an expansion on bounties
- morbydvisns
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an expansion on bounties
im not sure if this has been requested or not, but a player-funded bounty system would be fun. A player could go to a station, in cirrus, and in there select bounty from the menu and request a bounty on a player, and make aminimum deposit of say 25 cr or so. Other players could also go in and add to certain players bounty, which is awarded on the kill.
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i like the idea too, but my question is what happens if someone say puts a bounty on an innocent player who either hasnt done anything to warrant such a bounty or cant defend themselves? sounds like there would have to be some sort of restrictions to avoid abusing that kind of system. maybe the player you put a bounty on has to have a record that isnt "clean". anyways, good idea for the game.
would be nice say if it was likeshorty38201 wrote:i like the idea too, but my question is what happens if someone say puts a bounty on an innocent player who either hasnt done anything to warrant such a bounty or cant defend themselves? sounds like there would have to be some sort of restrictions to avoid abusing that kind of system. maybe the player you put a bounty on has to have a record that isnt "clean". anyways, good idea for the game.
*petty criminal* you could only add a set bounty say 50-100cr
*Hoodlum* 100-150cr
and so on
-Vinnashal
- smithy953!
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Come come now you young'ens. What is this chicken feed for bounty's.
If you are going to have bounty's put on players, it has to be worth while.
Hows this for starters.
1. A player goes to a clan or guild. By what ever means. Request to have a bounty put on a player. ( 500 cr's min and upwards ).
2. Bounty's can be put on player's above the cargo transport. ( Unless the player with the cargo transport is being a real pain in the you know were. )
3. Bounty's can be used to knock out a player who mit have to many credits or who is in top spot and the player who wants top sport can have the player take'n out. Or the player just hates the other player
4. The clan or guild can change a fee for commission. ( I know pirates will like this one. )
5. Then the clan's or the guild's can yes or no.
6. Or as it has been stated use the space station to have the bounty's put on players. Then it will be up to the admin to say yes or no.
7. Bounty's must be high to make it worth the will and paid up front. Plus the fee.
If you are going to have bounty's put on players, it has to be worth while.
Hows this for starters.
1. A player goes to a clan or guild. By what ever means. Request to have a bounty put on a player. ( 500 cr's min and upwards ).
2. Bounty's can be put on player's above the cargo transport. ( Unless the player with the cargo transport is being a real pain in the you know were. )
3. Bounty's can be used to knock out a player who mit have to many credits or who is in top spot and the player who wants top sport can have the player take'n out. Or the player just hates the other player
4. The clan or guild can change a fee for commission. ( I know pirates will like this one. )
5. Then the clan's or the guild's can yes or no.
6. Or as it has been stated use the space station to have the bounty's put on players. Then it will be up to the admin to say yes or no.
7. Bounty's must be high to make it worth the will and paid up front. Plus the fee.
I'm not sure that would work, for all the reasons given as "features" by lensman. I think you need to maintain central control over a bounty system to avoid unfair vendettas etc: it'd be very easy for a player clan to force someone out of the game just because they took exception to them. It's a nice idea, don't get me wrong, but I can't see how it'd work.morbydvisns wrote:a player-funded bounty system would be fun. A player could go to a station, in cirrus, and in there select bounty from the menu and request a bounty on a player, and make aminimum deposit of say 25 cr or so. Other players could also go in and add to certain players bounty, which is awarded on the kill.
Also too easy to abuse, unfortunately.Norazza wrote:just wish there was a player to player trade system id be real nice to help a friend who just lost his cargo with out adding deaths to your record
-Vinnashal :P
f
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Probably talking about new players getting say, 2 military which would give them a galfreighter and cargo straight away in the game. But to be honest, couldn't this be solved by just limiting the cargo and numbers you can trade of that cargo? Say only 1 military per week to that player and water would be 100 instead? It would still be abused but is that a bad thing really? It's the player's decision to play the game in full or instead of doing trading (can be very boring), go straight into combat? Besides, with new ships etc. they'd still need to earn so they could improve and get newer and better ships.killkill wrote:how a p2p trade system be abused? i think it also be very useful, given the potential abuse.
Exactly: we need to avoid people joining the game simply to give all their stuff to their friends. Or rich clan members recruiting newbies by giving them lots of stuff at very cheap prices. That's the abuse.
The galactic economy only works in its current limited form because prices are set centrally. Sure, they change over time, but that's with trading activity according to rules everyone is subject to. If players can choose their own prices the whole thing collapses. Even if we limit p2p trades as you suggest, I suspect the whole thing'd just collapse more slowly.
I'm no economist, but the way I see it is - In the real world there's a measurable value attached to any item. Someone, somewhere has worked to produce it, and as a result there's general agreement as to the value of that item. Ok, so sometimes people go crazy, but that's basically the way it is. Only an idiot or someone with more money than sense is going to sell his house to a friend for $10. And the one or two people that act like that are such a tiny proportion of the overall population that it has no real effect on the big picture.
In a virtual world, there's no inherent value in anything. There doesn't need to be, because it isn't real: it's a game, and like all games it works by having defined rules that are arbitrary, but the same for everyone. The value of things has to be the same for everyone, or the concept of "an economy" in the game ceases to exist. Hence, no p2p trades in space. I suppose you might then argue that players should only be allowed to sell items for the price they bought them at: ok, that's fairer, but even that has an effect on the overall economy, because the production of items in spacestations isn't "real" - it's arbitrarily set and controlled so the whole thing's fair for everyone.
On worlds it's slightly different, because it's a closed system: if Zar decides to try something weird with the economy on one of his worlds, for example, it only affects people who choose to play there. But in space, everyone can hear you scream "unfair" :]
Where it gets interesting is when you have players (a la Second Life, only more interesting) producing virtual content that does have inherent value in the context of the game: a new ship skin, a player model, a logo, a song. But clearly we're nowhere near that in TU today, and even if we were it'd be very difficult to integrate that stuff fairly into the whole economy.
As above, I think it'd be cool, but I just don't see how it could work.
f
{waitin for Mit to shoot down everything I've just said :] }
The galactic economy only works in its current limited form because prices are set centrally. Sure, they change over time, but that's with trading activity according to rules everyone is subject to. If players can choose their own prices the whole thing collapses. Even if we limit p2p trades as you suggest, I suspect the whole thing'd just collapse more slowly.
I'm no economist, but the way I see it is - In the real world there's a measurable value attached to any item. Someone, somewhere has worked to produce it, and as a result there's general agreement as to the value of that item. Ok, so sometimes people go crazy, but that's basically the way it is. Only an idiot or someone with more money than sense is going to sell his house to a friend for $10. And the one or two people that act like that are such a tiny proportion of the overall population that it has no real effect on the big picture.
In a virtual world, there's no inherent value in anything. There doesn't need to be, because it isn't real: it's a game, and like all games it works by having defined rules that are arbitrary, but the same for everyone. The value of things has to be the same for everyone, or the concept of "an economy" in the game ceases to exist. Hence, no p2p trades in space. I suppose you might then argue that players should only be allowed to sell items for the price they bought them at: ok, that's fairer, but even that has an effect on the overall economy, because the production of items in spacestations isn't "real" - it's arbitrarily set and controlled so the whole thing's fair for everyone.
On worlds it's slightly different, because it's a closed system: if Zar decides to try something weird with the economy on one of his worlds, for example, it only affects people who choose to play there. But in space, everyone can hear you scream "unfair" :]
Where it gets interesting is when you have players (a la Second Life, only more interesting) producing virtual content that does have inherent value in the context of the game: a new ship skin, a player model, a logo, a song. But clearly we're nowhere near that in TU today, and even if we were it'd be very difficult to integrate that stuff fairly into the whole economy.
As above, I think it'd be cool, but I just don't see how it could work.
f
{waitin for Mit to shoot down everything I've just said :] }
like what fooli was saying, players ability to give stuff freely is the main reason open economy worlds always need to be reset. open meaning where a player can own buildings. players eventually get rich, and then can afford to take losses by giving others cheap/free stuff. then eventually the economy dies off since theres no market that isen't flooded with cheap stuff, no place for new players to start out in, and all the players are either rich and bored, or can't make money. even if giving stuff was disabled in an economy world like it is in space, nothing would stop somebody from selling a building cheap, or selling items cheap in a building.
with worlds being smaller economies, cheaters who abuse the system stand out much easier then they would in the galaxy. i'm sure galaxy stuff is logged like world stuff, but i doubt mit, fooli, or whoever currently is running the galaxy or has access to it has the time to go scan threw the logs on a regular basis to find cheaters. on zoric, if a player came in and suddenly had 2 towns and the fastest vehicle and plane and a mansion, they'd stand out. *usage would show to others that they just started the world. logs would show if they bought the stuff cheap from another player or got it via pooling money from multiple accounts.
with worlds being smaller economies, cheaters who abuse the system stand out much easier then they would in the galaxy. i'm sure galaxy stuff is logged like world stuff, but i doubt mit, fooli, or whoever currently is running the galaxy or has access to it has the time to go scan threw the logs on a regular basis to find cheaters. on zoric, if a player came in and suddenly had 2 towns and the fastest vehicle and plane and a mansion, they'd stand out. *usage would show to others that they just started the world. logs would show if they bought the stuff cheap from another player or got it via pooling money from multiple accounts.
- lucifer1101
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- lucifer1101
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- smithy953!
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its a good idea p2p tradeing but yeah ppl would abuse it which is un-fortunate, what if their was a like certificate u had to apply for on the fourm so you can trade in game but u have to have so much money to be applicable for it and then u can only trade to others who have one an ammount to get one could be like 50k and this would encourage ppl to play