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Bounty Hunting


AmakiZamada
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I've got the death sentence in twelve systems!

 

This is definitely something you can expect in the game. The economy and everything else is player driven. There will be missions and quests and jobs created by some players for other players. Why take the risk when someone else will take it for you?

 

I imagine there will certainly be a fair number of trolls and griefers that will be pesky to organizations, and as organizations they will have power. And when you piss off a powerful organization, they'll make sure you don't show your face around them anymore!

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It may stray from any ideas you have already but I think it would be interesting if a bounty is placed on players who commit crimes. Every player that falls under the category of criminal will be placed on a list accessible to all and hunted for the posted amount.

 

NQ said in a Kickstarter comment that there will be a bounty system:

 

Novaquark Creator 6 days ago

@Alex Hobbs: Yes, we are planning a bounty system, to prevent or at least discourage free playerkilling, especially on novice players. And there will Safe, large Non-PvP areas in addition, if you don't want to be bothered by PvP.

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The problem with a bounty system is something that EVE Online had to deal with.

 

How do you stop the guy from letting a friend kill him, and splitting the bounty between themselves, or making another account and killing himself to keep the bounty.

 

Any sort of bounty system is 100% exploitable, if you think about it. Get rewarded for playing like a d-bag and ticking people off so that they put bounties on your head.

 

The ONLY way a bounty system would work is if the enforcement comes from the host. Giving any sort of reward to players = instant exploit.

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The problem with a bounty system is something that EVE Online had to deal with.

 

How do you stop the guy from letting a friend kill him, and splitting the bounty between themselves, or making another account and killing himself to keep the bounty.

 

Any sort of bounty system is 100% exploitable, if you think about it. Get rewarded for playing like a d-bag and ticking people off so that they put bounties on your head.

 

The ONLY way a bounty system would work is if the enforcement comes from the host. Giving any sort of reward to players = instant exploit.

 

Dunbal, not sure if you have played EVE recently, but they modified the bounty system where you only collect the portion of a bounty relative to the cost of the ship destroyed.  Obviously that is not really a viable option in Dual Universe where the players are designing and building the ships, but it is possible that a relative cost to the amount of voxels/elements present could be used to give a portion of the kill to the bounty hunter (albeit I am not really sure what counts as "killing" a ship in DU)

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 A bounty should come from the player that puts the bounty on someone. If the game is going to have a bounty system for grieving it shouldnt be a large reward but more like reward/penalty. Reward the player that collected the bounty and punish the player that allowed themselves to be killed/captured(Whatever the system). This would prevent players/friends from abusing the system because the penalty to one would out weigh the reward for the other.  

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How about this?

 

<Player1> places a 300 credit bounty on <Player2>

<Player1> only has to put up 100 credits (1/3rd of the bounty), to create the bounty

<Player2> will lose the other 200 credits at the time the bounty is fulfilled

<Player2> can have a negative balance in their account, which must be filled before they can make other purchases

 

 

Without a police system, bounties are the only means of law enforcement

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