The Bounty Hunting & Bounties tips, and general discussion thread

For me it seems alright. What I think has happened is that it's a little more random. I've had days where I found only small ships, and other days larger ships too. But don't assume from just a handfull of tries that it's now broken, play a little more first.

The RES' used to be broken, because no matter where you would go, you could always count on a good spread of ships from large to small. That's unrealistic IMO, it's been better since 1.3
 
Hmm.. I also came back to bounty hunting after a bit of a break, and I noticed this too..

I was expecting 'High Intensity' to be dangerous places to hang around with big bad ships to shoot, but the first two were completely empty and the third one was just eagles and cobras, with the odd hauler (usually ~20 - 50k a pop)

There was also one where the police vipers were attacking a police anaconda, which was amusing, but just BH Wanted bait and annoying that the only big ship present was system authority.

It seems a bit of a silly idea to have 'big ship instances' and 'small ship instances' if players will inevitably just logout and back in again until they get the first one?

How about having one type of instance with randomised ship spawns of all types? Or make it so that 'High Intensity' are full of the big dangerous guys with tooled up wing support, and low intensity are the small fry for target practice. Then you can choose how you want to play and you don't have to leave the game over and over to trigger the fun?
 
I'm finding with High Int RES I'm having to roll the dice half a dozen times or more to get anything other than sideys/eagles or vipers/cobras/imp couriers. When it does hit double six I get pythons/imp clips/vultures/fed drops but not had a conda in a long time.
 

Carro

Banned
I'm finding with High Int RES I'm having to roll the dice half a dozen times or more to get anything other than sideys/eagles or vipers/cobras/imp couriers. When it does hit double six I get pythons/imp clips/vultures/fed drops but not had a conda in a long time.

Only half a dozen? Sometimes it's ten or twelve times for me.
 
Pirates / PK vs Bounty Hunters

I think it is time to review the way bounties are placed on the heads of pirates and other PK.

I think it would be good to make their "professions" much riskier.
Why not put bounty amount as the amount of insurance the vessel slaughtered player?
Larger is the ship destroyed, bigger will be the bounty on the head of the pirate / pk.
This principle would apply in case of aggression characterized without reply from the other party, so only if the victim does not attack the aggressor and also only if the victim is not itself a carrier of such bounty.
Also the bounty does not would disappear if the player is killed by an NPC or suicide.

Advantage: Bounty hunters might be very interested to hunt these players. PK will be low profile, Pirates will look to 2 times before destroying another player.

Of course we must also be able to prevent abuse of such a system, some would like to stick together to share the bounties in question between them.
So bounties can only be obtained if the player who kills the bearer of the bounty is not itself the bearer of such bounty.
Similarly to guard an abuse of a PK that takes a sidewinder to make clean his bounty, the latter would be granted in proportion to the vessel shot.
For example: a player at a bounty of 1,000,000 credits on his head, if he is shot on a sidewinder the amount deducted from the bounty in question is equal to the amount of insurance on his own ship.
Knowing that the majority of pirates and PK favor certain types of vessels, they should have a multiplier coefficient on the bounty received. (Vulture = insurance x 2, Clipper / Spearhead / Python = insurance x3, Anaconda = insurance x 5).

P.S. : Sorry for mystakes, english isn't my primary language. Google translate was helping me a little bit. ;)
P.S. 2 : My apologies if a proposition like this one was already made on this forum.
 
so what would stop a PK from buying a buying a sidewinder and shooting system security so that they kill him and quash the bounty?


(sorry, didnt read all the post)
 
Last edited:
You can make good money by taking mission to destroy pirate lords. You get paid AND bounty. Mission pay is usually ~300K Cr.

[url]http://savepic.ru/7667030m.png[/URL]

Since you don't have the best equipment available be sure to take some SBCs.

If there are no pirate lord missions available assassinations work too:

[url]http://savepic.su/5896261m.png[/URL] [url]http://savepic.ru/7637334m.png[/URL]

Care to share your FdL specs? I'm working my way for an FdL (currently in a Vulture) and doing lots of CZ. Tedious and dull but I can make 2mil in 90min or so.
 
Last edited:
I think it is time to review the way bounties are placed on the heads of pirates and other PK.

I think it would be good to make their "professions" much riskier.
Why not put bounty amount as the amount of insurance the vessel slaughtered player?
Larger is the ship destroyed, bigger will be the bounty on the head of the pirate / pk.
This principle would apply in case of aggression characterized without reply from the other party, so only if the victim does not attack the aggressor and also only if the victim is not itself a carrier of such bounty.
Also the bounty does not would disappear if the player is killed by an NPC or suicide.

Advantage: Bounty hunters might be very interested to hunt these players. PK will be low profile, Pirates will look to 2 times before destroying another player.

Of course we must also be able to prevent abuse of such a system, some would like to stick together to share the bounties in question between them.
So bounties can only be obtained if the player who kills the bearer of the bounty is not itself the bearer of such bounty.
Similarly to guard an abuse of a PK that takes a sidewinder to make clean his bounty, the latter would be granted in proportion to the vessel shot.
For example: a player at a bounty of 1,000,000 credits on his head, if he is shot on a sidewinder the amount deducted from the bounty in question is equal to the amount of insurance on his own ship.
Knowing that the majority of pirates and PK favor certain types of vessels, they should have a multiplier coefficient on the bounty received. (Vulture = insurance x 2, Clipper / Spearhead / Python = insurance x3, Anaconda = insurance x 5).

P.S. : Sorry for mystakes, english isn't my primary language. Google translate was helping me a little bit. ;)
P.S. 2 : My apologies if a proposition like this one was already made on this forum.

Pirates don't PK if you don't run ;) Theres probably 10 player bounty hunters to every player pirate anyway so no.
 
Last edited:
Indeed but destroying an huge vessel and killing people must stay a major crime, isn't it ?

- - - Updated - - -

so what would stop a PK from buying a buying a sidewinder and shooting system security so that they kill him and quash the bounty?


(sorry, didnt read all the post)

Read it then. ^^
 
Last edited:
Do you realize some people work very hard to increase the bounty on themselves? Personally i have very little time to play, but every time i log on, i always strive for the biggest bounty on my head i can get (and i prefer to get the bounty from player kills).
 
Pirates don't PK if you don't run ;) Theres probably 10 player bounty hunters to every player pirate anyway so no.
. Considering every 9.8 of those "Bounty Hunters" are farming RES's with maybe 0.2 of that number actually hunting pirates and pk'ers I'd say the ratios isn't one sided for pirates lol.


Although with that being said I feel that some kind notoriety thing needs to be in place, for repeated killings so that such scum and villainy can't easily slaughter players and NPC's. Not entirely how to implement this but I would prefer this kind of direction rather then just making them pay more. Not sure how this suggestion would go for bounty hunters though or if it would even have an impact on the way things currently are.
 
I think it would lead to more interesting gameplay for everyone if the bounty were instead based on the size of the attacking vessel -

A player rolling in a sidewinder shooting everything that moves is both less interesting to kill and less threatening to their potential victims than a player doing the same in a python.

Likewise, it takes more effort for the BH to kill a target in a python than a target in a sidewinder.

I love your idea about basing the account of the bounty cleared on insurance, I think that is brilliant and should be implemented tomorrow.

I don't think that basing bounty off of the nature of the conflict makes sense - a ship flying around shooting at other players isn't less threatening to anyone of the targets aren't shooting back.
 
Care to share your FdL specs? I'm working my way for an FdL (currently in a Vulture) and doing lots of CZ. Tedious and dull but I can make 2mil in 90min or so.

Send by PM.

You should be able to make more at RES, 'course you'll likely need to reset it plenty of times to get proper spawn (I supercruise out and back in, this works in "Open mode" too).
 
Last edited:
Maybe instead of changing the bounty system, it would be better to add a way for bounty hunters to track players with huge bounties.

This. Plus - somehow - fix combat logging.

That would make hunting players for bounties viable. Currently it isn't. Just doesn't matter how much bounty they have on their heads, you can't really get it unless you are really lucky and a) find one, b) find one that is "honourable" and doesn't log on you. Now, having bounty and b) doesn't happen at the same time in my experience.
 
so what would stop a PK from buying a buying a sidewinder and shooting system security so that they kill him and quash the bounty?


(sorry, didnt read all the post)

npc death doesnt resett the bounty... would be easy...

but what stops them from calling a friend and earn that bounty while he sits in a sidewinder
 
Small bounty system is broken - almost lost my 3 mil insurance ship for a 200 credit bounty.

I know this is old news, and I know some of you will say that I should be more careful, but hear me out.

I was minding my own business mining with my clipper, got to about 150 cargo of platinum, palladium, painite, gold, the good stuff. And behold a scan detected. Looking around I see a lone npc eagle, saying how my loot is so great, and he wants it so bad. So, I prepared my turrets, started to scan him, and shot a fraction of a second too soon. And of course, because I attacked the pirate that was threatening me, with a 20000 credit bounty on his head, I got the 200 credit bounty on my head. After disposing of him, I had to immediately abandon the mining site, because authorities were hunting me down, to go to the nearest station to pay the bounty, which was of course, 12000 ls away. While traveling, I took my time and I waited for the bounty timer to expire, but that didn't change my wanted status - great.

And so I got to the station, with the bounty stuck and when I was getting close to the entrance, of course the security scanned me, and very soon, they told me that I was identified as a criminal and immediately attacked. The notorious 200 credit bounty villain needed to be destroyed to not threaten the good people on the indestructible station. I barely managed to escape, jump away, jump back, this time managing to dock, only to find that the bounty can't be payed at all. I appear in the system as clean, although the local bounty is still 200.

So much fuuuun, yey.
 
Back
Top Bottom