Bounty Hunter Archive
Thread: Bounty Hunter Wars Vision of an improved Player Bounty System (updated 06/09/2005)
Kyrok wrote:
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
- 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.
- When aSmuggler is reported by another player, he should hear a distinct, yet subtle and unannoying sound
- 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
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I'd love to be able to go after Smugglers but until they do something about FD it's not woth it hunt them. I think FD should be disabled it in PvP or better yet, give a perk to the MBH to be able to check the vital signs or something like that to bring them out of feign death.
I believe therewill besomethingdone about feign death in the smuggler revamp, so don't worry.
I like the ability ofBounty Hunters to have a chance to check vital signs, but Bounty Hunters with feign death could still take advantage of this. I think it would be more logical to give medics the ability to check vital signs. They would have a chance to fail, depending on their skill to check lifesignsand the smuggler's skill to feign. And if detecting the lifesignsfails, the Smuggler would be presumed dead and a corpse and couldn't be lifesign scanned again until he got up by himself. If the scan would be successful, the smuggler would be up and open for combat again. Something along these lines.
To eveyone else who plans on replying to this man idea. plz be constructive in your comments, and or add to his idea. don't flame him for trying to make this profession better. I really hope the DEV's see this one. 5 stars for you!
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 what would have to change for me to want to enjoy playing a Bounty Hunter of the Star Wars Universe.
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 idea
The Bounty Hunter Wars
1. Only Master Bounty Hunters can pick up player bounty missions. -AMEN! give master bountyhunter worth getting.
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 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. -so even if I know that player is a jedi I can still report him? even if he's not showing off. I find this to be not such a hot idea. I don't think jedi's would want to be singled out.
- 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.
- When a Jedi is reported by another player, he should hear a distinct, yet subtle and unannoying sound -once again not a good idea. It's already hard e-nuff to beat a jedi down, but now youwant to take away the surprise that we BountyHunters do have. I say thumbs down to this idea.
- 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
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
- 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.
- When aSmuggler is reported by another player, he should hear a distinct, yet subtle and unannoying sound
- 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
Adding smugglers to the player bountys list is a great idea all together. I don't care how it's done; it should been great for smugglers, and Bountyhunters for content.
c.)Bounty Huntervisibility
- If a 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' which generates visibility for the Bounty Hunter. (Also see point 10., 11.,12.)
- When aBounty Hunteris reported by another player, he should hear a distinct, yet subtle and unannoying sound
- When the Bounty Hunter's visibility level raises to a set level, a bounty is offered for his head.
- Bounty Hunter 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 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 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 to50% for the mark (with 100% being the percentage that triggers being put on the Bounty Hunter Terminal again), all mission related TEFs are clearedand he is off the Bounty Hunter mission 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 terminals.
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. 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.
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'.
BountyHunter vs. BountyHunter; A great idea because now we get to see which guys like to stick to the creed and which guys don't. this would be great for making alliances. Maybe even outcasting / Black Booking other BountyHunters for not sticking to the creed. all in all ! great for player content......
Message Edited by Glzmo on 11-14-2004 07:20 AM
Or how about this: If the smuggler successfully feigns, he appears as a corpse to the bounty hunter. The bounty hunter gets a fake 'proof of successful mission' that he takes back to the mission giver NPC, where he gets laughed at and his visibility rises, as the employer reports him for attempted fraud.
Kyrok wrote:
Kyrok wrote:
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
- 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.
- When aSmuggler is reported by another player, he should hear a distinct, yet subtle and unannoying sound
- 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
_________________________________________________________________________________________________
I'd love to be able to go after Smugglers but until they do something about FD it's not woth it hunt them. I think FD should be disabled it in PvP or better yet, give a perk to the MBH to be able to check the vital signs or something like that to bring them out of feign death.
I believe therewill besomethingdone about feign death in the smuggler revamp, so don't worry.
I like the ability ofBounty Hunters to have a chance to check vital signs, but Bounty Hunters with feign death could still take advantage of this. I think it would be more logical to give medics the ability to check vital signs. They would have a chance to fail, depending on their skill to check lifesignsand the smuggler's skill to feign. And if detecting the lifesignsfails, the Smuggler would be presumed dead and a corpse and couldn't be lifesign scanned again until he got up by himself. If the scan would be successful, the smuggler would be up and open for combat again. Something along these lines.
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The problem I have with "the Smuggler would be presumed dead and a corpse" is since we haven't completed the mission, we know as a player that he is still alive andare not going to presume he is dead.
FD is fine for PvE where the animals or NPC's will leave and go back about their business but our business as a BH is to make sure the mark is dead in order to collect our money.
"Hmmm, he sorta looks dead, better pop a few more into his skull just to make sure", I would think this would be the logical reaction of a BH
Message Edited by BarneyIX on 11-14-2004 07:01 PM
Message Edited by BarneyIX on 11-14-2004 07:17 PM
Also, concerning the people saying that this will make it harder for bounty hunters and protect Jedi. At the moment, Jedi are the ones with all the risk and no reward, while BH are the ones with all the reward yet no risk. By making the reward harder to get, it would even it out a bit between BH and Jedi.
Kyrok wrote:
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
- 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.
- When aSmuggler is reported by another player, he should hear a distinct, yet subtle and unannoying sound
- 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
_________________________________________________________________________________________________
I'd love to be able to go after Smugglers but until they do something about FD it's not woth it hunt them. I think FD should be disabled it in PvP or better yet, give a perk to the MBH to be able to check the vital signs or something like that to bring them out of feign death.
I believe therewill besomethingdone about feign death in the smuggler revamp, so don't worry.
I like the ability ofBounty Hunters to have a chance to check vital signs, but Bounty Hunters with feign death could still take advantage of this. I think it would be more logical to give medics the ability to check vital signs. They would have a chance to fail, depending on their skill to check lifesignsand the smuggler's skill to feign. And if detecting the lifesignsfails, the Smuggler would be presumed dead and a corpse and couldn't be lifesign scanned again until he got up by himself. If the scan would be successful, the smuggler would be up and open for combat again. Something along these lines.
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The problem I have with "the Smuggler would be presumed dead and a corpse" is since we haven't completed the mission, we know as a player that he is still alive andare not going to presume he is dead.
FD is fine for PvE where the animals or NPC's will leave and go back about their business but our business as a BH is to make sure the mark is dead in order to collect our money.
"Hmmm, he sorta looks dead, better pop a few more into his skull just to make sure", I would think this would be the logical reaction of a BH
.
CaixCatab wrote:
It opens the door for MANY possible Exploits by Jedi mainly by doubling up on Smuggler/Jedi.
And a lot of them can be closed by modifying the originial idea.
And those modifications can be found where? We aren't discussion ANOTHER thread are we? I thought we were discussing this one with its OBVIOUS FLAWS.
It seems to add to anonmosity towards other bounty hunters which we don't really need.. Does anyone remember Vars? Our old Correspondant
who we MADE leave because he suggested we move a skill up ONE BOX?
Animosity? From what? Competing with eachother?
In that case, the crafter professions has to be pits of it.
In the past there has been a lot of anomosity within the BH community. These kinds of ideas only further promote animosity.
In the end its just adding BUSY work to a bounty nothing more... I don't know about the rest of the bounty Hunters but I dont want to be doing
any more busy work that I HAVE TO... I kinda think its weak that we have to even go to get someones bio-sig in the first place. You would think that
the individual giving the quest would supply you with that....
No, it would add aditional PvP. Oh, and you'd have to go from where you kill the guy to a drop of point while possibly being attacked by other hunters. Sounds like more fun, less missions.
Oh yeah thats right I want to run around several planets carrying a severed finger in the name of fun and continuity. WHAT? Our droids aren't
even close to our mark half the time and now you expect a droid to track not a person but a FINGER(scalp or whatever)in my inventory so that BH can attack me? It just sounds like you're adding more work for Bounty Hunters so that the process is longer meaning that LESS JEDI are hunted and the Bounty Hunters focus is off of JEDI.
I have NO desire to engage in combat with other Bounty Hunters, nor do I think that philosophy should be fostered.
Why not? It's PvP, there's a clearly defined goal andit'sstill bounty-hunting. What's so wrong with doing PvP with other Bounty-Hunters?
Was I hired to kill the Bounty Hunter ? NO.. I finish my mission and then I take another.. THAT IS A BOUNTY HUNTER. Tacking this on at the end of the Mission ONLY DOES ONE THING.
Prohibits me from taking more missions, which is the ULTIMATE goal of Gizmo.
***P.S. Do has any other BH posted in this thread? Other than me and some poor guy who got one starred?***