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Bounties

Author
Vartan Sarkisian
Tannhauser C-Beam
Lux Collective
#1 - 2012-11-16 12:42:57 UTC  |  Edited by: Vartan Sarkisian
From what I am aware, most people with bounties, especially the multiple million (sometimes billion) bounties are basically characters that never leave a station. So incorporating an FPS perspective teams should be able to wander around a station environment actively hunting people with bounties on their heads.

The way I envisage it is this...


  • say members of a corp want to go hunting people with bounties on their heads, they have to use a locator service to find out which station they are in.

  • The group would then have to fly their ships to that station and dock.

    Then using an Dust style of play they would fit suits and then hunt for the person with the bounty, if they kill them they get some of the bounty.

    As a counter the person being hunted would need to hire NPC mercenaries to protect him or delay the "raiding party" long enough so he can make his escape, he wouldn't be able to make his escape before a timer had expired.

    If the timer expires and he make it to a ship (he would not be allowed to jump clone out) then the new bounty rules apply as per the dev blog as he would be in space.

    When looking for bounties to pursue the information should include the last time that character logged on (in case they no longer play)

    If a player logs off whilst being actively hunted there again is a timer before he is untouchable (like the timers for aggression already only longer) basically it needs to be set up so that he is kill able, but also has a chance to escape without it being biased more towards hunter or hunted.