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Player Features and Ideas Discussion

 
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Private Bounties

Author
Sigras
Conglomo
#1 - 2013-12-08 11:47:48 UTC
One of the things mentioned as a possible future iteration of the bounty system in the original dev blog back in October 2012 was selecting who could redeem your bounty.

I think this is a fantastic idea and would add a TON to the current bounty game play, but one thing I would add: Make the redemption percentage selectable as well.

This would allow you to formally hire mercenaries and not have to hope they come through for you; they could be paid with a results driven fee

This would allow you to provide incentive to your alliance mates to go PvPing or gate camping by placing bounties on the heads of the pilots who are harassing you.

This would allow pilots to actually make a name for themselves as a bounty hunter and market themselves to have people send private bounty contracts their way.

all of these bounties could pay out 100% for damage instead of just 20% and you still wouldnt have the fear of exploits because only the people you chose could claim the bounty.

Can we please revisit this? I think for just a little work this could be an enormous content generator for the pod pilots of new eden. If you wanted to take it a step further, you could even have pilots/corps/alliances accept or reject the bounty contracts sent their way. Then you could have the bounty office display stats on the best bounty hunters. Things like: most bounties collected, contract acceptance rate, contract completion rate, most ISK made through bounties.

Thoughts?
Sigras
Conglomo
#2 - 2013-12-09 19:53:48 UTC
seriously no thoughts?
ShahFluffers
Ice Fire Warriors
#3 - 2013-12-09 20:39:12 UTC
- Alts and friends of those who are bountied will always be a problem (you can't background check everyone and often "bad" people will be buddies with other "bad" people (good mercs pretty much all know each other)).

- Bounties cannot pay more than a small percentage of ship's hull value because of the first point combined with insurance (i.e. person with a bounty on his her head insures a ship (one who's value is close to the bounty amount), fits it cheaply, has alts/friends apply for a contract on him/her, then finds a quiet spot to be killed).

The alt/friend gets the bounty and splits it... and the person who dies gets the bounty removed from his/her head and profits from insurance + the bounty.
Brad314
Perkone
Caldari State
#4 - 2013-12-09 21:09:06 UTC
I like the idea. I could get it so some new players who wanted to pewpew could go out and kill people who annoy me.
Grandma Squirel
#5 - 2013-12-09 21:21:53 UTC
You should either be able to adjust the settings later, to add new potential recipients, or set a deadline, at which point your bounty is returned, minus lets say a 5% processing fee. Maybe even allow a bounty to be withdrawn, again minus a fee, and with some safeguard to prevent withdrawing a bounty when the target is about to die... To prevent that, perhaps removal of eligible bounty hunters, and withdrawal of bounties gets queued and takes effect at down time.
Arthur Aihaken
CODE.d
#6 - 2013-12-10 00:13:13 UTC
Sigras wrote:
seriously no thoughts?

Seriously, I like it. Any changes to the bounty system would be a huge improvement at this point.

I am currently away, traveling through time and will be returning last week.

Sigras
Conglomo
#7 - 2013-12-11 16:52:21 UTC
ShahFluffers wrote:
- Alts and friends of those who are bountied will always be a problem (you can't background check everyone and often "bad" people will be buddies with other "bad" people (good mercs pretty much all know each other)).

- Bounties cannot pay more than a small percentage of ship's hull value because of the first point combined with insurance (i.e. person with a bounty on his her head insures a ship (one who's value is close to the bounty amount), fits it cheaply, has alts/friends apply for a contract on him/her, then finds a quiet spot to be killed).

The alt/friend gets the bounty and splits it... and the person who dies gets the bounty removed from his/her head and profits from insurance + the bounty.

So, I want you dead, so I put a bounty on your head with a 100% payout that only Mercenary Coalition can claim.

Unless you have an alt in MC, or they cut a deal with you (bad for their reputation), I see no way this can be exploited

Am I missing something?
ShahFluffers
Ice Fire Warriors
#8 - 2013-12-11 18:32:26 UTC
Again...

- most good mercs, outlaws and such know each other (or know people who know people). Hell, a lot of us often sit in the same intel channels. It is literally a "good old boys club."

- it'd be easier and more profitable (for everyone) to make a deal with the bountied people (especially if they are half decent at PvP).

- there is no way to verify that the mercs didn't make a deal behind your back (see: they can lie).


While the current system is not ideal or conforms to the traditional idea of a bounty, it's the least exploitable form of the system with relatively few arbitrary rules and regulations.
And always assume that players will collude and "blue" each other in the interest of profit.
Sigras
Conglomo
#9 - 2013-12-13 18:47:45 UTC
youre making the assumption that the majority of the people who you would want to put a bounty would be in the "good old boys club" I think thats quite presumptuous. Im sure that most of the mercs know each other, but why would I want to put a bounty on mercs?

What if I want to hire some mercs to push a rival corp off of this moon that I want, or hire them to help me push them out of this low sec chain ive been farming? Are they going to be in these back channels too? What if I want to provide additional incentive for my alliance mates to gate camp and try to catch the roaming gang that keeps coming through, so I put a bounty on their heads that only my alliance can claim.

With some mercs, its a point of pride that they dont make deals with their marks. I know it was for MC, and im pretty sure it is for PL; There would be whole corporations who make a new service out of providing reliable mercs who dont cut deals with the enemy.

Also, if I set the bounty payout at 100% and a merc blows up your 100,000,000 isk ship, he gets 100,000,000 . . . so what is he going to give you the whole 100,000,000 to compensate you and he gets nothing?

Lastly, you can easily tell a fit that is meant to be destroyed, all you have to do is check the KB for the killmail.
Sigras
Conglomo
#10 - 2013-12-16 00:27:00 UTC
I just thought of another interesting idea to go along with this . . . protection bounties.

So you can specify an object in space and a length of time. If after the time expires the object still exists, the bounty is paid out. Of course you would have to disable unanchoring for the protected object but still . . .

Thoughts?
Omnathious Deninard
University of Caille
Gallente Federation
#11 - 2013-12-16 00:33:59 UTC
The only I can see private bonuties working is having it kept in corp or alliance.
You put a bounty on someone and then set the payout % then it is only claim able to members of your corp or alliance.

If you don't follow the rules, neither will I.

Sigras
Conglomo
#12 - 2013-12-16 17:57:37 UTC
Why wouldnt it work outside of corp/alliance?
Sigras
Conglomo
#13 - 2014-01-09 11:57:21 UTC
Any other thoughts?

I think this could provide a meaningful and deep gateway for emergent gameplay
Altrue
Exploration Frontier inc
Tactical-Retreat
#14 - 2014-01-09 13:04:50 UTC  |  Edited by: Altrue
Private bounties aimed to a specific list of individuals/corps/alliances that have 100% reward compared to damage done, and not 20 % ?

Count me in !


It would be a great way to pay mercenaries btw, even more if you can setup your own ratio (like 200% isk per ship kill, private bounties only occuring above a customizable minimum ship value threshold)

The system could be extended to include all allies to a war. And potential allies, instead of asking for money, could ask for a war bounty placed on the ennemy with a set %age and a set threshold (if any). It would create a much more efficient mercenary system that would favorise actual kills. That is, overall, a VERY GOOD IDEA. Big smile

Edit : Protection bounty, good idea too !
Select target structure, select amount, select duration, select private target for the bounty. (Individual, corp, alliance). If the structure hasn't been destroyed after the duration, the target gets the bounty (from a NPC pool that you donated to upon creation of the contract of course).

Destruction bounty, same system but reversed. Select target structure, select amount, select expiration time, select private target for the bounty. If the structure is destroyed before expiration, send money to private target, regardless of who participated in the kill.
Variation possible with open destruction bounty where everyone gets a share of the bounty if you participated, proportional to damage dealt. Gives full reward regardless of % of losses inflicted of course, because a structure can hold a strategical value that an opponent wouldn't be willing to sacrifice to get the bounty anyway.

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Danika Princip
GoonWaffe
Goonswarm Federation
#15 - 2014-01-09 13:52:18 UTC
Sigras wrote:
Why wouldnt it work outside of corp/alliance?


Because we'll find a way to exploit it and earn money from our bounties again.
Altrue
Exploration Frontier inc
Tactical-Retreat
#16 - 2014-01-09 14:02:00 UTC  |  Edited by: Altrue
Danika Princip wrote:
Sigras wrote:
Why wouldnt it work outside of corp/alliance?


Because we'll find a way to exploit it and earn money from our bounties again.


Yes but that becomes part of the metagame ! After corp thiefs, bounty thiefs ! People infiltrating corps with available private bounties above the head of their mates, and killing them to steal their own bounty.

Thus, mercenary alliances with reliable members would gain in popularity, etc etc... Because you'd know that these corporations can receive private bounties without pirates being able to infiltrate them, for instance.

That's the beauty of private bounties, you can still work around (which is GOOD) sometimes, if you are lucky and/or put effort in it, but it is not automatically broken like the previous mechanism was.

The sucessfulness of the private bounty that you pay for is thus not determined by arbitrary game mechanisms anymore, but by your own decision making. Which fits Eve.

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Sigras
Conglomo
#17 - 2014-01-17 08:31:43 UTC
Danika Princip wrote:
Sigras wrote:
Why wouldnt it work outside of corp/alliance?

Because we'll find a way to exploit it and earn money from our bounties again.

Could you please give me an example of how you would exploit this mechanic?

Unless you intend to have an alt in the majority of the bounty hunter corp/alliances, chances are im going to pick someone who you dont know and who would just as soon kill you as make a deal with you.
Sigras
Conglomo
#18 - 2014-03-27 11:24:46 UTC
Still no thoughts on how this would be exploited?
Jane Shapperd
Quafe Commandos
The Obsidian Front - Reborn
#19 - 2014-03-27 11:28:30 UTC
i like the idea :) +1