I have already posted this in the BH a politician profession forums, but it seems appropriate for this forum too, and I would like as many people to see this and comment as possible. As you can see, I am fairly new to SWG and these forums and I appologise if this is not the appropriate thread for this.
Two friends of mine and I (Sasori, O'laf, and Tygo on Eclipse) were trying to think of ways to improve the game, but we really wanted to put an emphasis on keeping the game balanced. We came up with what we think is a really good idea that would enrich multiple professions, while at the same time keep balance in mind. The idea involves player bounties but would affect other professions other than bounty hunter, and we tried to come up with a rational way they could be worked into the game. This is what we came up with, and we would be really interested in what everyone thinks about it, especially what the official correspondents of the affected professions think.
First of all, the main reason we feel bounties are needed is because as it stands now, the game lacks real negative consequences to action. Right now, if you are killed, you respawn, good as new as long as you have insured your items. There is the 1% degradation of items, but that hardly amounts to much concern, and even that will be removed from PvP soon. Having to insure again does act as a monetary penalty, but the vast majority of people have enough money that they can insure without concern for their financial welfare. If there were real dire consequences to ones actions, it would allow for true roleplaying for those who wish to do so. A player would not lightly anger a large PA or go openly bad-mouthing the opposing faction in their own city, for the potential consequences could be dire. I want to emphasize, without real negative consequences, there can be no real bravery or heroism. How brave is it now if a covert rebel marches into the middle of Bestine and starts talking smack to all of the Imperials. The simple answer is, it's not. Even if they were somehow attacked and killed, they would simply respawn and everything would be fine, no harm done. So from a purely enjoyment point of view, I think it would be difficult to argue that player's being able to place bounties on other players is a bad idea. It would add a whole new type of play into the game, enriching multiple professions, and would add an element of accountability to the game that just isn't there right now. Where I think the arguments will come from is in the potential abuse of bounties, and that is something we really tried to take into account when coming up with this idea. So here it is:
We think bounties should be able to be placed by players, on players. That being said, we don't think you should be able to place a bounty on someone's head at your whim, just because someone thought that your hair choice was bad. Everyone has made someone in the game angry at one point or another, either by accident or intentionally, and it would be really absurd if everyone had multiple bounties on their head. So how do you make it available to players, but also limit it to within reason. Well we came up with several ways, but the primary limit would be cost. It should be VERY expensive to place a bounty on someone. We are thinking at least 150-200K just to list it as a mission, and that is not including the actual reward, which would be paid up-front by the person placing the bounty. Also, not only would you be required to pay the listing fee and the reward up front, but you could also pay more to have more BH's be able to accept it as a mission. So when you list a mission, you would decide how many BH's at a time you want hunting this person. In other words, how many BH's could take the mission before it disappears from the terminal and cannot be accepted as a mission anymore. The higher the number of BH's that can accept the mission, the higher the additional cost in listing the mission.
And not just anyone would be able to list a mission. We propose that the only people allowed to place player bounties are MASTER POLITICIANS. If you think about it, it makes sense. Politicians are pretty useless right now unless you want to start a player city or win the election of an existing one, and most the servers already have all the player cities possible. This gives new usefulness and enjoyability to the politician profession. So if someone has really done something where you want to see them suffer, you better find a Master Politician who will listen to your argument. Most major guilds would seek a master politician to join their guild just for this purpose. And politicians may charge a fee in order to list your mission for you, thus providing new income opportunities for them. It fits in well with the Star Wars theme, if you can envision corrupt officials taking money under the table to press a third party's agenda. It would give politicians new weight and respect. Don't anger a master politician, just as you wouldn't want a powerful politician angry with you in real life.
Here is how we propose that the mechanics would work. BH's would accept player bounty missions from new NPC mission givers called "liaisons"or something of that nature. These liaisons would act as terminals. They would only be able to be placed in cities and in guild halls, by the mayor or the guild master respectively. Then any master politician would be able to place new missions in the terminal provided they pay the appropriate fees. The mission would appear and could be accepted by BH's at any liaison terminal within that city or within the guildhall. The guild or the city would get a percentage of the listing fee, and the rest would be removed from the economy. This is a good thing because I think that money is pouring into the economy through missions and rewards faster than it is being removed through object degradation. Anyone who has taken an economics class will tell you that this is bad news, as inflation will become rampant and prices will skyrocket, which we are already seeing on some of the servers. The old BH mission terminals would still exist, but they would only be used like they are now, to hunt NPC marks.
When a bounty hunter views the various missions at a liaison, he or she will be able to see who they would be hunting, their professions, whether they are overt or not, the reward upon completion, and how many other BH's can accept the mission. All missions will have a time limit, after which the bounty will expire. This will give the person being hunted hope of escape. The time limit will only count down when the person being hunted is online, thus preventing people from logging out until the bounty expires. If the mission has not been completed by the time the bounty expires, the master politician that placed the bounty would be able to recover the reward from the liaison, but the listing fees would be non-refundable. Then of course they would be able to return the unclaimed reward money to whoever gave it to them (or not....be sure you trust your politician, they can be sneaky). This time limit would be listed with the rest of the information about the mission on the mission terminal. This limit could be standardized, or maybe it could be increased by paying more money. Like the rest of this, it is a debatable issue.
When a BH accepts a mission, an email will be sent to the BH and the hunted. A system message will appear on the hunted's screen when a bounty has been placed on their head, as well as each and every time it has been accepted by a BH. After accepting a mission, both the BH and the hunted would be able to attack each other. If the hunted dies while the bounty is in effect, any BH who has accepted the mission will be able to perform a special kind of "loot" on the body that would provide a "proof of death" (Lock of hair, DNA sample, their head, etc.) that they would then take back to the liaison from which the mission was accepted in order to receive their reward. This proof of death will not depend on who actually killed the person. No matter how he or she died, any BH who has accepted a mission to hunt that character would be able to loot for the proof of death. However, only one BH can loot the proof of death, so only one can collect the reward. If the hunted dies, his or her body will have a time limit placed on it allowing the "proof of death" to be looted by the BHs. If no BH can get to the body in time (ex: the mark is killed by Tuskens out in the middle of nowhere), then he will respawn at his last cloning location as normal and the bounty time countdown will continue as normal. This will prevent BH's from reaping the reward from a random death unrelated to him hunting the person. And if the mark is accidentally killed by a Rancor and the BH happens to be close at hand, oh well. At least the BH had done the work needed to get close to his or her prey. That's how it would be in real life too.
So why should a group of people pool all that money to place a bounty on someone's head if the worst that is going to happen is that the person will be killed? After all, they would just respawn and there would be no real consequences. For that reason we propose some kind of substantial, unavoidable consequences to being killed by a BH who has accepted the mission to hunt you as a mark. I suggest either 25-50% degradation on all owned items (not just the items in their possession, harvesters, houses, anything stored in a house, and the like), or a substantial skill penalty. The hunted would lose a random top level skill or two (or three, or four). Yes, this gives bounties some real teeth, but that is the point. Before someone claims that this would be unfair, let me remind you that these bounties would be very expensive to place, so the hunted would have had to do something to genuinely anger a powerful person or a large group of people. So in a way, they would be reaping what they sow. After all, the people who would be coming up with the large sums of money necessary for the bounty would get nothing in return other than justice/revenge. There needs to be a way for players to seriously threaten the well being of one another's characters. This would result in more accountability in the game for one's own actions. Also, think how much more respect someone would earn if they openly oppose a large, powerful opposition, despite the potential consequences of a bounty. Role-playing would be that much more "real" and enjoyable.
This change could have far reaching positive effects for the other professions too. Droid Engineer would benefit indirectly as probe and seeker droids would have greatly increased demand. Also, what if Tailors and Architects could make products that would help those that were "on the lamb" avoid bounty hunters and their probes. We thought of possibly some kind of "disguise" that tailors could make, or a "hideout tent" that architects could make. These items would maybe provide negative modifiers to probe droids attempts at finding them while the items are in use. Or what if Bio-Engineers could make "dummy clones". They would be very expensive, and a person could only use one at a time. The mark could set up a dummy clone in a city or building, and then when the BH's sent out their probes, they would get two locations. Then they would be forced to make an educated guess as to which one was real and which was the decoy. This would make it interesting as bounty hunters could get imaginative in trying to get their mark reveal his or her true location. They could not /tell them, because the hunted would know the name of all the BH's hunting them thanks to the emails. So BH's would have to find "set-up" people to help them, maybe getting someone to pretend they are interested in buying something from the hunted and asking to meet with them. If you have a bounty on your head, you would have to be very careful, and would be paranoid. But that is exactly how it would be in reality too, which is perfect.
Lastly, we also thought that instead of just openly banning people from the game for cheating, why not use the game mechanics of bounties to do the punishing. If you are caught cheating, the devs could have the option of placing a special bounty on the offender that would appear in every liaison terminal in that galaxy. Not only would that person be hunted, but the reward money would come directly from his or her own personal money supply. If he or she doesn't have enough money to make the bounty substantial enough, then the devs would take what the character does have and supplement it. This gives offenders a chance to atone for their transgressions. If they cease their cheating, and can escape their pursuers, then they may continue to play. Of course if they cheat again, maybe a higher bounty is placed on them. Maybe if the cheater is killed by the BH, a more devastating punishment is applied than the standard bounty-kill results. Of course the devs would reserve the right to totally ban someone based on the offense, but this would allow punishment to be dealt, while at the same time providing game play enjoyment to other honest players. I think it would be really fun to know that you are hunting down a cheater.
So those are the ideas that we have come up with. Like I said earlier, we tried to keep balance in mind, and the various aspects of this idea could of course be tweaked. Maybe the listing prices should be even higher. That is why we wanted to post these ideas on the forums. Obviously development time would be an issue, but it could probably be developed and published in stages. We hope that everyone will read them and at least consider them. We would absolutely love it if these ideas somehow made it to the devs for consideration. Comments would be appreciated by anybody, and especially the correspondents the affected professions.
Thanks,
Tygo Noscixximi
Sasori Febu
O'laf Rimi
Eclipse Server.
2nd Lt. Tygo Noscixximi
Master Artisan
Master Merchant
Master Droid Engineer
Eclipse Server
"It matters not...he is still your Emperor."