Bounty Hunter Archive
Thread: Bounty Hunter Wars Vision of an improved Player Bounty System (updated 06/09/2005)
Qui-Gonzalez wrote:
All in all Giz, well thought out, but many areas favor more one side than the other, in my opinion. Good job with the FRS, so so here.
Of course it's not as advanced as the FRS post, but neither was thatpostwhen I started it months ago. I don't mind evolving this like I did with the FRS post with the help of the Bounty Hunters, asthey, just like Smugglers and Jedi are three of the main things that define Star Wars, IMHO.
In canon, Bounty Hunters fight each other for high bounties all the time, so I think they should also do it in the game.
Whatever many of you may thing, this thing isn't biased toward neither Jedi nor Smugglers, it is how I feel it would make Bounty Hunter more exciting.
I do expect bounty hunters to have a better chance in fights against Jedi after the combat rebalance as well, and this might have tainted my post a bit. I will make changes as soon as more information is available, though ![]()
DroidCapt wrote:
Few things. As part of being a Bounty Hunter you should have to memorize the Bounty Hunters Creed. Yes there is a Creed.
Part of it states that you can't kill another Bounty Hunter if 1) They aren't obstructing or trying to take your mark,
So according to this, a TEF for other Bounty Hunters with the mission would be good until your mark is dead.
or 2) If they have already taken the mark or killed it. Meaning they couldn't be assasinated for the proof.
Hm, I will think about this. That whole certification thing while being hunted by colleagues for it isn't according to the creed. Yet, many bounty hunters are ruthless...besides, when the only witness of a hunter breaking the creed is dead, nobody will know he did it...It would still be great fun to be able to hunt for it, though.
Jedi shouldn't be left to just Master Bounty Hunters, but ony Master BH's should be able to tackle full Jedi.
So perhaps it should really be that only master bounty hunters would be able to tackle fully skilled Jedi...yet the dabblers who are currently potentially stronger than master bounty hunters would be able to hunt comparatively weak, low level Jedi, which doesn't feel right either. Let's hope the combat rebalance helps with this issue.
The smuggler thing is a GREAT idea though. I mean that's part of the movies, with Han being hunted and stuff.
Exactly, it need to be in the game,one would think it'sa no-brainer (apparently not for SOE, of course).
Another thing about the Creed though says that a Bounty Hunter should never take sides. (Meaning Factions)
Indeed, I like this one.
Too many things defy part of what the SWU is about.
True, females, aliens and dark Jedi as part of the imperial army/navy, for example.
Especially with Bounty Hunters. The creed should be a very real part of the game.
This would be nice.
You should be quized by the trainer after a certain point in you BH career, preventing people from dabbling in anything but the Investigation branch. We don't want people dabbling in the LLC branch because if they do, and they're not true Bounty Hunters, then they just do it for the weapons advantage, which only the Bounty Hunter should be able to use. Also the idea where only a certain amount of BH's can take a mark is slightly faulty. Yes only a certain amount should be able to take a mark, but it should be based on what kind of profession(s) they have how long they've avoided being caught and how much the base bounty was worth and it shouldn't have a limit. Limits just mean that you just take the Bounties you think will get huge and then hope noone else takes it.
I didn't think they should get bigger. They should be high value right away and stay the same, but have a limit for the number of bounty hunters that can take them. Of course, it could be done another way, too, that whena markhas been on the terminal for 3 days or so and has not been caught, all missions on him would fail and he would be off the terminals with only half visibility or so without a limit for the number of bounty hunters on a mission. This would cause more BHs to fight for the same bounty, though.I think the limit is still the better idea.
Another good idea is Bounty Hunters on the same mark can't group. One thing is that for non-Jedi, there should be a limit to who can take the Bounty. You shouldn't have a 1 day old Bounty Hunter taking a 1 million credit bounty and just getting in everyones way.
A valid point, but isn't that the same as a Bounty Hunter with investigation III and some melee stacking whohas beenin the game for a week or two so killing a full blown Jedi Knight who took many months to achieve his template? It sadly is how the game works, then again, how could it be changed?
No problem at all, thanks for contributing
Azurn28 wrote:
lol there were only 2 replies when I was typing all that out..sorry if some that stuff already got addressed
Azurn28 wrote:
The Bounty Hunter Wars
1. Only Master Bounty Hunters can pick up player bounty missions.
Agreed. But I don't think this will come around until we see what will actully happen with the combat revamp. IMHO I feel that most people wanting to keep player bounty missions in 3xxx is because of the amout of BHs going melee. A fix for this would be to drop one of the ranged lines in BH for a BH only melee tree (I know there are a thousand things invloved but you get the general idea)
I created the post with the combat revamp in mind, thinking it might make a Bounty Hunter more efficient. I hear rumours of melee not being as strong as ranged after the revamp so...
2. Change of the visibility systsem:
a.) Jedi visibility
- A Jedi gains visibility by using the force and/or his lightsaber in front of imperial NPCs and NPCs of the opposing faction
Just so I am sure I understand this:
Rebel (light) Jedi
Imp NPC = Visibility
Rebel NPC = No Visibility
Imperial (dark) Jedi
Imp NPC = Visibility
Rebel NPC = Visibility
You understood it right, altough I did this because it would be true to canon that imperials would report Jedi, no matter if dark or light, neutral, rebel or imperial (the latter is more or less a contradiction in itself, according to canon, just like aliens and females in the imperial forces). Perhaps it would be better that NPCs of both sides gave the current half visibility for same faction and full visibility for opposing faction. It would probably be more fair for the players.
- Once a Jedi is seenusing the forceand/or his lightsaber byanother player, 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 visibility of the Jedi 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.
Great idea depending on how much visibility rises per report
These valueswould have to be tweaked, of course, which would be up to the devs. They could even do changes on the fly, if it goes to one extreme or the other.
- A Jedi automatically doesn't gain visibility from group members, guild members, people that havethe Jedi ontheir friendlist,bounty hunters with a mission on them and other Jedi. They will not get the option in the radial menu.
The only problem I have here is letting the player make a list of people that do not generate visibility for him..i.e. the friendslist part.
What I meant was that the Jedi would have to be on the friendslist of the watcher to automatically not generate visibility (the code for a valid /findfriend search could be adapted for this)
On a side note, I do feel that Jedi getting visibility from hunting with other same faction Jedi is about the stupidest idea I have ever heard of....who are they supposed to hunt with?...I digress
Very true
- When a Jedi is reported by another player, he should get a quick system message 'You sense you have been betrayed...'
I disagree with this only because one stop in Theed or Coronet prime time on a friday night would probably result in about a hundred system messages in about 20 secs.
Right, I didn't htink about that. Perhaps there should just be a special sound that is subtle and not annoying instead..
- When the Jedi's visibility level raises to a set level, a bounty is offered for his head.
- Jedi visibility should decay at aslow but steadyrate
agreed ..... this "should" have already been the case by now.
Right.
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 visibility rises. The lower the skill of the smuggler, the higher the chance that his persuasion fails and he gains visibility
Great idea..would love to hear more on this. For example, as it stands now fast talker is a single box ability (meaning there is no way to raise it). Would the chance of success raise the higher up the underworld tree the the smuggler is?
Good idea.
I also think the cap (if it is going to act as a skill mod) should be capped at 70% at master sumggler.
I would agree it to be somewhere at that range and it would perhaps be nice if you got modifiers per NPC, so that Jabba wouldn't be as easy to persuade as some underling.
This is keep down players taking missions and always selling the stuff for higher price then the mission reward, of course there are other ways to get around that.
I agree.
- 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 visibility. Again, the smuggler can then barter with the player not to report him, pay him off or whatever they agree upon.
Interesting....what player classes would be able to hire a smuggler? And why would a player class want to hire a smuggler?
I believe that everybody should be able to hire a smuggler. There would have to be contraband implemented, though, that is very valuable yet non-smugglers cannot carry it through certain starports (like special super resources, spices, illegal weapons, Jedi artifacts and so on). I think there are a few threads in the smuggler forum about this, so it will be better to take the discussion about this topic there instead.
- When aSmuggler is reported by another player, he should get a quick system message 'Your gut feeling tells you your employer might be angry at you...'
disagree....same reason as above
Same answer as above
- When the Smuggler's visibility level raises to a set level, a bounty is offered for his head.
- Smuggler visibility should decay at a slow but steadyrate
3. Each player mark can have only onebounty on his or her head at a time. 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 skill of the mark (3-15 Bounty Hunters can pickup a mission on the same mark at a time, the higher the level of the mark, the more Bounty Hunters can pick up a mission onhim at the same time).
4. Bounty Hunters with a mission on the same player mark receive a TEF for each other as they are rivals for one and the same bounty.
5.Bounty Hunters with the same mission are prohibited from grouping with each other. If only one of them has the mission on the same mark, they can group, but when they both have the same mission, they get a message 'cannot group with a rival'. Once a bounty hunter is grouped with a bounty hunter that already has a mission, he cannot pick up the same mission as his groupmate or is automatically kicked out of the group when accepting this mission.
6. Once a bounty Hunter is killed by his mark or a Bounty Hunter rival with the same mission mark, the missionfails for this particular bounty hunter. He cannot pickup another mission for the same mark and is out of the race (until a new mission for the same mark is issued). Also all TEFs related to this mission are cleared upon death.
7. Once a Bounty Hunter aborts his mission, all his mission related TEFs are cleared and he fails the mission.
8.Whenall bounty hunters with the mission on a mark are killed, visibility is reset to 0 for the mark, all mission related TEFs are clearedand he is off the terminals until the visibility level rises back to the level that triggers another mission.
9. If the mark is killed, his visibility is also reset to 0, allhis mission relatedTEFs are cleared and he is off the bounty hunter mission terminal.
Just a quick question here...what happens if a mark has a bounty on his head and racks up a ton more visibility before he is killed? are those points ignored? or are they saved and then applied once the old bounty is cleared?
I think it should be cleared, as technically the mark is presumed dead as soon as he is killed, so the visibility is void.
10. Once a Bounty Hunter 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).
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.
11.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 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. 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. The bounty hunter with the newly'aquired' 'proof of successful bounty mission' now has to reach the mission giver NPC to collect his bounty.
I disagree on this for a few reasons the main being what if I want to try to kill more then 1 mark while I am out?
You cannot kill more than one mark now while out as well.
The process of tracking a mark, then killing him plus dealing with any other BHs that are after the same mark sems daunting enough.having to protect your proof also seems to openplayer camping.
That may be the case, but if the reward is high enough, things like that should be acceptable. Of course a way should be implemented for other hunters to not know which NPC the proof carrier is headed to.
Imean if I am a BH and track down my mark only to find that another BH is already on him why not just let that bh kill the mark then Ijump that BH.
I understand your concern, altough bounty huntersshould bevery sneaky and like to stab people in the back. But according to that bounty hunter creed mentioned, this wouldn't be the right thing anyway.
This problem gets worse if you think about 10 BHs getting to mark at around the same time.Thisis also a problem with BHs all getting TEFs foreachother for the same mark. An eaiser solution might be that a single BH can accept a single mark, he can enlist the help ofother BHs but must split the reward and the group limit would be say 5 people.
This would eliminate the competition, wouldn't it? Also, it is quite unlikely that all 10 arrive at the same place, and if they do, they would have to duke it out, of course, or bail out. If they want their credits, they should do something for it. Especially if it's a heapload of credits, as 10 Bounty Hunters on a mission according to my idea would be a higher level mission anyway.
That idea needs work, but again, you see where I am going with that.
12. 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 looses all TEFs to 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 TEF 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'.
Not sure why you want to sell your proof. The only thing that comes to mind is of course money and the only reason you would sell itto someone else would be to make more money then the actual mission payout. But why would another player give you more money then what what the mission pay out is worth? Or I may just be missing something here.
I mentioned in another reply, but let me give you an example on when this may be useful. If you were chased by really strong competition and let's say your buffs ran out, you could quickly sell it to somebody for less credits than the mission is worth and still make a little profit instead of failing the mission altogether.
Another idea I just had - it should work so you cannot trade the proof back to the person you got it from, unless you are a smuggler. In that case, you could give the smuggler the proof, get buffed, let him run with it and collect it at a meeting point. Of course, the smuggler could take it himself and you could then report his visibility...
All and all some excellent ideas and these are just my 2 cents on the whole thingKeep up the good work and Devs at least print off a copy of this and bring it up in the next meeting
Glzmo wrote:
The Bounty Hunter Wars
1. Only Master Bounty Hunters can pick up player bounty missions.
I'd have to disagree here.
This is something I see a lot from the Jedi camp, mainly - some because they think it insulting to be hunted by someone who only has Inv III.
However, currently an MBH just doesn't have the defences to competantly attack a mark much higher than 160k on his own. As soon as the Jedi has MLS, it's a really hard fight, which completely favours the Jedi.
I would support a move to Inv IV, however - as that last 18k BH experience is the killer, and would separate the men from the boys. All that's left after that is 3 weapon lines that don't take much to do.
2. Change of the visibility system:
a.) Jedi visibility
- A Jedi gains visibility by using the force and/or his lightsaber in front of imperial NPCs and NPCs of the opposing faction
- Once a Jedi is seen using the force and/or his lightsaber by another player, 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 visibility of the Jedi 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.
- A Jedi automatically doesn't gain visibility from group members, guild members, people that have the Jedi on their friendlist, bounty hunters with a mission on them and other Jedi. They will not get the option in the radial menu.
- When a Jedi is reported by another player, he should get a quick system message 'You sense you have been betrayed...'
- When the Jedi's visibility level raises to a set level, a bounty is offered for his head.
- Jedi visibility should decay at a slow but steady rate
I can't agree with this either, with regards to the player generate visibility.
My idea for it, which I posted in the Jedi forum, is in my Sig so I won't post it here.
b.) Smuggler visibility (will hopefully be implemented with the smuggler revamp)
I'm looking forward to seeing another type of hunt other than Jedi, but until it comes in, we can't really comment on the visibility system for getting them on the terminals.
I'll say one thing though - I'd have it they could get out of a bounty themselves by heading to the person/NPC that 'placed' the bounty, and trying to get out of it. If they succeed, all BHs' missions would fail.
3. Each player mark can have only one bounty on his or her head at a time. 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 skill of the mark (3-15 Bounty Hunters can pickup a mission on the same mark at a time, the higher the level of the mark, the more Bounty Hunters can pick up a mission on him at the same time).
As someone pointed out - a Jedi with smuggler could get a smuggler mission on him. If this was taken out, would they lose thier Jedi XP if it's fulfilled?
Also, limiting the number of BHs that can take a mission isn't logical - someone is wanted dead... "No, I'm sorry. I don't want lots of people trying to kill Bob the Smuggler, it wouldn't be fair for him"
Typically, it would become known that a person has a bounty on their head, then any number of people would decide if they want to try and take them out.
4. Bounty Hunters with a mission on the same player mark receive a TEF for each other as they are rivals for one and the same bounty.
I actually like this bit - but the TEF system needs a major overhaul first, due to faction problems with it (and the GTEF)
5. Bounty Hunters with the same mission are prohibited from grouping with each other. If only one of them has the mission on the same mark, they can group, but when they both have the same mission, they get a message 'cannot group with a rival'. Once a bounty hunter is grouped with a bounty hunter that already has a mission, he cannot pick up the same mission as his groupmate or is automatically kicked out of the group when accepting this mission.
No, I think BHs with the same mission should be allowed to group - in ESB, 2 of the BHs there were partners - Zuckuss and 4-LOM. Although this partnership was added in the EU.
6. Once a bounty Hunter is killed by his mark or a Bounty Hunter rival with the same mission mark, the mission fails for this particular bounty hunter. He cannot pickup another mission for the same mark and is out of the race (until a new mission for the same mark is issued). Also all TEFs related to this mission are cleared upon death.
In theory, yes. But possible exploits would have to be fixed - getting 'friendly' BHs to pick up a mission and be killed on purpose, thus limiting the number of real BHs coming at them, and potentially getting rid of visibility too (this is based on your comments/ideas)
7. Once a Bounty Hunter aborts his mission, all his mission related TEFs are cleared and he fails the mission.
Agreed
8. When all bounty hunters with the mission on a mark are killed, visibility is reset to 0 for the mark, all mission related TEFs are cleared and he is off the terminals until the visibility level rises back to the level that triggers another mission.
Can't agree here. It's not logical that killing the hunters would make you invisible. It may disuade people from hunting you, but you'd actually become more visible.
9. If the mark is killed, his visibility is also reset to 0, all his mission related TEFs are cleared and he is off the bounty hunter mission terminal.
Agreed
10. Once a Bounty Hunter kills his mark, he gets 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).
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.
I like this idea - adds a bit more roleplay into it.
I would have it that you could hand the evidence over to any Spynet Operative. But they must be master level.
Also, you should be allowed to keep the evidence for a keepsake
11. As soon as one Bounty Hunter kills his mark, all other Bounty Hunters that still had the same mission (they weren't killed by the mark or a rivaling bounty hunter and didn't drop the mission) do not fail it. Instead, the tracking droids now track the Bounty Hunter that has the 'proof of successful bounty mission' for their deceased mark. 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. The bounty hunter with the newly 'aquired' 'proof of successful bounty mission' now has to reach the mission giver NPC to collect his bounty.
Again, I'm intrigued by this - could be interesting and bloodthirsty.
Are you a player who will become evil and stop at nothing to collect your bounty, or will you respect other bounty hunters?
Let them do the dirty work, then kill them when they're weakened, etc.
12. 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, the mission of the bounty hunter that gave away the proof fails, and he looses all TEFs to and from the other Bounty Hunters with the same mission.
Once a character aquires the '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 TEF 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'.
An extension of the above - but makes it easy to keep you safe.
Transfer it to, for instance, a melee stacker until you get to the pay out character.
What about putting it in a droid?
Final question - at what stage do you receive the BH XP?
Capt wrote:
(Man, I hate the crappy HTML that the IE editor puts in - makes it a pain to reply within the quote...)
Glzmo wrote:
5. Bounty Hunters with the same mission are prohibited from grouping with each other. If only one of them has the mission on the same mark, they can group, but when they both have the same mission, they get a message 'cannot group with a rival'. Once a bounty hunter is grouped with a bounty hunter that already has a mission, he cannot pick up the same mission as his groupmate or is automatically kicked out of the group when accepting this mission.
No, I think BHs with the same mission should be allowed to group - in ESB, 2 of the BHs there were partners - Zuckuss and 4-LOM. Although this partnership was added in the EU.
Well, if they were partners, only one of them could get the mission, opposed to both of them. The pay wouldn't double if both had the mission, so it's the same thing. The reward would be split in half then. If both had the same mission, they would have to fight each other as well, so no grouping there.
12. 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, the mission of the bounty hunter that gave away the proof fails, and he looses all TEFs to and from the other Bounty Hunters with the same mission.
Once a character aquires the '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 TEF 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'.
An extension of the above - but makes it easy to keep you safe.
Transfer it to, for instance, a melee stacker until you get to the pay out character.
What about putting it in a droid?
I would think if it's in your droid, you are the target still and once you are dead, your killer will take the proof from your droid.
Final question - at what stage do you receive the BH XP?
To be honest, I haven't thought much about that, as I made the concept for player bounties to be master Bounty Hunter only anyway, as it would be a nice perk for mastering the profession.
But it this would be changed, there would have to be consideration put into this. I would say you would get a small amount of Bounty Hunter (investigation) XP for killing each of your rivals, more for killing your mark and a smallamount for the actual delivery of the proof. The bonus for the delivery should be the monetary reward.
Azurn28 wrote:
9. If the mark is killed, his visibility is also reset to 0, allhis mission relatedTEFs are cleared and he is off the bounty hunter mission terminal.
Just a quick question here...what happens if a mark has a bounty on his head and racks up a ton more visibility before he is killed? are those points ignored? or are they saved and then applied once the old bounty is cleared?
I think it should be cleared, as technically the mark is presumed dead as soon as he is killed, so the visibility is void.
To me this would create a "free for all" for Jedi or Smugglers until they are killed, One way of looking at that is that both Jedi and Smugglers could do whatever it is that generates visibility without anyfuther penalities. For example a group of different faction Jedi could hunt together (if they already know they are on the terms).
Good point...perhaps setting the visibility to half of the BH mission triggering value when all of the Bounty Hunters that have your mission are slain would be a better solution then.
This isa problem because with this the Jedi gets group protection now but now its much harder for the BH to get a group of BHs together because of the rival TEF, or the other BHs will have to trust that the BH with the mission will pay them for helping, perhaps cutting the amount of visibility in half for jedi and sumgglers while they have a bounty will still discourage huge groups of jedi with bounties from hunting in packs. Also allowing the BH to hire other BHs for help might help to with the same rules applying to them as to sumgglers. IF the BH agrees to pay for help and then does not he himself can get reported and become a bounty.
Interesting. Iseem to like this, but then again, how would it be implemented? A question for the devs, I guess.
11.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 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. 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. The bounty hunter with the newly'aquired' 'proof of successful bounty mission' now has to reach the mission giver NPC to collect his bounty.
I disagree on this for a few reasons the main being what if I want to try to kill more then 1 mark while I am out?
You cannot kill more than one mark now while out as well.
sounds good
I understand your concern, altough bounty huntersshould bevery sneaky and like to stab people in the back. But according to that bounty hunter creed mentioned, this wouldn't be the right thing anyway.
Maybe allow this to happen but it could land the BH on the terms? Would seem to introduce a reason to stay to the creed.
Yes...it would even make sense, in a way. The Bounty Hunter's guild themselves would put a bounty on their head for disobeying the creed. Good idea.
This problem gets worse if you think about 10 BHs getting to mark at around the same time.Thisis also a problem with BHs all getting TEFs foreachother for the same mark. An eaiser solution might be that a single BH can accept a single mark, he can enlist the help ofother BHs but must split the reward and the group limit would be say 5 people.
This would eliminate the competition, wouldn't it? Also, it is quite unlikely that all 10 arrive at the same place, and if they do, they would have to duke it out, of course, or bail out. If they want their credits, they should do something for it. Especially if it's a heapload of credits, as 10 Bounty Hunters on a mission according to my idea would be a higher level mission anyway.
The above would take care of this I think
Hope it makes since, been up a long time and I am getting a bit punchyforgive the spelling and grammer
No worries.