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Bounty System Rework

Author
Marcus Alkhaar
Caldari Provisions
Caldari State
#1 - 2012-07-12 17:13:02 UTC  |  Edited by: Marcus Alkhaar
Hello guys. I'd like to share an idea I just had regarding the bounty system.

First i'd like to explain how I want the bounty system to work:

[Victim] gets popped by [PlayerKiller]
This might be high sec ganking or low sec piracy

[Victim] will have then get a chance to place a bounty on the [PlayerKiller] regardless of the [Playerkillers] security status. This will be a viable option as long as the [Victim] got a Kill Right.
If the [Playerkiller] is -2 sec status, anyone can place a bounty on him.


So far so good. But it's still flawed because I will just go pod myself with an alt and recieve cash. Here's how I want to fix this issue and at the same time give the bounty system longivety.

When the [Victim] place a bounty on the [Playerkiller] he usually wants to make the [Playerkiller] suffer a consequense. In order for the [Playerkiller] to suffer a consequense, the [Victim], want to make other [Playerkillers] to hunt the [Playerkiller], he got killed by.
To do this he places a bounty on the [Playerkiller]. Currently there's 4 major flaws with this system.

1. You can pod your Bounty-char with an alt and recieve isk

2. It's to damn hard to catch pods! even with a normal fit Tempest/Raven with 2 smarties in the ulitity slots you will not be able to kill 40% of the pods ejected from a ship.
And you got to trust me, I did this A LOT! - With 8 smarties its NoProblemo though, because you can fire 4 sets of 2 smarties over 4 seconds while he's ejecting to ensure he gets podded. With only 2 smarties the target get away a lot of the time.

3. There is to many Difficulties included fin getting the bounty:

- You need a BS with smartbombs to MAKE SURE you get the Bounty 100% of the time.
Food for thought: the [Bounty Hunters] go out and kill the [Playerkillers] guys because there is a BOUNTY! This is their Proffesion, Their way of making isk.

- If you use a Raven, Tempest or Scorpion you'll have 2 smarties where you could have 2 neutralizers.

- If you're in any other BS you will lose 1 or 2 gun hardpoints

- You absolutely have to be in a Battleship to MAKE SURE that you get the Bounty every time. This is your incentive for playerkilling.

You could now tell me that "Eve online is a multiplayer game" and I accept this fact. But it shouldn't be hard to get a bounty payout. You should be able to do this in any ship class and under any circumstances (even 1on1) with optimal fits. And by optimal I mean there shouldn't be an exceptional way to set up for getting a bounty payout.


So far so good. Now there's only 2 issues left.
How do I satisfy the [Victim]?
How do EVE pay out the bounty?

I'll start off with the [Victim].
The [Victim] wants the [Playerkiller] to suffer a consequence. Even if everything goes by the book it's harsh that the Bounty Hunters can simply kill a 0 implanted pod and get 2b isk. There is no balance in this system, the [Victim] might aswell send isk to the Bounty Hunter, but not because he did anything useful, just simply because he felt like it. This is not working, there is no repeadetly hunting of the [Playerkiller] Which makes it very boring to be a Bounty Hunter because you'll run out of work very fast if you're successful (lol)

So here's the fix:
Bounties should be tied to the ship loss. Now that CCP taught EVE killmails how to count they can tie it to the ship loss which fits perfectly with the [Playerkiller] now suffering a consequense. There are people out to kill his ship.

Example:
[BigBadPlayerkiller] got 1 Billion isk bounty

A gang of 5 Destroys [BigBadPlayerkiller]'s Megathron worth 250 million isk.

50% of the Bounty Isk gets divided by 5 and sent the Bounty Hunters
125 mill isk / 5 = 25 mill isk per Bounty Hunter


Why 50% you may ask?
I got 3 reasons for this:

If its 100% the [BigBadPlayerKiller] can kill his own ship with an alt and recieve full reimbursement + insurance for the ship. This will result in the [BigBadPlayerkiller] recieving more isk than the ship is worth and that way "cheat the system".

EVE Killmails are not fully accurate. At times you can manipulate with the prices of some items which is only worth a few thousand isk but sell for 100k. Imagine setting up a T1 hauler carrying several hundred of these modules

By only giving the Bounty Hunters 50% of what the ship is worth, the [Victim] will know that the [Playerkiller] will lose 2x as many isk as the bounty is worth! This should be a factor in Satisfying the [Victim]
If the Bounty Hunters only get a some of the isk from the [Playekiller] I'm sure they're willing to kill him again and again which in return means MEANINGFUL PvP!

Another thing I would like to point out is that the Combat log in the character sheet must have a "Show Bounty Kills" added so the [Victim] can keep track of the [Playerkiller] getting killed. This is another incentive to put up Bounties because you can see what your hard earned isk are doing to the individual who dared lay a finger on your Important internet spaceship.

I would like to point out that the number 50% Bounty Payout for Shiploss is up for change. I have not done any calculations on which ships it might create a conflict with when the the insurance system is factored in.



Thank you for reading my post. I would like to get some constructive feedback that tells me where and how my current numbers might slip so I can improve on the idea.
Hiyora Akachi
Blood Alcohol Content
T O P S H E L F
#2 - 2012-07-12 17:23:11 UTC
I think the current system should stay, it's so hilarious just how bad it is that it should never be fixed.