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Suggestion to change bounties

Author
Izziee
University of Izziee
#1 - 2012-06-10 22:25:20 UTC
I've thought of something which you may or may not like, but currently as it stands, the bounty system is a little off, don't think I need to explain why.

So, I propose a kind of PvPvE bounty system to be put in place.

Go to your local bounty office and apply for a target

"Hello [Name], Welcome to the bounty office, may I take your request?"

Upon which, you get offered either a low bounty, medium bounty, high bounty.

Now, due to which ever sum you decide, you get offered a random target. This way, people can't work together in claiming their own bounties.

Low bounty: The target will only be a short distance away, number obviously down to what CCP would deem fair. However, let's give a random example of 5-15 jumps in a relatively safe area.

Medium bounty: Further away, less "safe" area

High bounty: Very far away, dangerous area.

You can add more choices if it would seem appropriate, extremely high or whatever.

Now, a few things, The NPC can only give a random player, who is currently online. We can perhaps have the NPC give either a direct current location (Remember, you won't ever be on top of the location so they can move) Low bounties could pick a player who isn't in a fleet, an elite bounty could pick someone who is (With a very high payout ofc)

When you arrive at the original targets location, you can open the neocom and request if the target is still there. If not, a new location will be given. The player will always be notified if the target logs off and if they are docked and how long they have been docked for. Once the new request has been given, a cooldown of X amount until you can request the location (All done through neo com, so you don't need a locator npc)

Like missions, you can choose to decline a target and receive a new one, perhaps just like missions, with a standing loss if declined a second time within X amount of minutes.

Now, you can request additional info (or can even include the original info in this list) that will cost you a % of the pay out to the NPC. The more information given, the higher the percentage paid. For example, if you want to know the location, this can be free or for balance issues, a small price, if you would like to know their last seen ship, this can cost you 10% of the bounty. Any additional information you think could be given to help aid the mission, just bumps up the percentage.

If you manage to tag your target, you are paid the bounty, minus the percentage for the information. You could also gain points in some form of currency like the LP store, maybe specific items to help aid in bounty hunting.

Another idea could be faction bounties, where you hunt those from a different faction.

Anyway, the whole idea is for it to be completely random. The pilot must be online at the time though. Once you've started the bounty, you can keep it remote with the NPC, to cancel, get payment and request a new one.
Acot Voth
State War Academy
Caldari State
#2 - 2012-06-11 01:05:31 UTC
Any love to a bounty system is a good thing.
Danika Princip
GoonWaffe
Goonswarm Federation
#3 - 2012-06-11 01:58:35 UTC
WHat happens if you pod someone with a bounty when you're not on one of these missions though? Why should that isk be denied to nullsec or wormhole dwellers?
Kaelie Onren
Native Freshfood
Minmatar Republic
#4 - 2012-06-11 10:07:25 UTC
I like the general idea of random targets.

That being said, I have to point out some flaws with your proposal as it stands presently:
Quote:
High bounty: Very far away, dangerous area.

Distance cannot be too reliable to gauge worth, target can clone jump, what then?

Quote:
Now, a few things, The NPC can only give a random player, who is currently online. We can perhaps have the NPC give either a direct current location (Remember, you won't ever be on top of the location so they can move)

So why would anyone use locator agents ever again? Seems like TMI to me.

As Danika mentions, how does this 'fix' the problem of people claiming their own bounties?

I would add that taking a bounty means that you can shoot said target in highsec with no concord. Don't forget you need to pod targets, and this is normally not allowed in highsec.
Barbara Nichole
Royal Amarr Institute
Amarr Empire
#5 - 2012-06-11 14:36:41 UTC
Some bounties would be notoriously difficult to claim. Any time limit of rating loss for failure would be unacceptable since I'm guessing most of the time you would probably get someone out of reach or offline.

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG]

Arcturis Achasse
The Scope
Gallente Federation
#6 - 2012-06-11 17:46:03 UTC
IMHO this may be the only way to "Fix" Highsec. If CCP isnt going to actually punish people who gank in Highsec then they need to give players more tools to defend themselves. Bounty hunters sound like a great goonfix
Izziee
University of Izziee
#7 - 2012-06-11 17:55:57 UTC
Quote:
Distance cannot be too reliable to gauge worth, target can clone jump, what then?


Distance can't be reliable, that's the whole point of the largest bounties being for the longest reach. You win some, you lose some.

Quote:
So why would anyone use locator agents ever again? Seems like TMI to me.


It doesn't have to give that much information, it's an idea. People will always use the locator agents though, they aren't just used for bounties. You (CCP) can work it so that once you've gotten the info from the NPC (Which takes a percentage of the bounty) you can't use the locator on that specific person, or you can use a locator if you wish (and not take a percentage, since the NPC didn't tell you where) but it would be less reliable, due to no remote access.

Quote:
As Danika mentions, how does this 'fix' the problem of people claiming their own bounties?


Because it's random? If you're worried about "being denied" well you are already! Bounties are known to be worthless by most, just because it's so easily received by the target. By having a system in place that stops it (Unless you're extremely lucky and this random person that you've requested ends up being you). Hell, you can even add two mechanics in place, the current one and this one. Then it gives people a choice how they want to pay. Eve is like that you know, a choice. Just like there's different ways to go around shooting someone via mechanics (Suicide ganking, militia, baiting, ninja'in etc etc)

Quote:
I would add that taking a bounty means that you can shoot said target in highsec with no concord. Don't forget you need to pod targets, and this is normally not allowed in highsec.


Well, since it's a new mechanic, then perhaps you can pod your target anywhere, so long as it's the person given to you by the NPC.

The current system is broken, it's not just me saying this, it's pretty much known to be. A lot of people don't use the bounty system because their effectively giving their money to the person their putting a bounty on. Change the system and I'm positive that more people will be placing bounties. It would also mean people would need to be more careful who they **** off, which can't be a bad thing no?

Quote:
Some bounties would be notoriously difficult to claim. Any time limit of rating loss for failure would be unacceptable since I'm guessing most of the time you would probably get someone out of reach or offline.


Again, it's not a set in stone debate, it's a suggestion, things can be changed around, but do you not think that the current system in place needs to be revised? Anyway, yes, some would be notoriously difficult to claim, that's why you get to pick what kind of pay out. A low payout should just be a target fairly close among the other things I mentioned.

As for the player going offline, I think I previously stated that the agent would let you know if this was the case, and offer you a new bounty. You wouldn't get a standing loss then, and hell, there doesn't even need to be one, but there should be one on declining a new target constantly, just like missions, you have a choice to take it or decline it with no standing loss, it's only when you decline the next one within 4 hours you do. The time limit can be changed also. All is debatable.

There were two things that got me excited about EvE when I first went to play many many years ago, and that was being a solo bounty hunter and/or a drug lord. Nether are really decent prospects. I took a break for a couple years (nothing at ALL to do with Eve, I loved it, I just couldn't play) and when I came back, it was still broken then. Two years from that, not much has changed.

I just want to see real bounty mechanics put in place, and I'm pretty sure a lot of others do (Except maybe those who get easy bounties or "self" bounties)

And I'll admit, I don't know a great deal to do with it, the minute I found out (right away basically) that people can just get their own, I wasn't interested in collecting or placing.
Zan Shiro
Doomheim
#8 - 2012-06-11 22:09:54 UTC
player takes a low bounty, gets a mark 5 jumps overs in empire. Player goes \o/. Mark seconds later jsut because his time in the skill inject clone is done jc's back to delve. Player now has a low bounty with a target kind of deep in 0.0. this is one of many issues.


Second issues is that empire low bounty has a real good chnce to pull someone in a "griefer" corp. Take the randomw easy bounty roll , see its an oprhan, goon on an empire op, etc....and there is the player killing the mission because they know it will be a 3 on 1 with the neut logi and off grid booster they will most likely have.


So basically your bounty hunter could theortically be spending a good chunk of time finding a contract he likes/can do. A step down form the currrent system where you could literelly see a doale and worthwile bounty jsut sitting there on a gate.

Don't like the fact a guy can collect his own bounty...don't bounty him. Let that water run under the bridge or handle your own business (or die trying if old boy is good for more than jsut popping hulks lol).