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Crime & Punishment

 
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Bounty Office

Author
Coyote Laughing
#1 - 2012-05-25 15:31:29 UTC  |  Edited by: Coyote Laughing
If wish to move the following motions:

1) That CCP removes the bounty office from EVE Online.

2) If motion 1 fails, then collecting your own bounty or a recieving portion thereof be considered an exploit - either through the use of a multi-box alternative account, or with the assistance of others.

3) If motion 1 succeeds, then existing bounties be returned to those who placed them.

4a) Kill rights* become a tradeable commodity.
4b) Kill rights become a redeemable commodity.
4c) Kill rights do not begin expiry countdown until redeemed.
4d) That unused kill rights be re-issued if the character was less than 21 days old.

* not referring to the aggression mechanics, but kill rights that last longer than 15 minutes.

5) That players be allowed to place a purchase order for the corpse of somebody with a sec status of less than -1, with bodies being a scoopable commodity again.

l8r \o/

Coyote Laughing
#2 - 2012-05-25 15:43:16 UTC
By kill rights, I mean the ones which last longer than 15 minutes - I am not talking about aggression timer mechanics here.

(from memory, I think they last a month).

l8r \o/

Coyote Laughing
#3 - 2012-05-25 15:46:09 UTC  |  Edited by: Coyote Laughing
Motion 5: That players be allowed to place a purchase order for the body of a specific character whose sec status is below 1 and that they can be scooped.

l8r \o/

Coyote Laughing
#4 - 2012-05-25 15:53:27 UTC  |  Edited by: Coyote Laughing
Admin, please delete the posting of version 2.... re-edited this one instead.

l8r \o/

Pinstar Colton
Sweet Asteroid Acres
#5 - 2012-05-25 16:20:51 UTC  |  Edited by: Pinstar Colton
Better idea:
Make bounties like reverse insurance.


Player X has a bounty of 100m on them.
Player Y destroys player X's ship. The estimated market value of Player X's ship, rigs and non-dropped modules and non-dropped cargo is 65m. This is a very conservative value, in the same way that platinum insurance payouts are a very conservative number is frequently below the actual market price. The actual market price for all the items destroyed would be closer to 100m in reality.

Player Y receives 65m from the bounty. Player X's bounty is reduced to 35m.

If player X is podded, the estimated market value of their implants is paid out to the podder from the bounty pool. This continues until the bounty fund is empty. If the value of the destruction exceeds the amount remaining in the bounty fund, the remaining bounty fund is paid out.

Players would be discouraged from collecting their own bounties via alts or alliance mates because they will always get back less ISK than the value of what they lose, thus they would be unable to profit. This is why the bounty payout does not count the value of modules/cargo that drop in-tact.

Other players would be encouraged to seek out and pop players with bounties, as they would get a payday based on how much destruction they cause to the wanted player, even if it is below true market value.

While it is true that a player with a large bounty on their head could prevent people from earning much from it by flying cheap ships, the fact that the bounty is modifying the player's behavior means the bounty is working as intended.

In the cat-and-mouse game that is low sec, there is no shame in learning to be a better mouse.

Tah'ris Khlador
Space Ghosts.
Break-A-Wish Foundation
#6 - 2012-05-25 17:04:31 UTC
Coyote Laughing wrote:

5) That players be allowed to place a purchase order for the corpse of somebody with a sec status of less than -1, with bodies being a scoopable commodity again.


Apparently someone doesn't have biomass enabled on their overview.

Member of the Pink Pony Killboard Padding Alliance

Xylorn Hasher
Caldari Provisions
Caldari State
#7 - 2012-05-25 17:58:00 UTC
Pinstar Colton wrote:
Better idea:
Make bounties like reverse insurance.


Player X has a bounty of 100m on them.
Player Y destroys player X's ship. The estimated market value of Player X's ship, rigs and non-dropped modules and non-dropped cargo is 65m. This is a very conservative value, in the same way that platinum insurance payouts are a very conservative number is frequently below the actual market price. The actual market price for all the items destroyed would be closer to 100m in reality.

Player Y receives 65m from the bounty. Player X's bounty is reduced to 35m.

.


Bounties aren't payed upon ship destruction. They are payed upon podkill.

All my posts are made shortly after Marihuana consumption.

Pinstar Colton
Sweet Asteroid Acres
#8 - 2012-05-25 18:01:00 UTC
That's why I was suggesting it be changed to ship destruction and/or pod kill, modified by the market worth of the ship/mods/goods/implants lost.

In the cat-and-mouse game that is low sec, there is no shame in learning to be a better mouse.

Daemon Ceed
Ice Fire Warriors
Infinite Pew
#9 - 2012-05-25 21:13:21 UTC
How about this. Just stop putting stupid bounties on people. Problem solved! Where's my beer?
Grumpymunky
Monkey Steals The Peach
#10 - 2012-05-26 04:23:44 UTC
Daemon Ceed wrote:
Where's my beer?
In a soda stream?

Post with your monkey.

Thread locked due to lack of pants.

Lexar Mundi
Imperial Shipment
Amarr Empire
#11 - 2012-05-26 06:17:56 UTC  |  Edited by: Lexar Mundi
I think the best way to do this is to put an "ISK pool" on a player.

lets say I upset someone and they put 100 million on me, that goes in to the isk under my bounty.

if someone pods me they will get a % of how much my pod costs, if its over 100 mil with implants then they get it all but lets say I have crappy +2s they will get 50% of their worth and it will take the isk out of the pool on the players bounty.

This way if a player gets a 500 million bounty to get their full bounty they would have to kill that pod with a set of slaves for 1 billion isk for instance.

the player with the bounty wont pod themselves or have a friend do it because they will lose 50% of their isk through losing implants or paying for a new clone. As well as getting a pool that will pay out every time he gets poded depending on how high his pool gets.





Coyote Laughing wrote:
If wish to move the following motions:

1) That CCP removes the bounty office from EVE Online.

2) If motion 1 fails, then collecting your own bounty or a recieving portion thereof be considered an exploit - either through the use of a multi-box alternative account, or with the assistance of others.

3) If motion 1 succeeds, then existing bounties be returned to those who placed them.

4a) Kill rights* become a tradeable commodity.
4b) Kill rights become a redeemable commodity.
4c) Kill rights do not begin expiry countdown until redeemed.
4d) That unused kill rights be re-issued if the character was less than 21 days old.

* not referring to the aggression mechanics, but kill rights that last longer than 15 minutes.

5) That players be allowed to place a purchase order for the corpse of somebody with a sec status of less than -1, with bodies being a scoopable commodity again.

so for 5) a players friend scoops his buddies corps and then hands it in for payment and still gets your isk how is this any dif?
Scrapyard Bob
EVE University
Ivy League
#12 - 2012-05-26 11:46:21 UTC
Or a very open-ended contract system where you pay for performance (which is now possible since in-game kill mails have the concept of ISK destroyed). It wouldn't need to be tied into the wardec system either.

- "hit" contracts can be public or made private to a specific alliance, corp, person who will do the wet work.
- Time limits of 1-14 days for expiration, 1-30 days for completion limit.
- Target area can be all of EVE, or just a selection of systems, constellations or regions.
- Target can be anyone, or limited to a specific set of corps/alliances.

The more selective that you are about contract limitations, the harder it would be for someone to defraud you without getting the results that you want.

The creator of the contract would escrow a maximum total ISK payout for the contract (could be 10M, could be 100B ISK). They then specify how much they will pay for kills of a particular type (pod, frigate, dessie, cruiser, BC, BS, cap, s-cap, titan, POS tower, sov-structure, industrial, cap industrial). Each ship class can be specified as a percentage of kill mail value (1-1000%), with a maximum payout per kill mail.

Payout is made to the organization who accepted the contract, to anyone in that organization who was on-grid when the kill happened. Split just like rat bounties, and taxed by the player's corp just like rat bounties.

When the contract expires due to time limit, the remaining escrow goes back to the creator of the contract (and counts as failed). If the escrow gets used up, the contract is considered "completed".

So you could setup a private contract to a merc corp where they only get paid if they take out a POS tower belonging to a specific corporation in a specific system. Or maybe you pay a merc corp to wage indiscriminate war in a particular constellation. Or you want to pay for TCUs destroyed in a particular region. Or you use it as a pay-for-performance contract to get mercenaries to declare war against a target corporation.
Lexar Mundi
Imperial Shipment
Amarr Empire
#13 - 2012-05-27 05:53:57 UTC
Scrapyard Bob wrote:
Or a very open-ended contract system where you pay for performance (which is now possible since in-game kill mails have the concept of ISK destroyed). It wouldn't need to be tied into the wardec system either.

- "hit" contracts can be public or made private to a specific alliance, corp, person who will do the wet work.
- Time limits of 1-14 days for expiration, 1-30 days for completion limit.
- Target area can be all of EVE, or just a selection of systems, constellations or regions.
- Target can be anyone, or limited to a specific set of corps/alliances.

The more selective that you are about contract limitations, the harder it would be for someone to defraud you without getting the results that you want.

The creator of the contract would escrow a maximum total ISK payout for the contract (could be 10M, could be 100B ISK). They then specify how much they will pay for kills of a particular type (pod, frigate, dessie, cruiser, BC, BS, cap, s-cap, titan, POS tower, sov-structure, industrial, cap industrial). Each ship class can be specified as a percentage of kill mail value (1-1000%), with a maximum payout per kill mail.

Payout is made to the organization who accepted the contract, to anyone in that organization who was on-grid when the kill happened. Split just like rat bounties, and taxed by the player's corp just like rat bounties.

When the contract expires due to time limit, the remaining escrow goes back to the creator of the contract (and counts as failed). If the escrow gets used up, the contract is considered "completed".

So you could setup a private contract to a merc corp where they only get paid if they take out a POS tower belonging to a specific corporation in a specific system. Or maybe you pay a merc corp to wage indiscriminate war in a particular constellation. Or you want to pay for TCUs destroyed in a particular region. Or you use it as a pay-for-performance contract to get mercenaries to declare war against a target corporation.

I like that, you can do that now but the problem is it takes billions to do it.
Boomhaur
#14 - 2012-05-27 06:39:55 UTC
Pinstar Colton wrote:
Better idea:
Make bounties like reverse insurance.


Player X has a bounty of 100m on them.
Player Y destroys player X's ship. The estimated market value of Player X's ship, rigs and non-dropped modules and non-dropped cargo is 65m. This is a very conservative value, in the same way that platinum insurance payouts are a very conservative number is frequently below the actual market price. The actual market price for all the items destroyed would be closer to 100m in reality.

Player Y receives 65m from the bounty. Player X's bounty is reduced to 35m.

If player X is podded, the estimated market value of their implants is paid out to the podder from the bounty pool. This continues until the bounty fund is empty. If the value of the destruction exceeds the amount remaining in the bounty fund, the remaining bounty fund is paid out.

Players would be discouraged from collecting their own bounties via alts or alliance mates because they will always get back less ISK than the value of what they lose, thus they would be unable to profit. This is why the bounty payout does not count the value of modules/cargo that drop in-tact.

Other players would be encouraged to seek out and pop players with bounties, as they would get a payday based on how much destruction they cause to the wanted player, even if it is below true market value.

While it is true that a player with a large bounty on their head could prevent people from earning much from it by flying cheap ships, the fact that the bounty is modifying the player's behavior means the bounty is working as intended.


That is the first form of a bounty system suggestion I actually like, too bad it makes too much sense for CCP to implement.

Welcome to Eve. Everyone here is an Evil Sick Sadistic Bastard who is out to get you. Anyone who tells you otherwise is either trying to scam you or use you.

Grumpy Owly
Imperial Shipment
Amarr Empire
#15 - 2012-06-13 21:14:18 UTC
Seems to be some very similar echoing designs as per others have promoted for BH.

Please expand the interest to the EVE political arena if you will as historically all the various requests for a long time for reperation to the BH system have simply been logged for prosperity by CCP so far:

Quote:
For PvP and like to encourage more of it? Or perhaps you are an industrialist with a specific focus in game not directly concerned with PvP skilling to be effective at your role and therefore ineffective to apply teeth in response to criminal activities?

Want to validate a potential Career path in ≡v≡ with new income potential that is ideally designed as simply a transferance of ISK from one pilot to another?

Actually like situations where ships shoot back and "really" improve your KB resume as opposed to simply suprising soft industrial targets?

You agree that pilots should adapt to challenging situations in ≡v≡ where acceptance of risk is an everyday seperator of those getting ahead on the curve, criminals included, to ensure the game evolves instead of being kept dumbed down?

Or simply want to make ≡v≡ less boring with adding more fun and challenging gameplay elements?

Would like to see CCP finally correct a long standing broken mechanic in the game which at best provides an exploit for the effected criminal party to profit further from and yet has been left in the game still?


Support: Bounty Hunting for CSM7.

CCP Design panel wrote:

"It's going to be awesome."

"It's absolutley on the list of things to do."

"We have a spaceships game, but you can't be han solo or boba fett, that's not clever."


http://www.youtube.com/watch?feature=player_detailpage&v=_pLi1J9YrkM#t=1199s
Boom Boom Longtime
EVE Corporation 6908469858
Heroes and Villains.
#16 - 2012-06-13 22:17:55 UTC
I need help to get rid of mine.

See Bio for details and convo me in game to do business.

I'm not going to let anybody "roast my ass" and have a good day without first demonstrating good intentions however.

So please no pretend jockeys - be willing to mount the steed or hold tongue.

Concord Approved Trader