Bounty Hunter Archive
Thread: If a player could offert a bounty?
Message Edited by EldosAirheart on 06-30-2005 04:29 PM
Message Edited by EldosAirheart on 06-30-2005 04:29 PM
Message Edited by EldosAirheart on 06-30-2005 04:30 PM
kiowas wrote:
think that getting attacked an dbed in a few secs for no reason while browsing the market.
Maybe if they introduced some sort of player mission system where a player could create missions rather than having the servers auto generate them. Regular missions could still be in place but also offer lets say a sort of smuggling mission that was created by a player for other players to take. If the smuggler was successful then he and the player that posted the mission would be able to be rewarded. However if the smuggler would unsuccessful the player that created the mission could set a bounty on the smugglers head. The smugger would be on the terms for say a week or so unless they are killed.
I dont see much more professions working well with this besides smugglers. I mean maybe you could create a player ran destroy mission system also but I dunno. Only these player created missions would be boutyable if failed. Here is an example with say a smugler:
Player A creates a smugling mission to steal some or loot some ilicit artifact that may be worth a lot to him/her. Player A puts up all supplies to complete the mission and puts a reward of say 50k to the person that completes it. Player A pays half now and half after the mission is complete. The terms will pay Player B so player A doesnt have to hang around. Player B decides to take Player A's mission. Player B gets all of the supplies that accompany the mission from the terms and also the 25k that is promised up front. Player B goes on the mission and completes it. Player B then has to return to the terms to get the rest of his money and also to deposit the item. If lets say Player B failed the mission or after a certain amount of time goes by, Player A can place a bounty on player B's head for say up to 3 weeks. If in this time Player B is killed, he would lose a set amount of XP and also be penalized from using the player mission terms for a few weeks (this will prevent play abuse of this system). Player B could also try to still deliver the item or pay the money back with a certain amount of interest. This would also remove the bounty.
This is really the only way I can see player bounties working. Only if you have some sort of player missions that go with them. That way players can opt out of being hunted by just staying with the regular missions if they like. Just some food for thought.
I'd think that would be an great idea!
It should be on a volontarily basis of course. My idea is like this:
Imagine the Mos Eisley cantina. An rich merchant player,Erolius Bektramfrom Wayfar, hangs by the bar. He is taking a drink on his own thinking about his recent business. In comes Bawak Yrm, a well know mercenary and smuggler who lives in Mos Eisley. He is drunk and on a bad mood. Bawak scans the cantina for newcomers breathing heavily of the tatoonian heat. He spots Erolius and makes his way tru the crowd to him. - Damn fancy newcomers at my bar, he mumbles to himself. Bawak pushes Erolius shoulder whizzing with a stinking break - Well, hello there, mr fancy pants! Why don't you buy me a drink?
Erolius, who is a man of pride and honor, answers - Excuse me! I don't know you and I don't buy strangers any drinks, so be off and let me alone! Bawak stares at the well dressed, chubby merchant and laughs out load - Muwahahaha, you don't seem to know me! I'm Bawak the Banthakiller from the Western Dunes. I kill banthas with my bare hands and I'll rip off your head off and place it on my cocktail stick if your not outta this cantina in 10 seconds!
The anger and frustrationis boiling inside Erolius. He is no man of combat but a man of great wealth. He knows Bawak is going to realise the treat if he stays around. Erolius pride and honor as a merchant is at stake and he knows he can't let this bully push him around like this. Potential clients are witnessing this beef Erolius thinks, and he wants to make a impression of a merchant with connections and great honor for those.
- I'll leave the cantina, but you will regret this day, Bawak the Banthakiller. Mark my words. You don't know who you are up against, Erolius answers slowly.
- So you say, little man. Hehe, you and what army will treaten me? Bawak replies amused.
- Just wait and see, Erolius smiles smugly.
A scenario like this could trigg a volontarily player bounty. The player Bawak is a CL 80 merc/smuggler pushing around the CL 23 merchant Erolius. Stuff heats up and the merchant heads to a BH terminal to place a bounty on Bawak. He enters Bawaks name and what the bounty is about and the reward for the kill. Bawak gets a message that Erolius has placed a bounty on him. Here comes the problem how to configure this : Either Bawak has marked his character player bounty enabled or he will get the possibility to accept orcancel then bounty. If he declines the bounty it will be the same as canceling a duel request. Nothing special happens execpt that Erolius knows he is a coward and maybe Bawak will leave him alone next time. Or he will accept the bounty and smile saying - Sure, bring 'em on, I fear noone.
I don't know wich one would be best to have : characters bounty enabled (in ctrl P) or if you are to accept or cancel every time anyone tries to place a bounty on you. This is to prevent from griefing and let the bounties work on a volontarily, roleplayerbasis. it will be easy to just cancel or maybe even have your character unmarked from player bounties all time if you don't want any part of forced PvP. And with player bounties like this even non combat players (artisans, entertainers etc) or even noob players with money,can be a great threat for those who are pushing them around.
What you think of these ideas?