Politician Archive
Thread: Player Bounties A new role for politicians
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.
Tygo Noscixximi
Sasori Febu
O'laf Rimi
Eclipse Server.
I understand and agree with the platform from which you make your case. Trust me, I am not one of these people that think there should be PvP all the time. I play an aristsan and can't fight my way out of a brown paper bag!I want to avoid random bounties too.
But the way the mechanic would be designed would be such that it would be so expensive that someone would not want to waste that much money just to be a jerk. After all, they would be getting NOTHING in return. Sure people will spend millions of dollars on a single item, but they are actually getting something in return, like a holocron, or armor, etc. But a person would get nothing from wasting half a million or more placing a bounty on the random entertainer in the cantina. And for the few people that do put random bounties on peoples head, it would be expensive enough that they would not be able to do it very often. Like I said the actual price of listing the bounty is debatable and can be tweaked.
Another huge limit on random bounties would be the biggest reason I think we need PvP bounties in the first place. Accountability. There should be some form of possible retribution for people that abuse other people, or whodo not use goodjudgement. If someone has too much money, and has the audacity to throw it awayby placing bounties on random people, then soon there will be enough people this person has really cheesed off that he will soon be runningfrom a flock of BH's. It's actually very simple and uses the same laws of action and consequence that we deal with every day in reality.
Sure there will still be instances where a bounty is unfair. But you can be killed by Bocatts randomly appearing while your checking a harvester too. That will just as easily force you into combat. That's just part of the game. ThereIS danger. I would not want that danger taken away.That is one of the things makes the game compelling and worth playing. Let's not make the game sterilized and toddler-safe.If enacted, people would have to be careful what they do and who they upset, as you do everyday in real life, and I think if properly tweaked, abuse would be kept to a minimum,
I like this idea for player bounties more than any of the others I've heard.
You guys have actually put a lot more work into figuring all angles to make this proposal than any of the other ideas put forth, and I think it's doable with some tweaking.
I still have reservations about the penalty for the hunted, and the ability for anyone to place a bounty.
While I agree that there needs to be some 'bite' to make any player bounty system useful except for strictly RP purposes, except that I feel this would be justification enough for putting such a system into the game.
A case in point:
If this was implemented and I didn't like the way you ran your city imagine how annoyed you would be if every single day you logged in you found that I had placed a bounty on your head. Sure you could return the favor, but there needs to be something from stopping me from doing this continually. Possibly make it so that the more often you call on your contacts to place a bounty the more expensive it becomes for you. 250k the first time, then 400k then, 650k then 1M.... Obviously this is a greater obstacle to overcome. This penalty would of course normalize over time.
The other point is dragging non-combatants into a deadly situation. Yes, some of them deserve it I'll not argue with you there. I have enough rifle skill to defend myself against the local fauna, err better make that flora, and have no plans to improve upon that. Worst I've done so far is make some people ill with some poorly experimented cooking.
Simple answer:
There is none.
Along these lines though I would very much like to see anyone be able to create destroy missions to get rid of that pesky lair beside their {insert building/harvie type here}. True you would have to offer a good amount of credits for that kind of attention, but at least there would then be an option.
I forgot to mention that I do REALLY like the idea of failed missions (important ones) could result in a bounty on your head. Nothing motivates like fear.
Thank you Thornstar2 for your response. I hadn't actually thought of a scenario like that and it is definately worth concern. I realize that this game is not just for fighting. Like I said in my previous post, I am not a PvP guy, or even a fighting guy for that matter. I run a harvester and resource shop just north of Bestine on Eclipse, and am working on becoming a master DE. I will have to think about your scenario and what could maybe be done. Off the top of my head, if 250K is too little. Make it higher. Like I said this is debatable.
As far as PvP bounties themselves being morally wrong, I must disagree. I think the bounties would not be wrong by their nature. I think they would make the game a lot more intersting and would force interaction between players, as well as adding a bunch of positive benefits to different professions. I think that ABUSE OF BOUNTIES is wrong. That is why we put this up on the forums, so that we can discuss different scenarios and possible good and bad points.
I understand the possible abuses, but this is what I'm thinking. Let's just pretend your down-on-his-luck architect is named Jimmy, and his shop is called "Jimmy's". And let's say there is a powerful, rich master Architecht named Donkey. (Why?...maybe because he's another word for donkey :smileywink
. Okay, first of all, if Jimmy is a new architect, I would not see Donkey spending the money to place a bounty on his head. Why? Because there are a bunch of other small architects in the area and Donkey would have to spend the money to place bounties on each and every one of those people. I don't care how rich you are, that would begin to hurt your wallet, especially if the price of listing a bounty is tweaked to the right level of expensiveness. Not to mention he would be making alot of enemies.
What I CAN see happening is if Jimmy is a pretty well off architecht himself, and "Jimmy's" is starting to steal some of Donkey's loyal customers. This would make Jimmy stand out and would earn a special amount of ire from Donkey. But see, even this scenario would be balanced, for if Jimmy is well off, he could place a bounty on Donkey just the same. Then it would be a war which would benefit neither of the participants. And when there is no benefit to action, no reward, only hardships, people will tend to stop doing the unbeneficial action.
It all boils back down to my argument that there needs to be consequence to action. I don't like my job. So why don't I quit? I need the money. There is a guy in my group of friends that I really cannot stand! So why don't I drive my Dodge truck through his living room?? Because I would go to jail for a long time (and really I am not like that =).
If you are trying to make the game such that nothing happens to anybody without their consent. First of all, I think most people would agree that's boring. Secondly, your already too late. The game is already like that. Think about the previous scenario where Donkey has enough money to push people around. Well as the game rules stand now, for the same amount of money as one of my proposed bountys, Donkey could buy a tent or small house and set it right next to "Jimmy's". ThenDonkey could make the sign read "Jimmy's charges twice as much as I do. Come inside and see for yourself," (I have actually seen this tactic =). Then Donkey could proceed to undercut Jimmy to drive him out of business. Did Jimmy ask to be picked on? No! He's just tryng to make an honest living. Yet it could happen just the same. So maybe Jimmy has to go make some good freinds or join a merchant or crafter guild. Maybe he doesn't want to have to go to that trouble, but that is the lot that fate has dealt him. It would force new game play and GREAT ROLEPLAYING OPPORTUNITIES.
I totally understand that no matter what limits we place on bounties, THERE WILL BE ABUSES. There would be no avoiding it. But I think if we tweak the mechanics of how it works, the abuses would be kept to a minimum. I think the benefits of PvP bounties, the overall enjoyment of the game, and the new types of gameplay and interaction would GREATLY outnumber the possible negatives from abuse. And I think subscriptions to the game would increase because of it.
Thanks Progman63 for your response and your insight.
Maybe the kill-penalties should be taken down, but maybe not. I think in order for PvP bounties to work, they need to have "teeth", lest as you stated, they be relegate to having no real use except for roleplaying. Otherwise, getting a bounty placed on your head would not be "intimidating", shich I feel it should be. I also don't think people would spend the large amounts of money we would be talking about unless the bounty had serious ramifications for the hunted.
I think something in the intial post was poorly worded and I apologise. When I said a random "top-level skill" could be discarded, I was not meaning a random skill. What I was trying to imply is that the system would look at all of your skills at the top of each tree, and would randomly remove one of those. It would not remove a skill if there was a prerequisite for a skill above it that you already have.
Again, these penalties, as with the rest of this are highly debatable. I would be interested if anyone had any other ideas as to possible punishment for being bounty-killed. Keep in mind, I think it would need to be something that had no loop-holes, like giving all of your stuff to a freind until your bounty expires. We thought about making them loose all Data on their Datapad (not waypoints), but a friend of mine pointed out that they would just give all their data to a freind until the bounty expired. So we threw that out.
Anyway thanks for reading this thread and we appreciate the feedback.
Dralar wrote:
If this was implemented and I didn't like the way you ran your city imagine how annoyed you would be if every single day you logged in you found that I had placed a bounty on your head. Sure you could return the favor, but there needs to be something from stopping me from doing this continually. Possibly make it so that the more often you call on your contacts to place a bounty the more expensive it becomes for you. 250k the first time, then 400k then, 650k then 1M.... Obviously this is a greater obstacle to overcome. This penalty would of course normalize over time.
I like this idea. I think it would help to curb the Cold-Wars that would result from two powerful people placing bounties on each other. It would eventually become so expensive in terms of money and bounty-kill penalties that they would be forced to resolve their differences in a different manner.
THIS IS A REALLY GOOD IDEA! Thanks for the help Dralar. ![]()
I don't think it will work out tho, credits is easy to get, even off like Ebay, and the fact there are some players who have amassed large amounts of credits, that 250K bounty is chump change, and can easly be used as griefing towards another player, especially if its under control from another player.
Also, as it stands right now, a Mayor as a Master Politician, is still a Mayor, and not like other professions like being an Ambasodor to a country, or faction, etc.
Politician profession is too limited to be really fun to play as it stands right now. I think there are possibilities that can expand it, to make it more interesting in the SWG universe.
This was originally posted on the thread I posted on the Bounty Hunter forum. I am copying it here for discussions sake.
DarthDrool wrote:
This has to be the best, well thought out post that I've read on the subject of player bounties! One problem you will have though is the harsh penelties imposed on the terminated mark. All the other professions will be whining that BH's should also lose all their stuff or the Inv tree if we are killed by the mark. And believe me, if thay all whine, we will get nerfed. I think the idea is awesome though! I hope the devs listen!
BH's would actually just be a cog in the machine. They would just be the enforcers of someone else's will. I don't propose that the mark's get anything for killing their pursuer. They get to live and no be penalized. If anything, maybe it knocks some time off of the bounty countdown time limit. That seems reasonable to me.
See I think too many people may be reading this thread and envisioning mobs of ruthless BH's hunting down hordes if innocent, helpless artisans and entertainers. But what we are trying to do is make the game mechanic work in such a way that the vast majority of people who would be running from the law would be doing so because they earned it. Maybe they thought they would smart off to Big Bad Commando guild. Stupid move. Maybe they thought they would dis the Rebel alliance in the middle of Anchorhead. Another stupid move.
I know I sound like a broken record, but it's all about : Action and Consequence
I think that is what this game really needs. If we can make PvP bounties in such a way that we really limit the trivial bounties, then it will be a good thing. And I happen to think you limit it through natural laws of give and take, supply and demand, ACTION AND CONSEQUENCE.
I mean the devs could have put limits on what people could charge for differnet items, but instead they chose the much more natural and elegant laws of free enterprise to determine the going price of Jawa Juice. People were charging way to much for resources on our server, so I and a few other merchants got the brilliant idea of charging less. We did the calculations and found we could still make a killer profit. Now what has happened? Those other people charging 5 and 6 CPU have been forced to lower their price to more reasonable amounts in order to get customers.
See how simple and natural that works. The same simple, natural laws could govern player bounties too, if things are tweaked properly. I'm convinced of it.
Thanks for all of the responses and feedback.