Bounty Hunter Archive

Thread: Bounty Hunter Wars Vision of an improved Player Bounty System (updated 06/09/2005)

trepetow
Tue Oct 18, 2005 6:51 pm
#170

GIZMO U ROCK




well i think MBH should have a penalty if they die they should lose there MBH master block... cause combat xp takes abit to get back.. but yes there should b another penalty also if the jedi kills the MBH they should be off the terms that is just fair we deffeated are bountyon are head.. and other jedi should be able to heal other jedi...come al jedi die mostly during a mission while grinding when theycant get agro off of them.



y...they failed as a bh come on its to esy to kill jedi we all know that wat MBH MCM or MBh M rifle come on with bh weapons it crazy out there there should b a fair fight jedi should NOT have to b MLS DEF we are jedi we should play a great deff role with any profession we decide to be





IGN- trepetow
Lugiana
Thu Oct 27, 2005 4:45 pm
#171

*blinks*




______________________________


The one and ONLY!

Lugiana Maovock

The Fish

If the devs really cared they wouldn't be brutally raping SWG with the NGE


DoctorFett
Thu Oct 27, 2005 4:58 pm
#172






Glzmo wrote:




































The following is a vision of a new player bounty system that could make player bounties and being a bounty hunter and the hunted more enjoyable, competitive and true to the trade.


I recently re-read one of the Star Wars: Bounty Hunter Wars books andwas subsequently thinking about how to improve the Bounty Hunter experience by tweaking and changing the current player bounty system and,bugfixes aside,what would have to change for me to enjoy playing a Bounty Hunter of the Star Wars Universe even more.

There doesn't seem to be much of true competition amongst Bounty Hunters really and many rather team up instead of being rivals for the reward.

Therefore I decided to post this thread, which I am planning to update as soon asIcomeup withnewideas. Feel free to discuss it, perhaps you can come up with good, constructiveideasthat I can add and expand upon in this post. You never know, perhaps the devs will even listen to it and implement it. I call this collection of ideas


The Bounty Hunter Wars


1. Only Master Bounty Hunters can pick up player bounty missions (assuming the combat rebalance will even the playing field more).


2. A Master Bounty Hunter will be able to takeone singleNovice Bounty Hunter as an Apprentice at a time. A system similar to the current unity system could be used for that,but instead of trading rings, they would be trading weapons.

While the apprentice will not be able to take his own player bounties (see section 1.), he or she will be allowed to assist his/her Master in taking down his player Bounties, as long as both Master and Apprentice are in the same GCW faction (to prevent several exploits). Once the master attacks the mark or the rival (see later sections), the apprentice will have the choice to join the fight. When both Master and apprentice eliminate a mark together, the master gets 60% of the mission payout while the apprentice gets 40%, but the Apprentice gets 60% of the Investigation Experience and the Master gets only 40% (of course the ratio would have to be tweaked to give a good balance between risk and reward).

The Master/Apprentice system ends on the following conditions: The apprentice or the master destroys their Master/Apprentice weapon, the master kills the apprentice in a duel or vice versa, the master drops Master Bounty Hunter or the Apprentice becomes a master Bounty Hunter him-/herself.

After a Master/Apprentice relationship ends,both the Master and the Apprentice will not be able to take on a new Apprenticeor become an apprentice to a Master Bounty Hunter for a period of one week to prevent exploiting. Also, all the Apprentice's mission related TEF's and instanced duel will be cleared, to eliminate another way of exploitation.


3. Change of the visibility system:
There are fourtypes of visibility. One for each profession (Jedi, Smuggler, Bounty Hunter). Each is handled independently.

a.) Jedi visibility

- A Jedi gains Jedi visibility by using the force and/or his lightsaber in front of imperial NPCs and NPCs of the opposing faction

- Once a Jedi is seenusing the forceand/or his lightsaber byanother player, Jedi visibility doesn't rise automatically. Instead, the player will have the option to use a 'Report Jedi' function in the radial menu or be able to use a function like /crimereport.Each player can do this for the same Jedi once per day. Only if a player chooses to do this, Jedi visibility rises. This prevents people who do not want to report Jedi from doing so and allows people who like to report them to do so in certainity and with some interactivity.

- When a Jedi is reported by another player, he should hear a distinct, yet subtle and unannoying sound as well as see a system message "You feel a disturbance in the Force. Somebody must have spotted you.".

- When the Jedi's Jedivisibility level raises to a set level, a bounty is offered for his head.

- Jedi visibility should decay at aslow but steadyrate
-
The character that reports a Jedi (no matter if dark or light, civilian (neutral), rebel or imperial) should receive a little bit of imperial faction points (5, perhaps)and a small monetary reward from the Galactic Empire(maybe 100-200 credits)


b.) Smuggler visibility (will hopefully be implemented with the smuggler revamp)

- If a smuggler fails an NPC smuggling mission (by either being caught or even selling the cargo), he can choose to pay off his employer or persuade him to not take actions by using the fast talker skill (Jabba, for example). Ifthe smugglerdoesn't do this, his Smuggler visibility rises. The lower the skill of the smuggler, the higher the chance that his persuasion fails and he gains Smuggler visibility

- In case a smuggler fails a smuggling mission of contraband for another player (again by being caught by authorities or deliberately failing by keeping, droppingor selling the cargo), this player will have the option to report the smuggler, which will raise the smuggler's Smuggler visibility. Again, the smuggler can then barter with the player not to report him, pay him off or whatever they agree upon.

- When aSmuggler is reported by another player, he should hear a distinct, yet subtle and unannoying sound as well as see a system message "You have a bad feeling about this. Your failurehas likely been reported."
- When the Smuggler's Smuggler visibility level raises to a set level, a bounty is offered for his head.

- Smuggler visibility should decay at a slow but steadyrate



c.)Bounty Huntervisibility

- Ifa Bounty Hunter kills another Bounty Hunter to obtainthe 'proof of successful bounty mission' that was rightfully the property of the latter, the killed and robbed Bounty Hunter can use the radial menu option 'Report Break of Creed' on the Master Bounty Hunter and his apprentice which generates Bounty Hunter visibility for the Bounty Hunter. (Also see point 10., 11.,12.)

- If a Bounty Hunter kills a mark of the same Galactic Civil War faction, his or her Bounty Hunter visibility rises and he looses faction points

- When aBounty Hunteris reported by another player, he should hear a distinct, yet subtle and unannoying sound as well as see a system message "Something is wrong. Somebody must have reported your breach of creed."
- When the Bounty Hunter's Bounty Hunter visibility level raises to a set level, a bounty is offered for his head.

- Bounty Hunter visibility should decay at a slow but steadyrate


4. Each player mark can have only onebounty on his or her head (that means a mission is generated at the Bounty Hunter Terminal) at a time for each visibility type (in case the mark has more than one of the three visibility generating professions. In the rare case a character is dabbling in all three visibility generating professions, he could haveup to three simultaneous bounties on his head, one for each visibility type). The number of Bounty Hunters that can pick up the same mission is limited. It as well as the (hopefully substantial)monetary reward for it are dependant on the combat level of the mark (3-10 Bounty Hunters can pick a mission on the same mark at a time, the higher the combat level of the mark, the more Bounty Hunters can pick up a mission onhim or her at the same time).


5. Bounty Hunters with a mission on the same player markwill be ableto attack each other (as they are rivals for one and the same bounty) as soon as they start their tracking droid or enter a certain radius around their mark (possibly 2000 meters) to prevent terminal camping. The exception to this is when the other Bounty Hunter is locked in an instancedduel with his target or anotherrival.


6.Once a Bounty Hunter engages his or her mark in combat, the two combatants are locked in an "instanced duel". Both duelistswill receive a system message indicating that they are now locked in an instanced duel. As long asthey are battlinganywhere but in a static city or POI, they will be completely locked out of other combat with anybody else, including NPCs,mobs and other players of any kind (similar to the instanced duels known from Jedi Outcast/Jedi Academy multiplayer) - with one exception: the apprentices/Padawansof both theBounty Hunter and themarkmay join the fight to aid their respective masters). This statewill bebrokenin the following cases: the distance between the two becomes too great (more than 500 meters, for example) they are not in combat for 5 minutes or more (enough time to talk about options in a RP-fashion), enter a static city/POI, the BH drops hismissionor when one of them is defeated. When one of these events occurs, both get a system message that their instanced duel has been ended and they will be attackable by- and be able to attack the- same player characters/Mobs/NPCs likethey were before the instanced duel.


7. Mission terminals do not list player names and/or payouts anymore to prevent griefingand exploiting (money duping, holding the mission of a friend or PA member, etc.). In return, they should at least list faction, wether they are special forces or not,and online status.


8. A Master Bounty Hunter will only get mission for marks whose combat level is in a range of +-15 above or below the Bounty Hunter's own combat level to ensure good and fair fights forall levels ofBounty Hunters and marks.In case theApprentice has a higher combat level than the Master, the missions will be listed according to the higher combat level of the two to prevent exploiting.


9. Only special forces Bounty Hunters can hunt special forcesmarks of the opposing GCW faction. That means if a mark isPVP-enabled, the Bounty Hunter will have to be of the opposing PVP-enabledfaction as well to get the mission in the first place and be able to attack it. The reward for bounties that are members of the opposing faction special forces will be considerably higher to warrant the higher risk involved for the Bounty Hunter.


10. Oncethe Bounty Hunter or his apprenticeare killed by his mark or a Bounty Hunter rival with the same mission mark, the missionfails for this particular bounty hunter. He cannot pick up another mission for the same mark and is out of the race (until a new mission for the same mark is issued). Also allTEFs related to this mission are cleared upon death and the instanced duel is ended for all involved (also applies for the Apprentice of the mission holder).


11.As soon asa Bounty Hunter aborts his mission, all his and his apprentice'smission relatedTEFsare cleared and he fails the mission. If this happens in the middle of the mission, combat is terminated immediately, the instanced duel is endedand all mission specificTEFsare cleared as well (for both the Master Bounty Hunter and his/herApprentice if applicable).


12.Whenall Bounty Hunters with the mission on a mark are killed, only the visibility type that the mission was triggered from is reset toa certain value from 0%-85%for this mark (with 100% being the percentage that triggers being put on the Bounty Hunter Terminal again), depending on how high the level of the mark and mission was and how many Bounty Hunters had to be eliminated (the higher the mission level, the higher the percentage the visibility is reset to. 0% for a very low level mark, 85% for the highest level mark). All mission related TEFs are clearedand he is off the Bounty Hunter mission terminals for this visibility typeuntil the visibility level rises back to the level that triggers another mission.


13. If the mark is killed by either the mission holder or his apprentice,the mark'svisibility of the type that triggered the missionis also reset to 0, allhis mission relatedTEFs are cleared and he is off the bounty hunter mission terminals for the paticular visibility type.
When a mark is killed by a bounty hunter due to a mission because of Smuggler visibility, the level and thus the payout of smuggler missionsthe Smuggler that was the mark can take will decrease for a certain amount of time (a day, perhaps).

When a mark is killed by a bounty hunter due to a mission becauseBounty Huntervisibility, the payoutof Bounty Hunter missionsBounty Hunterthat was the mark can take will decrease for a certain amount of time (two days, perhaps). In case the defeated mark is a smuggler, his smuggler mission payouts will decrease for the same amount of time as well.

This is to simulate the 'loss of trust' as well us to give marked Smugglers as well asBounty Hunters something to loose, so they won't just let themselves be killed without putting up a fight and/or duping credits.


14. Once a Bounty Hunter (or his Apprentice) kills his mark, hegets a 'proof of successful bounty mission' (containing data such as target name, value and such)in his inventory,with a DNA sample of the mark (perhaps even a finger, scalp or something else). This object would be undroppable and unbankable.

To finally collect the bounty, this certificate has to be brought to the NPC that issued the bounty, like Jabba for a smuggler who failed an assignment for him or Emperor Palpatine himself for a high level Jedi. For each mission, you can bring the certificate to several different locations, so your rivals will not know exactly where you are headed beforehand


15.As soon asone Bounty Hunter killshis mark, all other Bounty Hunters that still had the same mission(they weren't killed by the mark or a rivaling bounty hunter and/or his apprentice and didn't drop the mission) do not fail it. Instead, the tracking droids now track the Bounty Hunter thathas the 'proof of successful bounty mission' for their deceased mark.

When you launch the droid and it detects that he is no longer tracking the actual mark, you will get a system message that indicates that the mark has been assassinated and the droid is now tracking the proof. Each time you use the droid andit detectsa new carrier of proof, you will get a system message that tells you that.

Once another Bounty Hunter kills the one with this 'proof of successful bounty mission', the mission fails for the killed hunter and the 'successful bounty certificate' is transferred to the inventory of his assassin (It should be also transferred, if the killed bounty hunter had it stashed away inside one of his droids). The bounty hunter with the newly'aquired' 'proof of successful bounty mission' now has to reach the mission giver NPC to collect his bounty. Once a Bounty Hunter aquires the 'proof of successful bounty mission' by killing a fellow bounty hunter that has had it before and thus ignoring the Bounty Hunter's Creed, he would gain visibility and eventually land on the terminals and be hunted himself.


16. The'proof of successful bounty mission' can also be traded and sold to other characters, including non-bounty hunters.Once the proof has been traded, themission of the bounty hunter that gave away the proof fails, and he (and his apprentice, if applicable) looses allTEFsto and from the other Bounty Hunters with the same mission.

Oncea characteraquiresthe 'proof of successful bounty mission' by trade, the mission to bring it to the mission giver NPC will also transfer to them as well as the TEFs for all Bounty Hunters that are still in the race for this particular mark. Also, the tracking droids of the latter will now track the holder of this 'proof of successful bounty mission'.

Message Edited by Glzmo on 06-09-2005 02:11 PM




I support anything Glzmo says, I dont even need to read most of it I know its going to be good. The only thing I have a problem with though is the Bounty Hunter apprentice. Dont like that idea one bit. Just for the sole porpuse that I really dont feel like being a babysitter for a novice BH. I ve tried it before belive me it dosent go well.Also I do not like the idea of spitting the Xp in that sense sure it would be helpful, but I dont want to get tells from every novice BH to "take them under my wing". Plus I like the concept of a BH being a loner when it comes to doing his job.......just my opinoin


Message Edited by DoctorFett on 10-27-2005 05:01 PM



mcmcmcmcmcmcmcmcmcmCoraii Mareencmcmcmcmcmcmcmc
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- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
DoctorFett
Thu Oct 27, 2005 5:04 pm
#173






trepetow wrote:

GIZMO U ROCK




well i think MBH should have a penalty if they die they should lose there MBH master block... cause combat xp takes abit to get back.. but yes there should b another penalty also if the jedi kills the MBH they should be off the terms that is just fair we deffeated are bountyon are head.. and other jedi should be able to heal other jedi...come al jedi die mostly during a mission while grinding when theycant get agro off of them.



y...they failed as a bh come on its to esy to kill jedi we all know that wat MBH MCM or MBh M rifle come on with bh weapons it crazy out there there should b a fair fight jedi should NOT have to b MLS DEF we are jedi we should play a great deff role with any profession we decide to be







That is stupid, sure you lose xp but you dont lose a whole damn block of a profession, stick to the jedi whine forums


they are that way ------------------------------->





mcmcmcmcmcmcmcmcmcmCoraii Mareencmcmcmcmcmcmcmc
mcmmccmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcm
cmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcm
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cmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcm
cmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcm
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cmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcm
cmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcmcm




- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Genildor
Thu Oct 27, 2005 5:14 pm
#174






DoctorFett wrote:






Glzmo wrote:




































The following is a vision of a new player bounty system that could make player bounties and being a bounty hunter and the hunted more enjoyable, competitive and true to the trade.


I recently re-read one of the Star Wars: Bounty Hunter Wars books andwas subsequently thinking about how to improve the Bounty Hunter experience by tweaking and changing the current player bounty system and,bugfixes aside,what would have to change for me to enjoy playing a Bounty Hunter of the Star Wars Universe even more.

There doesn't seem to be much of true competition amongst Bounty Hunters really and many rather team up instead of being rivals for the reward.

Therefore I decided to post this thread, which I am planning to update as soon asIcomeup withnewideas. Feel free to discuss it, perhaps you can come up with good, constructiveideasthat I can add and expand upon in this post. You never know, perhaps the devs will even listen to it and implement it. I call this collection of ideas


The Bounty Hunter Wars


1. Only Master Bounty Hunters can pick up player bounty missions (assuming the combat rebalance will even the playing field more).


2. A Master Bounty Hunter will be able to takeone singleNovice Bounty Hunter as an Apprentice at a time. A system similar to the current unity system could be used for that,but instead of trading rings, they would be trading weapons.

While the apprentice will not be able to take his own player bounties (see section 1.), he or she will be allowed to assist his/her Master in taking down his player Bounties, as long as both Master and Apprentice are in the same GCW faction (to prevent several exploits). Once the master attacks the mark or the rival (see later sections), the apprentice will have the choice to join the fight. When both Master and apprentice eliminate a mark together, the master gets 60% of the mission payout while the apprentice gets 40%, but the Apprentice gets 60% of the Investigation Experience and the Master gets only 40% (of course the ratio would have to be tweaked to give a good balance between risk and reward).

The Master/Apprentice system ends on the following conditions: The apprentice or the master destroys their Master/Apprentice weapon, the master kills the apprentice in a duel or vice versa, the master drops Master Bounty Hunter or the Apprentice becomes a master Bounty Hunter him-/herself.

After a Master/Apprentice relationship ends,both the Master and the Apprentice will not be able to take on a new Apprenticeor become an apprentice to a Master Bounty Hunter for a period of one week to prevent exploiting. Also, all the Apprentice's mission related TEF's and instanced duel will be cleared, to eliminate another way of exploitation.


3. Change of the visibility system:
There are fourtypes of visibility. One for each profession (Jedi, Smuggler, Bounty Hunter). Each is handled independently.

a.) Jedi visibility

- A Jedi gains Jedi visibility by using the force and/or his lightsaber in front of imperial NPCs and NPCs of the opposing faction

- Once a Jedi is seenusing the forceand/or his lightsaber byanother player, Jedi visibility doesn't rise automatically. Instead, the player will have the option to use a 'Report Jedi' function in the radial menu or be able to use a function like /crimereport.Each player can do this for the same Jedi once per day. Only if a player chooses to do this, Jedi visibility rises. This prevents people who do not want to report Jedi from doing so and allows people who like to report them to do so in certainity and with some interactivity.

- When a Jedi is reported by another player, he should hear a distinct, yet subtle and unannoying sound as well as see a system message "You feel a disturbance in the Force. Somebody must have spotted you.".

- When the Jedi's Jedivisibility level raises to a set level, a bounty is offered for his head.

- Jedi visibility should decay at aslow but steadyrate
-
The character that reports a Jedi (no matter if dark or light, civilian (neutral), rebel or imperial) should receive a little bit of imperial faction points (5, perhaps)and a small monetary reward from the Galactic Empire(maybe 100-200 credits)


b.) Smuggler visibility (will hopefully be implemented with the smuggler revamp)

- If a smuggler fails an NPC smuggling mission (by either being caught or even selling the cargo), he can choose to pay off his employer or persuade him to not take actions by using the fast talker skill (Jabba, for example). Ifthe smugglerdoesn't do this, his Smuggler visibility rises. The lower the skill of the smuggler, the higher the chance that his persuasion fails and he gains Smuggler visibility

- In case a smuggler fails a smuggling mission of contraband for another player (again by being caught by authorities or deliberately failing by keeping, droppingor selling the cargo), this player will have the option to report the smuggler, which will raise the smuggler's Smuggler visibility. Again, the smuggler can then barter with the player not to report him, pay him off or whatever they agree upon.

- When aSmuggler is reported by another player, he should hear a distinct, yet subtle and unannoying sound as well as see a system message "You have a bad feeling about this. Your failurehas likely been reported."
- When the Smuggler's Smuggler visibility level raises to a set level, a bounty is offered for his head.

- Smuggler visibility should decay at a slow but steadyrate



c.)Bounty Huntervisibility

- Ifa Bounty Hunter kills another Bounty Hunter to obtainthe 'proof of successful bounty mission' that was rightfully the property of the latter, the killed and robbed Bounty Hunter can use the radial menu option 'Report Break of Creed' on the Master Bounty Hunter and his apprentice which generates Bounty Hunter visibility for the Bounty Hunter. (Also see point 10., 11.,12.)

- If a Bounty Hunter kills a mark of the same Galactic Civil War faction, his or her Bounty Hunter visibility rises and he looses faction points

- When aBounty Hunteris reported by another player, he should hear a distinct, yet subtle and unannoying sound as well as see a system message "Something is wrong. Somebody must have reported your breach of creed."
- When the Bounty Hunter's Bounty Hunter visibility level raises to a set level, a bounty is offered for his head.

- Bounty Hunter visibility should decay at a slow but steadyrate


4. Each player mark can have only onebounty on his or her head (that means a mission is generated at the Bounty Hunter Terminal) at a time for each visibility type (in case the mark has more than one of the three visibility generating professions. In the rare case a character is dabbling in all three visibility generating professions, he could haveup to three simultaneous bounties on his head, one for each visibility type). The number of Bounty Hunters that can pick up the same mission is limited. It as well as the (hopefully substantial)monetary reward for it are dependant on the combat level of the mark (3-10 Bounty Hunters can pick a mission on the same mark at a time, the higher the combat level of the mark, the more Bounty Hunters can pick up a mission onhim or her at the same time).


5. Bounty Hunters with a mission on the same player markwill be ableto attack each other (as they are rivals for one and the same bounty) as soon as they start their tracking droid or enter a certain radius around their mark (possibly 2000 meters) to prevent terminal camping. The exception to this is when the other Bounty Hunter is locked in an instancedduel with his target or anotherrival.


6.Once a Bounty Hunter engages his or her mark in combat, the two combatants are locked in an "instanced duel". Both duelistswill receive a system message indicating that they are now locked in an instanced duel. As long asthey are battlinganywhere but in a static city or POI, they will be completely locked out of other combat with anybody else, including NPCs,mobs and other players of any kind (similar to the instanced duels known from Jedi Outcast/Jedi Academy multiplayer) - with one exception: the apprentices/Padawansof both theBounty Hunter and themarkmay join the fight to aid their respective masters). This statewill bebrokenin the following cases: the distance between the two becomes too great (more than 500 meters, for example) they are not in combat for 5 minutes or more (enough time to talk about options in a RP-fashion), enter a static city/POI, the BH drops hismissionor when one of them is defeated. When one of these events occurs, both get a system message that their instanced duel has been ended and they will be attackable by- and be able to attack the- same player characters/Mobs/NPCs likethey were before the instanced duel.


7. Mission terminals do not list player names and/or payouts anymore to prevent griefingand exploiting (money duping, holding the mission of a friend or PA member, etc.). In return, they should at least list faction, wether they are special forces or not,and online status.


8. A Master Bounty Hunter will only get mission for marks whose combat level is in a range of +-15 above or below the Bounty Hunter's own combat level to ensure good and fair fights forall levels ofBounty Hunters and marks.In case theApprentice has a higher combat level than the Master, the missions will be listed according to the higher combat level of the two to prevent exploiting.


9. Only special forces Bounty Hunters can hunt special forcesmarks of the opposing GCW faction. That means if a mark isPVP-enabled, the Bounty Hunter will have to be of the opposing PVP-enabledfaction as well to get the mission in the first place and be able to attack it. The reward for bounties that are members of the opposing faction special forces will be considerably higher to warrant the higher risk involved for the Bounty Hunter.


10. Oncethe Bounty Hunter or his apprenticeare killed by his mark or a Bounty Hunter rival with the same mission mark, the missionfails for this particular bounty hunter. He cannot pick up another mission for the same mark and is out of the race (until a new mission for the same mark is issued). Also allTEFs related to this mission are cleared upon death and the instanced duel is ended for all involved (also applies for the Apprentice of the mission holder).


11.As soon asa Bounty Hunter aborts his mission, all his and his apprentice'smission relatedTEFsare cleared and he fails the mission. If this happens in the middle of the mission, combat is terminated immediately, the instanced duel is endedand all mission specificTEFsare cleared as well (for both the Master Bounty Hunter and his/herApprentice if applicable).


12.Whenall Bounty Hunters with the mission on a mark are killed, only the visibility type that the mission was triggered from is reset toa certain value from 0%-85%for this mark (with 100% being the percentage that triggers being put on the Bounty Hunter Terminal again), depending on how high the level of the mark and mission was and how many Bounty Hunters had to be eliminated (the higher the mission level, the higher the percentage the visibility is reset to. 0% for a very low level mark, 85% for the highest level mark). All mission related TEFs are clearedand he is off the Bounty Hunter mission terminals for this visibility typeuntil the visibility level rises back to the level that triggers another mission.


13. If the mark is killed by either the mission holder or his apprentice,the mark'svisibility of the type that triggered the missionis also reset to 0, allhis mission relatedTEFs are cleared and he is off the bounty hunter mission terminals for the paticular visibility type.
When a mark is killed by a bounty hunter due to a mission because of Smuggler visibility, the level and thus the payout of smuggler missionsthe Smuggler that was the mark can take will decrease for a certain amount of time (a day, perhaps).

When a mark is killed by a bounty hunter due to a mission becauseBounty Huntervisibility, the payoutof Bounty Hunter missionsBounty Hunterthat was the mark can take will decrease for a certain amount of time (two days, perhaps). In case the defeated mark is a smuggler, his smuggler mission payouts will decrease for the same amount of time as well.

This is to simulate the 'loss of trust' as well us to give marked Smugglers as well asBounty Hunters something to loose, so they won't just let themselves be killed without putting up a fight and/or duping credits.


14. Once a Bounty Hunter (or his Apprentice) kills his mark, hegets a 'proof of successful bounty mission' (containing data such as target name, value and such)in his inventory,with a DNA sample of the mark (perhaps even a finger, scalp or something else). This object would be undroppable and unbankable.

To finally collect the bounty, this certificate has to be brought to the NPC that issued the bounty, like Jabba for a smuggler who failed an assignment for him or Emperor Palpatine himself for a high level Jedi. For each mission, you can bring the certificate to several different locations, so your rivals will not know exactly where you are headed beforehand


15.As soon asone Bounty Hunter killshis mark, all other Bounty Hunters that still had the same mission(they weren't killed by the mark or a rivaling bounty hunter and/or his apprentice and didn't drop the mission) do not fail it. Instead, the tracking droids now track the Bounty Hunter thathas the 'proof of successful bounty mission' for their deceased mark.

When you launch the droid and it detects that he is no longer tracking the actual mark, you will get a system message that indicates that the mark has been assassinated and the droid is now tracking the proof. Each time you use the droid andit detectsa new carrier of proof, you will get a system message that tells you that.

Once another Bounty Hunter kills the one with this 'proof of successful bounty mission', the mission fails for the killed hunter and the 'successful bounty certificate' is transferred to the inventory of his assassin (It should be also transferred, if the killed bounty hunter had it stashed away inside one of his droids). The bounty hunter with the newly'aquired' 'proof of successful bounty mission' now has to reach the mission giver NPC to collect his bounty. Once a Bounty Hunter aquires the 'proof of successful bounty mission' by killing a fellow bounty hunter that has had it before and thus ignoring the Bounty Hunter's Creed, he would gain visibility and eventually land on the terminals and be hunted himself.


16. The'proof of successful bounty mission' can also be traded and sold to other characters, including non-bounty hunters.Once the proof has been traded, themission of the bounty hunter that gave away the proof fails, and he (and his apprentice, if applicable) looses allTEFsto and from the other Bounty Hunters with the same mission.

Oncea characteraquiresthe 'proof of successful bounty mission' by trade, the mission to bring it to the mission giver NPC will also transfer to them as well as the TEFs for all Bounty Hunters that are still in the race for this particular mark. Also, the tracking droids of the latter will now track the holder of this 'proof of successful bounty mission'.

Message Edited by Glzmo on 06-09-2005 02:11 PM




I support anything Glzmo says, I dont even need to read most of it I know its going to be good. The only thing I have a problem with though is the Bounty Hunter apprentice. Dont like that idea one bit. Just for the sole porpuse that I really dont feel like being a babysitter for a novice BH. I ve tried it before belive me it dosent go well.Also I do not like the idea of spitting the Xp in that sense sure it would be helpful, but I dont want to get tells from every novice BH to "take them under my wing". Plus I like the concept of a BH being a loner when it comes to doing his job.......just my opinoin



Message Edited by DoctorFett on 10-27-2005 05:01 PM





Plenty of partnerships amongst Star Wars' Bounty Hunters. I think you wouldn't get too much spam.



Now and ForeverMaster Bounty Hunter
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\____/ /_____/ /_/ |_/ /___/ /_____/_____/ \____/ /_/ |_|

______________________________________________________________
397 Pre-NGE Completed Bounties
GCWKing
Thu Oct 27, 2005 6:06 pm
#175

actually the master aprentince thing is logical. I mean in the bounty hunter wars bounty hunter had to pair up with a weaker hunter and show him the ropes. like bossk and zuckese

DoctorFett
Thu Oct 27, 2005 6:14 pm
#176

well technically they only paired up to get solo.............


I think bossk was planing to betray zuckuss....





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- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Boat
Thu Oct 27, 2005 7:31 pm
#177

/bump





Strayious Roukriok
Master Bounty Hunter for the Rebellion, Master Freelance Pilot
Legend of a New Republic

"My only regret is that you will never know the peace of a peaceful existance. Sleep Well, fore you will awake in chains."


LostCause21
Thu Oct 27, 2005 9:05 pm
#178

Once again your suggestions are worth reading. Those that find problems with this idea are probably those that just can't be satisfied. Great ideas dude. Keep them coming.




Good will prevail till evil consumes it - BK
Shareks_ahazi_
Fri Oct 28, 2005 8:12 am
#179


There are really only 3 types of people in this game:


#1. Those who play


#2. Those who play and think


#3. Those who play and complain


I tip my hat to the thinkers, the men and woman that say no to the main stream and take time out of their lives to make the game better for all of us players. Its kinda funny that they devote so much time to helping out the #3's cause in the end when their great ideas are put into play by one of the higher uppers that happen to see them, even the #3's get the joy of playing with them. So heres what i purpose: Those who play and dont think, please take a second to stop. Look around you. Not at what surrounds you but the very fabric of the game, what makes it tick what slows it down. What makes you log on each day and gets your wife, mom or sisters mad at you. Why did u stay home from work today to play? Why did you quit your job to play... oh wait thats me... Now your helping the thinkers. Finally i would ask the help of the #3's like those that posted negitive remarks on this thread, but i know that would be like firing an empty blaster, you'd be better off throwing it at them. Likewise we ask of you one thing, dont rain on our days of insight and glory. The great thinker that came up with this idea continued here byother great thinkers already know of your bad attitudes. Just vent somewheres else.


oh yah almost forgot, I was thinking they could also put Npc's simmilar to the pilot trainers. They would remove spynet guys and bounty hunter trainers. The new npc's would be bounty hunters that would give you your Marks in a more mission type setting. Instead of travling to planets to kill a 40k Ham mark for no real good reason and getting like 30k credits for it... you could be given a mark such as a player that has killed the other sides pvp in the last 24 hours. Example: BOB is imp. BOB kills Larry who is rebel. You take out a mission from the NPC guy who sends you after BOB. Rewards could be much more credits plus the faction points larry lost and the pvp larry lost. PLEASE note that larry doesnt have to be a jedi. This system would give visibility based on pvp rateing for non-jedi. This would protect new players that just stated the game from getting whacked as they load in Mos Eisley. I also think that losing the Master box would be a great idea. BUT this is what i thought you could do: The master box would be a mission box. Example: you train to 4444 then you go talk to the NPC. He sends you to kill a guy that you kill who tells u just before he dies of another guy to kill you return to the NPC and collect a reward and go kill the new mark...anyway it doesnt really matter how many guys u have to go after just that at the end you can learn the master box. Once you learn that box you can then take on Non-Jedi marks. The terminal would pay out based on pvp rating on the time of your kill. Example if you killed Larry and his pvp rate was 1500 when you took the mission and 1550 at the time of the kill you would get 150k plus a bonus of 50 rate x 25(random #) x 10 for 12500 more. This would be important because it would signify an active member that did recent kills. I was also thinking that the most important part of a non-jedi or even jedi bounty system is currently lacking: HAS anyone ever wondered who is posting the bounties? Its because of visibility currently, that works fine for jedi it would be for using force powers for non it would be pvp rating. BUT I think the coolest thing would be for some proffesions such as smuggler and bounty hunter. And certian titles such as the highest rebel or imp rank should be able to PUT someone on a bh terminal. There would be a min rating for which someone could be posted... ex.. You post BOB on the terminal for 500k cause you hate him. Then you get a system message that BOB is currently not able to be on the terminal if his pvp is too low, or you get a message that his bounty is posted. Now if he is already on there he has a bounty for lets say 200k cause of a great pvp rate. your 500k plus 200k for 700k would almost gaurentee someone taking his bounty. ( see my previous 2 posts on how bob would be removed from the terminal if pvp rate starts to suffer)


well thats it for today... anything worth keeping?


Shareks Landeen - Ahazi




Dropoff VENDOR: Ahazi--Lok--Nouvel Espoir (vendor tent at 2775 -332)


Jedi Abilities: Learning the WayCode
There is no emotion; there is peace.
There is no ignorance, there is knowledge.
There is no chaos, there is harmony.
There is no passion, there is serenity.
There is no death, there is the Force.
- - The Jedi Code
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