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How would you improve the Bounty system in EvE?

metalhead980metalhead980 Member Posts: 2,658

Ok as much as I love Eve we all know the bounty system sucks.

Currently if you put a bounty on someone if reward is high the player with the bounty will just pod him/her self with an alt to collect the bounty.

It's a broken mechanic and imo it needs to be fixed because being a bounty hunter would be freaking awesome in EvE.

How would you go about fixing this mechanic?

I have a few ideas like having the player that issues the bounty select from a available player list of players that want to hunt the player so its a lower possibility for the player with the bounty to collect the isk.

Maybe have the bounty spread out to the target pilots entire corp so its attractive to Merc corps to wardec and hunt for the bounty rewards. The player applying the bounty could contract the hunt to the corp.

I have more but I would like to hear from you guys.

It honestly seems like it could be an awesome mechanic in a game like Eve, such a shame that its broken atm.

PLaying: EvE, Ryzom

Waiting For: Earthrise, Perpetuum

Comments

  • qazymanqazyman Member Posts: 1,785

    EVE's most wanted? Call now with information that leads to the arrest and podding CCP Nozh???

    Not sure it can be fixed really, not in a game like EVE where people will take advantage of every little thing. Still, maybe through contracts where the contract would be for information that could be verified by CCP.

    Say the bounty was still listed on the Toon, but in order to receive it you had to provide allot of info on the person. And the more you provide the more bounty you receive. Location, ships in station, and some type of movement history, ship history, and the people the he's flying with.

    Once all the info is verified as 100% accurate and the bountied character is offline, the players who set the bounty must accept or pay a finders fee. The info would have to be accurate and allow the receiver enough knowledge to have a major advantage.

     

  • pauldriverpauldriver Member Posts: 198

    The bounty needs to be contracted only to the people of the players choosing. I personally don't see any other way around it, as, with any public system it will undoubtedly be abused one way or another.

    Edit: Grammar, kinda.

    Jam is sticky.

  • Squal'ZellSqual'Zell Member Posts: 1,803

    the way i would put it easy is in the form of contracts, these contracts would be between 2 parties

    many contracts of the same pilot can be sent to as many players/corps/alliances.

    once a contract is created people can find the name in the bounty office and "add" isks to the bounty. but only the original contractor may give out the contract to a 2nd party of his choosing.

    example:

    Industrial A gets stuff stolen from him by Pirate A

    Industrial A puts a bounty of 1 million isk on Pirate A inthe form of a contract and sends the contract to a corporation he chose BountyHunters A

    Industrial B sees that there is bounty on the guy that stole from them 2 weeks ago, he decides to add 5 million on that bounty, (the contract gets updated now worth 6 million

    industrial C sees that there is a bounty as well on pirate A and decides to add more say 1 more mililon (up to 7 million now)

    Industrial A sees that the bounty is bigger and its been 1 week since the contract has been placed. he decides to give the contract to Bounty hunters B and C and D, now this pirate A has a problem because he now has a couple of corps and alliances on his ass.

    Drawback:

    if a contract is issued to a pilot the pilot gets all the reward if he pods the pilot (full kill rights everywhere)

    if a contract is issued to a corp, each corp member gets proportional reward (minus the tax) meaning 10 members in a corp, he gets 1/10th of the bounty)

    if a contract is issued to an alliance each member of the alliance gets  the proportional reward

    this way to contract an alliance costs significantly much more than contracting a player, but an alliance has more chances of running into him

    On the flip side:

    having a bounty on you is a concorded sanctioned action. therefore they can kill you anywhere anytime. also remember that you cant place bounty on someone that has higher than -0.1 security status, so this will avoid people abusing the system just for the kill rights.

    or they can just put intervals, from 0 to -3 its player contract only, -3 to -7 corp contracts are unlocked and -7 to -10 is alliance unlocked.

     

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  • NussbaumNussbaum Member Posts: 27

    In UO the bounty system worked reasonably well. If your pk(murderer) character died he would suffer stat/skill lose on ressurection. Maybe they could introduce a simmilar system in EVE only with it also being connected to sec status. Sort of like what you have with t3 cruisers already.

  • TyrrhonTyrrhon Member Posts: 412

    It has been said before:

    Tradeable kill rights.

    Or even tradeable aggro (for victim of aggresion only).

    Nothing is done for years, too much work and CCP endorses griefing and metagaming, go figure.

     

  • LynxJSALynxJSA Member RarePosts: 3,334
    Originally posted by qazyman


    EVE's most wanted? Call now with information that leads to the arrest and podding CCP Nozh???

     

     

    Ouch! 

    -- Whammy - a 64x64 miniRPG 
    RPG Quiz - can you get all 25 right? 
    FPS Quiz - how well do you know your shooters?  
  • EleazarosEleazaros Member UncommonPosts: 206

    The only real fix for it would be an extreme penalty to whomever the bounty were placed upon.

    Example:  1 mill ISK per hour and collecting the bounty would pop a PvP type skill back into training with that much per hour bounty collected type gig.

    So you get a 60 mill bounty on your head, someone pops you and collects it, you get 60 HOURS of training on one or more of your "finished" training skills -- say Gunnery 5 or the like.  Push it to 10 mill a shot if 1m is too light but keep the general schema going to prevent abuses.

    Now, show me who'd want to collect such a bounty from an alt if the skill that takes the hit is randomly determined from PvP type skills -- tanking (shield/armor), gunnery, ship skills, etc... vs mining or the like.

    Almost any other method would have a shrug reaction but costing training time?  That's an "ouch" to anyone playing EVE and would have the highest chance of preventing abuses from alts.

  • EleazarosEleazaros Member UncommonPosts: 206
    Originally posted by Eleazaros


    The only real fix for it would be an extreme penalty to whomever the bounty were placed upon.
    Example:  1 mill ISK per hour and collecting the bounty would pop a PvP type skill back into training with that much per hour bounty collected type gig.
    So you get a 60 mill bounty on your head, someone pops you and collects it, you get 60 HOURS of training on one or more of your "finished" training skills -- say Gunnery 5 or the like.  Push it to 10 mill a shot if 1m is too light but keep the general schema going to prevent abuses.


    Now, show me who'd want to collect such a bounty from an alt if the skill that takes the hit is randomly determined from PvP type skills -- tanking (shield/armor), gunnery, ship skills, etc... vs mining or the like.
    Almost any other method would have a shrug reaction but costing training time?  That's an "ouch" to anyone playing EVE and would have the highest chance of preventing abuses from alts.

     

    One other thought on this that just hit me.  Podunk wardec's.  They tick most folks off.  Pop a 2 billion ISK bounty on the head of that jerk corp for the wardec and see how many "fun to grief small corporations" wardec's would be issued if someone might be willing to pay that much to push an expensive set of skills into the toilet on you...  The only wardec's that'd be issued would be "real" ones or you might find your "5 year vet" back to 6 months played time after 1 pod kill because you ticked off some really rich player...

    Good and bad to everything so there'd be the potential of some serious abuse to this just as any other potential changes.

  • GdemamiGdemami Member EpicPosts: 12,342

    An idea of bounty hunting is player placing a bounty and other player withdrawing it. Such system will fail because of abuse.

    Replace the Bounty Hunting for Pirate Hunting and you got something you can start from.

  • miagisanmiagisan Member Posts: 5,156

    arakyd probe droids!

    image

  • decadredecadre Member Posts: 88

    How about letting players attack players with bounties on them anywhere anytime without worrying about getting criminal flagged and concorded. Perhaps adding a skill could go with this with an upwards scale allowing you to attack bounties in higher sec systems with lvl 5 needed to attack in 1.0 systems for example.

  • Squal'ZellSqual'Zell Member Posts: 1,803
    Originally posted by decadre


    How about letting players attack players with bounties on them anywhere anytime without worrying about getting criminal flagged and concorded. Perhaps adding a skill could go with this with an upwards scale allowing you to attack bounties in higher sec systems with lvl 5 needed to attack in 1.0 systems for example.

     

    well that goes with the security standings, only people with negative standings can get a bounty placed on them, and if they have negative standings they cant go in a 1.0 without being flashy red and shot by anyone anyway

    but its a good idea make them free to shoot to everyone

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  • decadredecadre Member Posts: 88

    "To place a bounty, press the Place Bounty tab, type in the name (or part of the name) and then press Search. If more than one player has a similar name you will be prompted with a list of players. Select the right player, then enter the amount of the bounty you would like to offer and press Place. Keep in mind that you can place a bounty only on players with -1 or lower security standing."

    from http://wiki.eveonline.com/wiki/Station_Services#Bounty_Office

    "Here is a brief list of your travelling options according to security status:

    •Players with -2.0 or worse cannot enter 1.0 systems

    •Players with -2.5 or worse cannot enter 0.9 systems

    •Players with -3.0 or worse cannot enter 0.8 systems

    •Players with -3.5 or worse cannot enter 0.7 systems

    •Players with -4.0 or worse cannot enter 0.6 systems

    •Players with -4.5 or worse cannot enter 0.5 systems

    •Players with -5.0 or below = KOS (Kill on Sight) in all empire systems"

    http://wiki.eveonline.com/wiki/Security_Status

    So I think my idea of a skill with more hunting options opening up I think is still viable. Below could be the scaling.

    Lvl 1 allows bounty hunting in 0.1 to 0.2 ( low sec)

    Lvl 2 allows bounty hunting in 0.3 to 0.4

    Lvl 3 allows bounty hutning in 0.5 to 0.6

    lvl 4  allows bounty hunting in 0.7 to 0.8

    lvl 5 allows bounty hunting in 0.9 to 1.0

    Yes, lvl 1 and 2 is kinda useless as you can already do that now, and just wait for your criminal flag to go away, but then I guess you could do;

    Lvl 1 in 0.1 to 0.5

    Lvl 2 in 0.6

    Lvl 3 in 0.7

    lvl 4 in 0.8

    lvl 5 in 0.9 to 1.0

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