Bounties should be gradient not flat

When a PvP bounty is placed on a ship that kills another player ship, the amount of the bounty should based on a gradient of how much the ship that was destroyed costs and not a simple flat fine.
This will generate a cost revenue for bounty hunters that will interest them as well as place griefers/gankers on their heals while giving them the fight they desire.
 
When a PvP bounty is placed on a ship that kills another player ship, the amount of the bounty should based on a gradient of how much the ship that was destroyed costs and not a simple flat fine.
This will generate a cost revenue for bounty hunters that will interest them as well as place griefers/gankers on their heals while giving them the fight they desire.

Going by this, if I park my Anaconda in a new-player area and destroy all their Sidewinders - it'll cost me nothin' all day*


*I wouldn't, it's just an example
 
Gradient from the current level of fine and up. You can use a linear, geometric or exponential modal from any base you desire until it is fine tuned.
F(b) = f(c) + c
 
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Have you read about the proposed system based on the cost of the perpetrators ship, that's expected in 2.4? [Additional bounty to be added by The Pilots Federation]
 
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