New galactic bounty system
You seem to be arguing with yourself. You're a member of a pirate clan, but you want to trade, yet you think pirates and bounty hunters will have an advantage, except that it isn't fair to pirates either... um?
If anything, the new system will mean there's a spate of pirate killing that creates a handful of players much richer than they were before. And removes a whole load of casual pirates from the system. There will no doubt be some hardcore pirates who continue, because they like the PvP aspect, but the new system should discourage people from - principally - picking on newbies.
If you don't want to get involved, don't - just carry on trading. If you want to pick on other players, fine - but now there's much more to lose. And if you want to hunt pirates to get the bounty, that's great: but you run the risk of them coming back to pick on you later..
Anyway, the whole point of this system is to protect newbies. Pirates will think twice before picking on someone if it means they'll get a substantial bounty placed on them, and could potentially lose a lot of cash or equipment. And if gives smaller ships the potential to gang up on pirates in order to stand a chance of winning a substantial bounty if they succeed.
This is a new system and any feedback is welcome. It'll no doubt require a bit of tweaking as we go along.
Btw, the 10cr bounty wasn't a gitch: he'd obviously killed someone. See above...
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If anything, the new system will mean there's a spate of pirate killing that creates a handful of players much richer than they were before. And removes a whole load of casual pirates from the system. There will no doubt be some hardcore pirates who continue, because they like the PvP aspect, but the new system should discourage people from - principally - picking on newbies.
If you don't want to get involved, don't - just carry on trading. If you want to pick on other players, fine - but now there's much more to lose. And if you want to hunt pirates to get the bounty, that's great: but you run the risk of them coming back to pick on you later..
Anyway, the whole point of this system is to protect newbies. Pirates will think twice before picking on someone if it means they'll get a substantial bounty placed on them, and could potentially lose a lot of cash or equipment. And if gives smaller ships the potential to gang up on pirates in order to stand a chance of winning a substantial bounty if they succeed.
This is a new system and any feedback is welcome. It'll no doubt require a bit of tweaking as we go along.
Btw, the 10cr bounty wasn't a gitch: he'd obviously killed someone. See above...
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i agree that the bounty will make some players think twice b4 picking on a noob, but what if a noob attacks you hoping to steal your cargo? if you defend yourself and kill him, you get a huge bounty for protecting your cargo. i just think that if the bounty system should recognize who attacked whom first,and not punish the defender. it would keep a bounty off the people that are just trying to defend their cargo. also its hard to know what kind of ship someone who attacks you is in when you see most ships as shuttles and no money, so there really needs to be some kind of way not to increase a bounty for just protecting yourself from attack. i bet all of you would be upset if someone attacked you for no good reason and you killed them to protect your cargo, and gained a bounty of 10% of your cash. the richer players have no protection from players attacking you if your gonna either gain a massive bounty or lose your cargo when someone attacks you.whats the point in trading at all if your always under attack for your cargo, but you get punished like you were the aggressor for killing them? pirates trade just like traders do, so i can see how someone can say its a two sided coin, but if fooli killed someone who attacked him trying to steal his cargo, his bounty would be over 30k credits. wheres the balance in the system? do we get a bounty for killing someone with illegal cargo, or a bounty? lets say hypothetically that kb killed someone that attacked him trying to steal his cargo, should he be punished 400k bounty for defending his hard work just because he has earned a lot of credits over a long period of time?its cheaper to let someone steal your cargo than to get that bounty and eventually lose it.
Im just syaing its not fair to both sides, traders and fighters.
Like just this morning a conflict came up between me a Flowstyler. She killed ONE person and got a 13k bounty, it took us 30 mintes just to figure out how to even everything out. And is it fair that all the rich players that have like 2-4 mill get even more money? No.
Like just this morning a conflict came up between me a Flowstyler. She killed ONE person and got a 13k bounty, it took us 30 mintes just to figure out how to even everything out. And is it fair that all the rich players that have like 2-4 mill get even more money? No.
Just to make things clear, I'm a he not a she
And, yeah, I also think the bounty system should be revised.
What Kona said was partly true:
I saw a guy in fed space who had a 100 cr bounty, so I went up to him and blasted him with my lasers. I already noticed there, that I didnt receive any money at all.
Later on I brought up my Inventory screen and saw, that I have a 10 k bounty....
Not really fair imo, but whatever, me and Kona figured out a way to get rid of bounty, so it's fine now
But especially what shorty said needs to be integrated in the game. Selfdefense should not lead to a bounty.
Flowstyler
And, yeah, I also think the bounty system should be revised.
What Kona said was partly true:
I saw a guy in fed space who had a 100 cr bounty, so I went up to him and blasted him with my lasers. I already noticed there, that I didnt receive any money at all.
Later on I brought up my Inventory screen and saw, that I have a 10 k bounty....
Not really fair imo, but whatever, me and Kona figured out a way to get rid of bounty, so it's fine now
But especially what shorty said needs to be integrated in the game. Selfdefense should not lead to a bounty.
Flowstyler
Right, so I think it's clear we need to sort out the "player with no bounty attacking a player with no bounty" situation: you should be penalised for the attack, not the succesful defence.
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Well, the current situation is that you're always under attack anyway: the point is to discourage those attacks in the first place. Most newbies have no way to defend themselves against pirates, whether they want to or not. The new system encourages other more experienced/equipped players to kick the pirate's ass, thus discouraging them from doing it again.shorty38201 wrote:whats the point in trading at all if your always under attack for your cargo
According to Mit's description, you don't get penalised for killing someone with illegal cargo. I'm not sure of the full list but I'd say that means you're safe attacking people carrying slaves and narcotics.shorty38201 wrote:do we get a bounty for killing someone with illegal cargo, or a bounty?
Ok, that might be a bug. If this can be replicated (many people don't get rewards from killing people with bounties) clearly that isn't right. But first, be sure they actually had a bounty in the first place :)Willburn wrote:I saw a guy in fed space who had a 100 cr bounty, so I went up to him and blasted him with my lasers. I already noticed there, that I didnt receive any money at all.
Later on I brought up my Inventory screen and saw, that I have a 10 k bounty....
How? That sounds like an exploit, the way you phrase it. Don't cheat or risk a ban. I guess there's a way to remove a bounty (in terms of cash) between a couple of friendly players, if you just mean evening out the capital, sort of thing. But this sounds dodgy, so please elaborate :)Willburn wrote:me and Kona figured out a way to get rid of bounty, so it's fine now
Again... makes no sense. If you're rich, and you break "the law", your bounty goes up accordingly. If you're poor, it increases the same amount. It's just a percentage. If you don't want to risk losing money, don't kill people.Kona123 wrote:And is it fair that all the rich players that have like 2-4 mill get even more money? No.
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probably means 2 people with a bounty blow each other up.Fooli wrote:How? That sounds like an exploit, the way you phrase it. Don't cheat or risk a ban. I guess there's a way to remove a bounty (in terms of cash) between a couple of friendly players, if you just mean evening out the capital, sort of thing. But this sounds dodgy, so please elaborateWillburn wrote:me and Kona figured out a way to get rid of bounty, so it's fine now
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This type of talk is a joke and is not good for the game.Kona123 wrote:And what about the noobs? Like this one guy i was just helping, he wanted to see what would happen if he was shot. So I shot him, he didnt die, but. If I did however kill him he would lose his lazers, because he had a 10 crdit bounty(it was a glitch) and he had 7crdits. If someone killed him hed have no lazers, and even if someone found the new weapons, he couldnt get to them for about a week! And I bet they are expensive, the new weapons.
A 10 cr bounty, is a bounty which means he has killed some one. So what if he loses his lasers, if he can not pay his bounty.
The question is who fired first between A and B.
EG: If player A fired at me first. ( I have no bounty and carrying the good stuff ) Do I get a bounty for defening myself by killing A. This is the main point.
Now if I had a bounty which means I killed someone then my bounty will go up if I killed A who fired first. This is the norm.
The way I see it the players with a bounty should not be complainning. This means all pirates and freelance pirates.
It is the players like myself who has no bountry, should be the ones complainning. Plus the bounty hunters should complain as will. A bounty hunter can be hunted down once the pirates know who it is. Does the bounty hunter get a bounty on his head for defenning him/her self.
Plus should a bounty hunter get a bounty on his head for taking out a player with a bounty on there head. If this is the case then you can not have bounty hunters.
At the movment the new bounty system is the same as when you are attacked during a system jump. There is still some bugs to be ironed out.
I don't honestly see what everyones complaining about...If you don't kill innocent peeps, you will not receive a bounty! If you find yourself in a situation that calls for defending yourself, try to RUN instead of continuing to fire away at your pursuer to avoid getting a bounty. Especially if its a newb chasing you. If you fail and get shot down, too bad, but at least you won't have an extremely large bounty on your head. It has always been a risk to trade in space. Now just consider it a slightly larger risk.
I must admit this new bounty system has worked on me so far...I would have attacked a couple more people had this 10% thing not taken place.
I must admit this new bounty system has worked on me so far...I would have attacked a couple more people had this 10% thing not taken place.
This is what we did:Fooli wrote:How? That sounds like an exploit, the way you phrase it. Don't cheat or risk a ban. I guess there's a way to remove a bounty (in terms of cash) between a couple of friendly players, if you just mean evening out the capital, sort of thing. But this sounds dodgy, so please elaborateWillburn wrote:me and Kona figured out a way to get rid of bounty, so it's fine now
I told Kona to buy cargo which is roughly worth my bounty + the bounty I would get for one more kill.
I then blew him up and went to another planet to sell the cargo. After that I let him blow me up.
I don't think this could be considered cheating or an exploit
- killkill
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bcuz this is so new, u guys should try alternatives as of now to like kb's idea to not kill the aggressor. just live with it for now.kb32a wrote: If you find yourself in a situation that calls for defending yourself, try to RUN instead of continuing to fire away at your pursuer to avoid getting a bounty. Especially if its a newb chasing you. If you fail and get shot down, too bad, but at least you won't have an extremely large bounty on your head.
- fhko
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Perhaps the fighting system should be altered slightly to accomadate for defense. A way should be created for a player to nearly kill another player...by taking their integrity down to some critical level at which they become a floating scrap of metal for a few minutes but don't actually die...this way a defender can easily escape to safety with cargo intact and no bounty...would require the addition of a way for players to tell if they've reduced an opponent to this level or not...
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heres an idea for tweaking it. instead of saying if player a kills player b and has 5 times more money his bounty is x amount change it something more like
1.) player a kills player b while player b had less than 10,000 credits in cargo and cash player a bounty is 10% percent
2.) player a kills player b while player b had more than 10,000 credits player a bounty is 1%
3.) player a kills player b while player b had more than 100,000 credits in cargo and cash player a bounty is .05%
4.) player a kills player b after player b attacked him, player b bounty is 10% of his cash and no penalty to player a
5.) player a kills player b while player b had a bounty or illegal cargo, player a bounty goes down 1% if player a had a bounty
6.) player a kills player b while both players had less than 1,000 credits in cargo and cash, player a bounty is 50% of his cash
i just dont see how saying having 5 times the money of someone should stop you from killing them, i mean how many players are within that amount of the top 10 player wealth? i have maybe 6 players within the 5 times wealth limit, how does this help protect any noobs?all i see this doing is making it impossible to kill almost anyone in space if you have traded a lot and have a lot of credits, unless you just dont care about having a bounty.
1.) player a kills player b while player b had less than 10,000 credits in cargo and cash player a bounty is 10% percent
2.) player a kills player b while player b had more than 10,000 credits player a bounty is 1%
3.) player a kills player b while player b had more than 100,000 credits in cargo and cash player a bounty is .05%
4.) player a kills player b after player b attacked him, player b bounty is 10% of his cash and no penalty to player a
5.) player a kills player b while player b had a bounty or illegal cargo, player a bounty goes down 1% if player a had a bounty
6.) player a kills player b while both players had less than 1,000 credits in cargo and cash, player a bounty is 50% of his cash
i just dont see how saying having 5 times the money of someone should stop you from killing them, i mean how many players are within that amount of the top 10 player wealth? i have maybe 6 players within the 5 times wealth limit, how does this help protect any noobs?all i see this doing is making it impossible to kill almost anyone in space if you have traded a lot and have a lot of credits, unless you just dont care about having a bounty.
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Huh? Oh, so... they attack someone, log off and "lose" the combat, and the game assumes the "winner" actually killed them and increases their bounty accordingly?shorty38201 wrote:people are starting to exploit this new bounty system by attacking a rich player and logging off when we shoot back, giving us a huge bounty for doing practically nothing. something has to be done about this
Bug, if so. Report it on the bug forum...
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- morbydvisns
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lol this is all amusing to me. XD
one of the big things, is thes changes, that are greatly affecting the way the game is to be played and approached, is being introduced where having nearly a million credits is getting pretty common. then the bounties are being slammed all at once. Had this all been in place when ev1 started at 0, there wouldnt be ppl with near the amnt of credits as there are now. Its quite apparent that its not intended for ppl to become too rich too quick =).
the amnounts of bounties, imo is fair. i think there should be more of a 'stepping' incriment in cash ratios for bounty increase. i have a feling that this implemention is only a 'base framework' and mit probably has intentions on doing some finer tuneing on it.
as far as the ppl 'baiting' for a logoff instabounty. heres my take. 1: you know that ift hey logo ff itll happe and 2: ur sitting in cirrus where anyone that has anything worth messing with has shield. i knowits just 'playing around' but... ya set urselves up for it
yall either sit around in cirrus and bicker about it all or go out there and put it all to the test and see how messeed up u can get all the numbers to show a need for adjusting =)
one of the big things, is thes changes, that are greatly affecting the way the game is to be played and approached, is being introduced where having nearly a million credits is getting pretty common. then the bounties are being slammed all at once. Had this all been in place when ev1 started at 0, there wouldnt be ppl with near the amnt of credits as there are now. Its quite apparent that its not intended for ppl to become too rich too quick =).
the amnounts of bounties, imo is fair. i think there should be more of a 'stepping' incriment in cash ratios for bounty increase. i have a feling that this implemention is only a 'base framework' and mit probably has intentions on doing some finer tuneing on it.
as far as the ppl 'baiting' for a logoff instabounty. heres my take. 1: you know that ift hey logo ff itll happe and 2: ur sitting in cirrus where anyone that has anything worth messing with has shield. i knowits just 'playing around' but... ya set urselves up for it
yall either sit around in cirrus and bicker about it all or go out there and put it all to the test and see how messeed up u can get all the numbers to show a need for adjusting =)
- morbydvisns
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the other person has to fire on them before they log off. they are provoking harmless fire on their shielded ships in cirrus and logging when fired upon.Fooli wrote: Huh? Oh, so... they attack someone, log off and "lose" the combat, and the game assumes the "winner" actually killed them and increases their bounty accordingly?
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