I just remembered this topic while i was on reddit...we had it several times here in the past, all the "bounty exploits", the flaws with the whole system...and we never got a response, the only "change" was that you cant pay your own bounty, but the system is still broken.
So let me summarize it again...
Bounty and Fines are currently a fixed value, i dont know what it is exactly since im not a killer, but i think its 100cr for friendly fire and 10.000cr for a kill or so.
Now where exactly starts the issue? Well, the bounty isnt scaling. Killing a Sidewinder provides the same Bounty as killing a Type 9.
The difference is, that a sidewinder is extremely cheap, while a T9 is one of the more expensive ships, not to mention the value of the cargo.
So why isnt killing a large, expensive ship worth "more"?
Thats the first flaw with the system. Now the exploit that is there since...well...ever
When a player with a bounty gets killed, the full bounty can be paid out to the hunter. Sounds fair right? Think again, the problem is, that the pirate can switch to a sidewinder, get killed, the hunter gets the full payout while the pirate looses the price for a tiny little sidewinder.
So, the trader lost several millions in commodities, and his ship rebuy, while the pirate gets a few thousand credits bounty that his friend can then claim without them loosing anything. they can actually make profit through that. They dont have a reason to let the trader live, when they can make profit through killing him.
So its a completely broken system that gets abused, is exploitable, and is overall unfair for the balance between trading and murder-pirating.
But how could it be fixed?
Original suggestion
Psycho Romeo's Idea
So let me summarize it again...
Bounty and Fines are currently a fixed value, i dont know what it is exactly since im not a killer, but i think its 100cr for friendly fire and 10.000cr for a kill or so.
Now where exactly starts the issue? Well, the bounty isnt scaling. Killing a Sidewinder provides the same Bounty as killing a Type 9.
The difference is, that a sidewinder is extremely cheap, while a T9 is one of the more expensive ships, not to mention the value of the cargo.
So why isnt killing a large, expensive ship worth "more"?
Thats the first flaw with the system. Now the exploit that is there since...well...ever
When a player with a bounty gets killed, the full bounty can be paid out to the hunter. Sounds fair right? Think again, the problem is, that the pirate can switch to a sidewinder, get killed, the hunter gets the full payout while the pirate looses the price for a tiny little sidewinder.
So, the trader lost several millions in commodities, and his ship rebuy, while the pirate gets a few thousand credits bounty that his friend can then claim without them loosing anything. they can actually make profit through that. They dont have a reason to let the trader live, when they can make profit through killing him.
So its a completely broken system that gets abused, is exploitable, and is overall unfair for the balance between trading and murder-pirating.
But how could it be fixed?
Original suggestion
We know that ship prices are saved, if we buy a ship with 10% discount, we sell it for the same amount. So the bounty for killing should be exactly that value + whatever was left in his cargo. but wait, wouldnt that increase the issue with a friend claiming all of that bounty? Well, here starts part two.
Bounty payout shouldnt be "all for one kill", instead it should again be based on the value of the destroyed ship.
So if a pirate destroys a ship worth 10.000.000cr, he will get those 10M as bounty on his head.
If that pirate then dies in a ship worth 50.000cr, the bounty gets reduced by that exact amount, he would still have 9.950.000cr bounty left on his head, the hunter could then claim those 50k credits.
If the pirate wants to switch to a cheap ship to "exploit" it again, he couldnt. A ship worth 1.000cr would again decrease his bounty by that amount.
This would then repeat until either the full bounty is claimed and the murderer lost ships worth the same amount as his kill, OR when the pirate wasnt scanned by someone who could claim that bounty (the 7days rule). If someone scans him and detects that bounty, the timer resets back to 7 days, if the pirate then gets killed it turns into an inactive bounty until someone scans him again.
That way there would be finally a fair balance between trading, pirating and murdering. a trader might loose some of his cargo because the pirate stole it, while the pirate might get a fine for illegal cargo, but neither of them would loose a huge amount of money through a murder crime. a bounty hunter would then be rewarded for killing those large "pirate lords" who kill for fun, punishing them for their crimes while getting rewarded with a good amount of money.
the only issue left would then be "hiding in private or solo" until Sarah unleashes her skynet AI...then we are all screwed
Bounty payout shouldnt be "all for one kill", instead it should again be based on the value of the destroyed ship.
So if a pirate destroys a ship worth 10.000.000cr, he will get those 10M as bounty on his head.
If that pirate then dies in a ship worth 50.000cr, the bounty gets reduced by that exact amount, he would still have 9.950.000cr bounty left on his head, the hunter could then claim those 50k credits.
If the pirate wants to switch to a cheap ship to "exploit" it again, he couldnt. A ship worth 1.000cr would again decrease his bounty by that amount.
This would then repeat until either the full bounty is claimed and the murderer lost ships worth the same amount as his kill, OR when the pirate wasnt scanned by someone who could claim that bounty (the 7days rule). If someone scans him and detects that bounty, the timer resets back to 7 days, if the pirate then gets killed it turns into an inactive bounty until someone scans him again.
That way there would be finally a fair balance between trading, pirating and murdering. a trader might loose some of his cargo because the pirate stole it, while the pirate might get a fine for illegal cargo, but neither of them would loose a huge amount of money through a murder crime. a bounty hunter would then be rewarded for killing those large "pirate lords" who kill for fun, punishing them for their crimes while getting rewarded with a good amount of money.
the only issue left would then be "hiding in private or solo" until Sarah unleashes her skynet AI...then we are all screwed
Psycho Romeo's Idea
When the criminal is shot down
-Immediately subtract claimable bounty from the criminal's standing credit balance
-Give an equal amount as a bounty claim to the hunter
-Subtract an equal amount from the criminal's bounty record
The key is that no credits are being created out of nothing, and nothing is forgiven for free. This resolves the exploit, and turns it into a trade at best. Example:
Criminal:
400k in the bank, flying an a rated eagle
20k rebuy
40k local bounty
600k total interstellar bounty
If that criminal is shot down, they will immediately lose 40k from their bank, which turns into a claimable award for the killer.
Then they must spend 20k rebuy to get their ship back.
However in this situation, if the criminal is KWSd before being shot down, they would immediately lose 600k from their bank.
But they can't afford that, because they only have 400k in the bank.
In this case, 400k worth of claimable awards are given to the killer, and is immediately subtracted from the criminal's bank and bounty record.
However, the criminal still has 200k worth of bounty on record. On top of that, their bank account is now 0cr and unless they can get a loan, they won't be able to afford their rebuy, sending them back to a stock sidewinder.
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