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Player Features and Ideas Discussion

 
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Bounty Overhaul - Make PvP More Like PvE

Author
EI Digin
irc.zulusquad.org
#1 - 2014-01-04 20:47:28 UTC
In the CSM minutes there were lots of comments regarding how to blur the line between PvE and PvP, by making rats behave more like players. I think that a lot more fun can be had by making players more like rats, which have an effective payout or reward for destruction. Not only will it provide more enjoyable competition but make player ship combat a more interesting and effective career choice for everyone.

There has always been an issue with grunts earning enough isk to be able to field ships, etc. PvP to most players is an isk-destructive activity and is generally not self-sufficient. The majority of people who prefer player combat fund their operations through PvE activities elsewhere, while a select few player groups are lucky enough to fund their activities through fleet operations.

The current mechanics force people into building a sufficient isk generation operation in PvE which has an impact on lower-sp players, people who don't quite have the knowledge base or support system to help them make isk, or people who simply don't enjoy the PvE experience. Players should be able to earn a decent income doing whatever they please, even if it's shooting other players.

I have a suggestion that may assist in bringing direct income to PvP activities and may make the game more enjoyable. Feel free to discuss in this thread efforts to make player combat more self-sufficient and more like PvE.

---

In an effort to reduce insurance payouts, Pend Insurance has decided to place a bounty on the heads of those who destroy others. When you kill another player, a bounty is placed on their head of approximately 10% of their ship value (split across the fleet, similar to how payouts work).

PROS:
- Bounty directly related to how dangerous a player is.
- Active PVP players are worth more, players would want to actively seek out those with high bounty to get a guaranteed payout. Those with more experience have higher risk, higher reward (more kills).
- Provides incentive to start using the bounty system, as it is underutilized at the moment.
- Bounty hunting is done better in smaller groups, incentive to bring as few people as possible to get higher payout.

CONS:
- Bounty inflation. Some players might end up with a bounty that never will truly be paid out.
- Players who do not participate in PVP will more than likely be worth nothing.
- High bounty could serve as a scarlet letter, and there's no easy or cheap way to get rid of it.
Egravant Alduin
Ascendance Rising
Ascendance..
#2 - 2014-01-04 21:09:13 UTC
I like your thinking and have proposed similar ideas.The thing is they should try a PVP rewarding system that can t be abused and people won t kill their friends to be rich and share the profits.What if players had levels or something according to kills they had solo and if you kill them you get isk /lp or whatever according to their level and difficulty?

Feel the wrath of the GECKO!

EI Digin
irc.zulusquad.org
#3 - 2014-01-04 21:13:33 UTC  |  Edited by: EI Digin
The new bounty system introduced in crimewatch only pays out a maximum of 20% of the bounty per kill, and payout is limited based on the value of the ship you're flying.

It's basically bulletproof, unless you want to spend 5x the amount of isk to churn through your bounty.

This thread might help people understand how the existing bounty system works: https://forums.eveonline.com/default.aspx?g=posts&t=179454
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#4 - 2014-01-04 21:19:31 UTC
Remove insurance entirely for non capital ships and increase bounty payouts to be worth a damn.

Also pve is awful, nothing should be like that <.<

BYDI recruitment closed-ish

Swiftstrike1
Swiftstrike Incorporated
#5 - 2014-01-04 22:59:13 UTC
"Bounty Overhaul" --- +1
"Make PvP More like PVE" --- -1

Net score --- 0

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Enteron Anabente
Provident Provisions
Test Alliance Please Ignore
#6 - 2014-01-04 23:06:03 UTC  |  Edited by: Enteron Anabente
Garviel Tarrant wrote:
Remove insurance entirely for non capital ships and increase bounty payouts to be worth a damn.

Also pve is awful, nothing should be like that <.<


I would go further and remove insurance entirely for all ships. Pend Insurance should be bankrupt by this time anyway, given how much more they pay out in claims than they take in.

The OP's suggestion is reasonable, and with the insurance faucet removed this new faucet would probably not be a problem. If Pend is bankrupt then the lore reason needs to change a bit, though--maybe CONCORD is trying to encourage capsuleers to police themselves a little more...?

Ninja edit: Also, removing insurance would allow bounty payouts to be higher, which would also be a good thing. Make losing a ship reward the killer more and the loser less.
Loki Feiht
Warcrows
THE OLD SCHOOL
#7 - 2014-01-04 23:33:18 UTC  |  Edited by: Loki Feiht
Implement more 'NPC life'.
Create missions based on killing / defending said life.
More creative use of suspect / limited aggression flags.
Contractable killrights.

I was totally reading a different thread when I posted this....

More NPC - Randomly Generated Modular Content thread https://forums.eveonline.com/default.aspx?g=posts&t=220858

Sand Shardani
Viziam
Amarr Empire
#8 - 2014-01-05 18:19:42 UTC
Let's expand this further.

High bounties create missions that bounty hunters can accept. Accepting this mission makes you and the target at war (or a new mechanic that allows each to freely shoot the other). The target gets a mail letting them know who has accepted the mission. Missions expire at after a certain time (1-2 weeks). Payout is based on bounty amount.

Since missions are random it will be hard to have an alt collect the isk.
EI Digin
irc.zulusquad.org
#9 - 2014-01-06 04:47:10 UTC
Giving the base insurance policy payout to the killer, perhaps limiting the payout based on sec status, may also be an interesting idea.
Domanique Altares
Rifterlings
#10 - 2014-01-06 06:06:31 UTC
Loki Feiht wrote:
Implement more 'NPC life'.


I'd like to see this, regardless.