Bounty buddy farming

I noticed a possible flaw that I'm curious if there are designs in place to stop people from doing it.

Basically, player 1 and 2 farm npc/authority vessels and or killable players to achieve higher bounties. Then, player 1 kills player 2 to receive his bounty, when player 2 respawns he comes back and kills player 1. Trading each others bounties.

I'm unaware of any system in place currently and while watching a few streamers take place in this activity I am curious what systems are in place to prevent it. I can see this causing quite a bit of a problem. If the primary system in place is other players possibly coming and killing either of them for their bounties to disrupt this possible problem. Then I am worried about players jumping to less populated areas and just farming NPCs and then killing each other. Even if player 2 has to travel further back to receive player 1s bounty, they could still net an extremely high yield bounty.

Hope I explained that properly. I fear this will allow certain players to achieve getting the best upgrades/ships quickly.

If there are systems in place to prevent this type of farming then please let me know. As I hope I am wrong completely in assuming there are not.

If there are not, then I suggest a type of infamy system. If player 1 has a high infamy, and player 2 kills him. Player 2 receives his bounty. But player 1 because his high infamy cannot receive player 2's full bounty because he is viewed as a criminal, just unwanted after his death. This would disrupt players being able to farm for high bounties just for the purpose of their friends killing them, and they killing their friends in return, for easy credits. So by farming for high bounties peoples infamy goes up as well. infamy can be lowered by missions and killing different targets for bounties. So they can't just farm their friends in a sidewinder to lower their infamy. This would stop the bounty farming, but still allow pirates to get credits from cargo.

It stands to reason that a person with a high bounty/infamy would not be allowed to turn in a bounty for another criminal as he himself is a criminal. Pirates would still be able to black market goods .. ect. But bounties would be lowered considerably.
 
If you have 20.000Cr bounty on you...

And your friend kills you for the bounty.

Then your friend receives 20.000Cr.

And YOU have to pay him those 20.000Cr from YOUR own credit balance.

Now, if he has 20.000Cr bounty next, and you kill him... you get your money back, paid from his balance.

In effect, you are just swapping credits back and forth...
 
Another idea, perhaps they gain 1 infamy for every say 1.25 bounty. So if player 1 has a 12.5k bounty, and player 2 has a 10k infamy. Then he can only receive a 2.5k bounty as the person he killed is considered a greater threat.
 
Run the bounty to a few million via getting repeatedly scanned with stolen cargo. Then let your friend kill you. After doing so, delete the character and make a new one (maybe declare bankrupcy, not entirely sure what that button does or what it requires). Your friend can split the payout with you via abandoning platinum at a safe location for you to scoop up. Obviously your friend may have to travel a couple hundred LY to reach your new spawn location, so that should be taken into consideration. And no, I don't think there is any way to prevent this type of activity currently. Even if they disabled character deletion, you could still just go into permadebt. The system takes 10% of all your income until the debt is paid. So although you'd suffer a tax for a long time, you could still advance and it could still easily be worth while even over the long term. Obviously the threshold bounty where this is worth while will vary. For some, it may not be worth anything less than a hundred million.
 
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