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The Bounty System

First post
Author
Maldiro Selkurk
Radiation Sickness
#41 - 2013-06-19 14:30:56 UTC  |  Edited by: Maldiro Selkurk
Sex Slave Girl wrote:
Malcanis wrote:
Maldiro Selkurk wrote:
Someone once asked in the 'help' channel how to place a bounty on someone that had just ganked their ship.

I told them that whomever ganked their ship owned them and by wasting ISK putting a bounty on that person's head they were essentially owning themselves a second time.

The bounty system should be renamed "ISK Sink" or "***** and Giggles" ,so as to more accurately reflect its general utility.


Please do explain


It's very easy explain.

There over 9000 freighter pilots here with 100.000 isk bounty. They will never get blown up or podded. So that's already 900.000.000 isk gone.

Now take all those other pilots with billions on their head, I am sure CCP hopes that they will quit so that's already another isk part out of the game(sort off)


I like the way you put it better than the way i explained it myself.

+1 for you !

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Sex Slave Girl
Absolute Order XVIII
Absolute Will
#42 - 2013-06-19 15:02:26 UTC
Well honestly, you can't put Bounties on CCP members, so I think CCP also disagree with the system. But what can you do...
RomeStar
Caldari Provisions
Caldari State
#43 - 2013-06-19 16:51:58 UTC
Black Dranzer wrote:
What annoys me is how rare buyable kill rights are. But I guess assassins are implicitly criminals.



You can use killrights to your advantage. Have your alt attack you then sell the kill rights for an outrageous ammount while you fly around in a crap ship. Some idiot is going to see buyable kill rights and click to buy without realizing he just bought you a new tengu.

Signatured removed, CCP Phantom

Feyd Rautha Harkonnen
Doomheim
#44 - 2013-06-19 17:09:38 UTC  |  Edited by: Feyd Rautha Harkonnen
The missed opportunity here (again) is to drive an actual bounty hunting career, where bounties actually drive people to hunt those with them.

How do you fix it?

1) Create a real bounty hunting career tied into skills, that take hella long time to train
2) Allow those with those skills to activate suspect flags on bountied players (who also have a negative sec status) in HISEC

An example:
'Bounty Hunting Enablement' skill: (35 days to LV 5)
LV 1: Can activate suspect flag on players with >200m bounty AND sec status below -4
LV 2: Can activate suspect flag on players with >100m bounty AND sec status below -3
LV 3: Can activate suspect flag on players with > 50m bounty AND sec stuats below -2
LV 4: Can activate suspect flag on players with > 25m bounty AND sec status below -1
LV 5: Can activate suspect flag on players with > 0 bounty and sec status below 0

"Bounty Hunting Pursuit' skill: (35 days to LV 5)
LV 0 (no training): Bounty-activated suspect flag lasts only 10 seconds
LV 1: Suspect flag lasts 30 seconds
LV 2: 1 minutes
LV 3: 3 minutes
LV 4: 6 minutes
LV 5: 15 minutes AND bountied player gets a 1 minute no-dock/jump weapons timer :)

Now before the usual asshats nitpick these brainstorming ideas to death, remember they are ideas. Key is that somehow like this we make bounty hunting a viable/compelling/real profession; tied to skills, and activating rights in hisec.

Failing to do those critical use cases, bounties and bounty hunting will forever remain fail IMHO.

F
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