Did I mention miners are psychopaths![]()
Mining is very calming and therapeutic.
Did I mention miners are psychopaths![]()
It's better the way it is. Such is life. It's not supposed to be convenient.
Sorry, how's it life-like? If it's unfairness you mean, yes, but otherwise... Real bounty hunters (a kind of legal pirates, after all) would argue forcibly if I stole their prize and probably would threaten me to give the bounty back and probably the thing would be settled by percentage of damage or by ship class or by my ship being blown as retribution.
I'm not for convenience, either. I'm for immersion (so far I really like this game and I'm 150 hrs )
I won't argue about NPCs stealing your kill but to fire a few well timed rounds and be awarded the full bounty at almost zero risk for yourself breaks the "I'm really there" feeling and also reeks of a quick fix (basically, instead of "bounty to last shooting ship", it is "bounty to last shooting CMDR ship if any"). I doubt more than 3 lines of code were added. It could be done much better, I think.
Again, the competitiveness, whether it be between you and another CMDR or you and a capital ship, is intentional, and right up there in the spirit of the game. There's not many other ways to say it.still not sure its better how it is..
If i do 65% damage and use up most of my ammo, then that stupid capital class ship says "MY TURN" and wipes the remaining 35% out i think i deserve my fair share..
I was really happy to see an anaconda in a combat zone. they are one of the best things to get money from. and i was pretty disapointed that i received 0 credits for it.. (i even checked contacts incase a cmdr stole it.. Whom i would have killed for doing so)
But then you shoot a stupid cobra 1ce and blammo 20kcr.
i guess if there is a capital class ship in a combat zone then you may as well leave.
Is how we have it easier to program? Yes
does it use less bandwidth? Undoubtedly
Is it realistic? Not at all.
Is it better how it is than it could be using % of damage to calculate who gets the credit? Absolutely not.
im not sure how ensuring you do the most damage so you get the reward is worse than it is now.
If it was always who does the most damage gets the bounty then the issue with people letting npc's do the work wouldn't exist.
in-fact the system we have now is doing the opposite of what you are saying is the reason it is like this..
Sit and wait then take the last shot, is not "battling" at all its "sitting back and waiting."
(or even worse because standard npcs cant get the bounty now, its let the npcs do the work. and dont battle at all.)
A battle would be trying to do the most damage to the opponent so you get the bounty.
Refusing to stop chasing him down untll he was utterly vanquished. And trying to out maneuver the other NPC's and possibly cmdrs.
the system we have now "that you say makes you battle" is:
fly in to a combat zone in solo shoot every enemy 1ce. then just put 4 pips to shields and let the npcs rake in the bounties..
If it was by % you would fight till the last possible second to ensure you did the most damage *you would battle for the bounty* And in that scenario NPCS would also be entitled to steal your kill because they did the most damage.
The only reason they disabled npcs stealing the bounty is because the entire system is ridiculous.
Right now its a matter of shoot 1ce and let the npcs do the hard work.
I hope you now see the contradiction in what you are saying.
it is simply a fundamental game design flaw.
FD want players to compete amongst themselves, they don't mind them ripping off NPCs. And I think it's fine because it gives noobs a chance to make money.
Although nothing is set in stone we like the idea of bounties being a last shot gets the prize as we want it to be adversarial and we want people to magpie each others kills
Combat bonds however will be something that is split proportionally.
What happens if they flee to super cruise but you successfully chase them down and get back on their tail? There are more issues than first seems when you have to track who shot who, how much and for how long with the network model we have. I'm sure it's solvable but I can't imagine it's as easy as it is in other games with more traditional network models.
Well, yeah, understandable to a degree: they had to get most things right based on a thought out concept in a huge project... and they did, albeit taking shortcuts.
Now there should be time for improving what they have, not only adding new stuff and planetside action
So, post a new identical poll on bounty hunting. Let's see what the fanbase says.
No, it's exactly what I say the reason is. Two bounty hunters in an area. A wanted pirate's hull is dwindling. Both try to compete to secure the kill. What kind of reality doesn't define this as a competition?in-fact the system we have now is doing the opposite of what you are saying is the reason it is like this..
Sit and wait then take the last shot, is not "battling" at all its "sitting back and waiting."
Once upon a time, NPCs could also steal kills. Personally I think that should return.the system we have now "that you say makes you battle" is:
fly in to a combat zone in solo shoot every enemy 1ce. then just put 4 pips to shields and let the npcs rake in the bounties..
It's not about battling for the bounty. It's about securing the kill. Like in many competitive sports, there's one ball. The team that brings the ball home gets the point. You don't evenly divide the points depending on how far each team moved the ball.If it was by % you would fight till the last possible second to ensure you did the most damage *you would battle for the bounty* And in that scenario NPCS would also be entitled to steal your kill because they did the most damage.
Hey, if you wanna be slow and inefficient (or if you're in a sidewinder and are pressed for cash), go for it. The rest of us will kill the pirate normally.The only reason they disabled npcs stealing the bounty is because the entire system is ridiculous.
Right now its a matter of shoot 1ce and let the npcs do the hard work.
The content of your post displays an obvious lack of understanding of what a bounty hunter is - being a bounty hunter isn't about doing damage. All a bounty hunter needs to do is secure the kill. There is no reason in the world anyone is going to care about who does the damage. The amount you contribute is meaningless. All that matters is whether or not the target is dead. The only difference between a bounty hunter and an assassin is who's paying.Well, let them COMPETE, take risks and do the most damage for the most reward. Let them compete getting proficient at blowing ships. That's competition.
Let's say it: this variant would be a step forward but it would take some work of FD to pull it right.
Excuse me?Romeo, don't use big words like "meaningless". Some might be offended, having offered no offence.
If two or more people want to work together to that end, they should wing up and share the bounty. /threadBy definition, a bounty hunter is a person that is paid to apprehend a fugitive. The bounty is paid for the result and usually force must be applied in the process. If 2 or more work together to that end, do you think the state will cash out multiple bounties to each one?
well this thread will be devided by those who do the work and those who like to get the last kill in and save ammo.
I will just start letting the npcs do the work too.
it should up my 750k CZ avarage by quite a bit i would imaging.
This has nothing to do with ammo, but please do keep dodging arguments you don't have a counter to - it really sheds the content of your post in a rather revealing light.well this thread will be devided by those who do the work and those who like to get the last kill in and save ammo.
I'm fairly sure that a significant number of players would complain if the "last player shot gets the kill" feature was changed (as they did to get it changed to that in the first place).