. For starters they might not be flying around in a pod, and if they aren't you've got to be able to take out their ship - whatever it is that might be, and their pod, before they can warp off, in a ship that is likely to be able to do either job but not both. I haven't lost a pod in lowsec for quite some time.

    Forum restore nuked a few good posts from yesterday

  8. #8
    Ophichius's Avatar
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    I can sort of half-recreate them from memory. One poster suggested that players still be allowed to post bounties, and that bounties increase the frequency of contracts coming up / magnitude of payouts.

    My suggestion in response to that was that player-posted bounties shouldn't be treated as one-off pay increases, but rather apportioned out over several kills in order to buy a greater impact.

    -O
    I thought what I'd do was, I'd pretend I was one of those Thukkers, that way I wouldn't have to have any goddamn stupid useless conversations with anybody.
    Quote Originally Posted by Nu11u5
    I'm going to stick to a size where the characters' eye orbs are not the size of my skull. That's kind of disturbing.

  9. #9

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    Quote Originally Posted by Durzel View Post
    Quote Originally Posted by Alain Colcer View Post
    wouldn't be more simple if it was a sort of service contract?

    A places bounty contract on B specifying if it requires a ship, a pod, or ship+pod
    C accepts it
    C needs to generate a killmail against B fulfilling the request
    C receives payment of A's contract as completed

    B becomes a juicy target if several contracts are on his head?
    Ship+pod, and even just pod is asking a lot in highsec or lowsec really. For starters they might not be flying around in a pod, and if they aren't you've got to be able to take out their ship - whatever it is that might be, and their pod, before they can warp off, in a ship that is likely to be able to do either job but not both. I haven't lost a pod in lowsec for quite some time.

    Forum restore nuked a few good posts from yesterday
    yeah asking to pod is a bit much, as most of us already know how to avoid being podded, but it could a "bonus"

    kill ship -> payout
    kill pod -> bonus payment

    ??

  10. #10
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    oh man there is so much i can't say in this thread
    Quote Originally Posted by Frug View Post
    Prom is right and you're dumb.

  11. #11
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    augh, neg-repped
    i will say this..

    personally, i'd like bounties to be unknown to everyone BUT the hitman/men.
    imo people with bounties on their head shouldn't even know there is a bounty on them.
    sure, the whole public bounty boards look cool, but they detract from the whole systems functionality.

    also, perhaps purchasing a contract should give you some unique tracking tools or something
    Quote Originally Posted by Frug View Post
    Prom is right and you're dumb.

  12. #12
    Varcaus's Avatar
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    Quote Originally Posted by prometheus View Post
    augh, neg-repped
    i will say this..

    personally, i'd like bounties to be unknown to everyone BUT the hitman/men.
    imo people with bounties on their head shouldn't even know there is a bounty on them.
    sure, the whole public bounty boards look cool, but they detract from the whole systems functionality.

    also, perhaps purchasing a contract should give you some unique tracking tools or something
    This is all just a dream right ?

  13. #13
    Siva Surya's Avatar
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    Honestly, why not just make it so that the bounty is applied to the ship? Say pilot X has a 50mil bounty. He's flying a Hurricane. If you kill his Hurricane, you get 70% of the ship's highest insurance value (say 40mil, idk). 70% of 40mil is 28mil, which is how much the killer gets paid. The pilot's bounty is then dropped by 28mil from 50mil to 22mil.

    tl:dr you get paid a percentage of their ship's insurance value, which makes exploiting the system a lot harder if not impossible, as well as making bounty hunting a more profitable profession (very difficult to catch pods in low sec).

  14. #14
    Movember '12 Best Facial Hair Movember 2012Donor Lallante's Avatar
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    Quote Originally Posted by StevieTopSiders View Post
    Far simpler and better solutions have been proposed. Namely, "I am hunting the pirate with a 200 milliion ISK bounty. If I kill him in his 150 millioin ISK Vagabond, I get 150 million ISK from the payer of the bounty, and his bounty drops to 50 mil." It's been explained more eloquently, but that's the most illustrative example of which I can think.
    Actually this solution goes a lot further than just fixing bounty hunting - it makes sec status and piracy a lot more meaningful and could actually be really fun.

    Basically its like PVP agent missions.

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