Bounty hunting means "dead or alive" or just dead?

So I shoot a few rounds at the wrong guy or near a station, get a bounty of 1000 credits on my head and now any poor devil will be lawfully permitted to blow me out of the sky.

Let's reverse this: I'm the bounty hunter after a wanted guy. Realistically, that guy may want to pay out his fine or do time in prison (NPC only) rather then float dead in space. He may require convincing he can float dead in space if he does not comply.

There should, perhaps, be an upgrade to this bounty hunting.

Here're my ideas:

3 types of bounty
- wanted dead (where you have to bring back proof, cargo scoop the flight recorder or the body). For the really bad types.
- wanted dead or alive (where full bounty is paid for returning the fugitive to the nearest station or half bounty for killing and returning with only proof of the kill). Pirates and the like
- wanted alive, small offenders (same as before but with BIG penalty for destroying their ship)

convincing
- some will comply from the start after interdiction
- some will need convincing (blow their hull to some 30% and then ask them again)

escorting back
- some will submit peacefully
- some will try to run for it and you'll need to place a mine limpet on their ship to force compliance

The root of this being bringing back proof before being paid !
 
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Robert Maynard

Volunteer Moderator
There is no way to bring the pilot in - and I would not expect there to be in the future - the ability to hold a player in their escape pod in the hold of a ship would open up players to a form of incarceration by others - not exactly enthralling gameplay - especially if the player with the escape pod in their hold decided to take a trip to Sag A*....
 
There is no way to bring the pilot in - and I would not expect there to be in the future - the ability to hold a player in their escape pod in the hold of a ship would open up players to a form of incarceration by others - not exactly enthralling gameplay - especially if the player with the escape pod in their hold decided to take a trip to Sag A*....


no,no,no, no incarceration. The other pilot is being escorted in his own ship (with or without that mine limpet I was talking about).
At the station, it gets escorted by the patrols and 6 hours after the bounty is confirmed
 

Robert Maynard

Volunteer Moderator
no,no,no, no incarceration. The other pilot is being escorted in his own ship (with or without that mine limpet I was talking about).
At the station, it gets escorted by the patrols and 6 hours after the bounty is confirmed

What's to stop the bountied player simply self-destructing (if the rebuy is lower than the bounty and they didn't last dock at a station where they had a bounty) or leaving the game?
 
What if when the ship surrenders, it surrenders computer control to the escort?
Even if self-destruct works, the escort can present a flight recorder as proof for the kill and cash the bounty. Same for exiting the game (only the bounty remains for next time)
The prisoner can pay the penalty downgrading or selling his ship back to sidewinder and if something remains unpaid, it is deducted as a percentage from future transactions. Can't really reason the magical rebirth at some station after dying in the back of beyond.

True, it can be exploited by human players. That "ship in danger, wait 15 seconds before exiting" gave me an idea: "exiting now would mean forfeiting choice in paying the bounty".

I had thought it as a way to enhance gameplay against NPC's and avoid senseless killing but even so, rough as it is, it might work.
 
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3 types of bounty
- wanted dead (where you have to bring back proof, cargo scoop the flight recorder or the body). For the really bad types.
- wanted dead or alive (where full bounty is paid for returning the fugitive to the nearest station or half bounty for killing and returning with only proof of the kill). Pirates and the like
- wanted alive, small offenders (same as before but with BIG penalty for destroying their ship)

convincing
- some will comply from the start after interdiction
- some will need convincing (blow their hull to some 30% and then ask them again)

escorting back
- some will submit peacefully
- some will try to run for it and you'll need to place a mine limpet on their ship to force compliance
I think the root of what you want comes from an extension of what how we can interact with the AI, specifically the idea of surrendering. To this end, I think the idea is great.
However I think the specific implementation you have in mind is lacking cohesiveness. The idea of a mine limpet is especially silly in my opinion. Nothing short of forcing the NPC to comply would sit cleanly, and the only good way to do that is though a escape pod cargo canister kind of mechanic.
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So instead of the 'dead or alive' choice you have above, I think it should be a more rigid 'dead or bonus if alive' kind of deal, where the specific bonus size and specifics depend on the parameters of the mission. That way the player isn't quite so terribly out of luck if for whatever reason the target can't be convinced to eject, but there still may or may be a good reason to try. Reputation especially would be a good motivator in this regard.
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Also, it'd add an interesting minigame. Can you convince the target to eject A) without killing them and B) before they can escape?
 
The idea of a mine limpet is especially silly in my opinion. Nothing short of forcing the NPC to comply would sit cleanly, and the only good way to do that is though a escape pod cargo canister kind of mechanic.

Well, the ideea needs refining and it was thought for NPC play, mainly.
The mine limpet would be the equivalent of a gun to the head (cockpit) to force compliance. Could be replaced with surrendering control to remote operator.
My version is two pronged:
1) to stop senselessly killing just because one can (true, it's fun to see a bang, but I'd like a "don't kill unless you have to " option). How's getting a bonus for capturing the ship instead of blowing it up?
2) to add deapth to the gameplay, making for more diverse , longer and reward heavy activities.

As for the question how many players want this either way, Maynard (the moderator) said that forum users are not representative to the player base. Ok again. But I guess all players (Steam, retail, and so on) start their game through this same screen, where, in a corner, one could replace one of those "news" snippets with a poll on some sensitive issues
Elite starting screen.jpg
And, after getting a representative statistic, FD could implement some of them as a gameplay option (if you want it or are curious....you opt for it and then you can opt out). It adds diversity/realism to gameplay for those who seek it. And this could bring more people in, or keep people locked in because it adds a new twist (not this get the bounty thing, but other important gameplay improvements I read on forums that sound good but FD is afraid to implement for various reasons).
 
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Well, the ideea needs refining and it was thought for NPC play, mainly.
The mine limpet would be the equivalent of a gun to the head (cockpit) to force compliance.
My version is two pronged:
1) to stop senselessly killing just because I can (true, it's fun to see a bang, but I'd like a "don't kill unless you have to " option). How's disable the ship and get a bonus for it together with the bounty? Towing the disabled ship would be possible
2) to add diversity to the gameplay, making for more diverse , longer and reward heavy activities.

Knocking out the powerplant and then using comms to demand they eject would be an idea.
Though of course a basic comms interface with NPCs would be needed first and the AI needed to run the conversation depending on the situation.

I agree that more variety in criminal hunting would be nice.

CMDR CTCParadox
 
I've yet to see a ship get disabled. I always have gambled beams on powerplants. They always blow up.

agreed, disabling just doesn't work at this stage (not even damaging one system significantly more than others..

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Knocking out the powerplant and then using comms to demand they eject would be an idea.

I'd rather not get into the escape pod gameplay, as it could break the game in so many ways for a defeated CMDR. Disabling the ship/hacking the ship computer and then towing it might workable, or just escorting it under its own power after having disabled the shields and weapons... but this would need another game mechanic (realistic damage/disabling of systems)...
 
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