Bounty Hunter Information Service

Or whatever the hell people want to call it. :p

I assume this has probably been brought-up before (I know some people have touched on it on Reddit), but I honestly can't find relevant threads in this forum so, here goes.

Bounty hunting NPCs is easy as pie. Head to a RES, sit, wait. Bounty hunting specific players is nigh impossible. Sure, we can see the five players with the highest bounties that passed through the area recently, but there's crucial information missing. How long ago were they seen? What ship were they in? Where are they going? There are players running around with bounties on their heads in the millions (edit: and also billions; wowz) of credits, but presumably they don't really have to care about it. It's highly unlikely they'll run into some crack bounty hunter that is actually looking for them.

My idea here is to fill the void of information that prevents one from effectively tracking specific players with extremely high bounties with a new, subscription-type service. Initially, you pay a few thousand credits (say maybe 30-50k as a one-time flat fee, to separate it from new players just starting bounty hunting so they don't bite-off more than they can chew) to subscribe to any of the major factions' information services (Alliance, Federation, or Empire; independent worlds would be excluded). Each service would be subscribed to separately, at any local security office that's in that faction's space. Once you pay that flat fee, you can access their service to search for players (not NPCs) that have bounties on their heads (with some lower limit, like say a 50k bounty minimum to again separate new players a bit and give them time to learn the ins-and-outs of piracy or the like). The list would show the player's name, the bounty on their head (only for Alliance, Federation, or Empire, depending on who's list you're looking at; kill scanners would still be a necessity), and the last known system, as well as an indication of how old that data is (say anywhere between 30 mins -1 hour, at least for the data on the full list).

When you see someone you want to hunt, you select them and then start paying a recurring fee (say maybe 1-5k credits per 30 mins, or possibly larger, scaling with the size of the bounty), which gives you near-real-time data whenever that target enters a system belonging to that faction (time-delay for the data could be random, anywhere from 1-3mins or so, to ensure that FSD wake scanners are still a necessity). That information would be sent to your inbox as a message, saying something like "Alliance BHIS: CMDR 'BaconyGoodness' spotted in 'Lave', in a Viper Mk. III [Delete] [Unsubscribe]" (the [Delete] button would delete the message, and the [Unsubscribe] button would stop tracking the target, for convenience's sake, so you can give-up the chase without having to trundle all the way back to that faction's systems; the ship type data is important for effective hunting in crowded systems). (It should also be noted that having that subscription active provides enough data to the network to know that it should put the target player and the bounty hunter in the same instance when they're in the same system.)

In a way this is also a good thing for pirate players, as it would add significant risk-reward decisions for those who just run around killing people all the time, as well as add incentive to keep their total bounty in check, or face a veritable swarm of players looking to collect. And on the flip side, players with high bounties could use it as a honey trap, to knock-out bounty hunters and eat into their profits, discouraging others from trying the same. Hell, couple it with a way for subscribers to the service to add notes or comments on each bounty and it'd also add a bit of social glue between bounty hunter players.

One side-effect of this would be that it might push pirate players to independent and anarchy systems a bit more, as it'd be much much harder for a bounty hunter to get up-to-date intel on them. In a grander sense, this could also be seen as a form of pressure for independent worlds to sign-on with one of the three major factions, as joining them would also mean gaining protection by that faction's bounty hunters.
 
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While this is a great idea, I'd bet 90% of those multi million bounty players are in solo, therefore untouchable by other players until they decide to sell their bounty.
 
While this is a great idea, I'd bet 90% of those multi million bounty players are in solo, therefore untouchable by other players until they decide to sell their bounty.

A fair point, though it's hard to know. It's not like we have access to that data. The number could in fact be much higher or lower. I suppose it would be important to tack-on one more feature, and that's filtering-out players who are in solo mod from the list. Obviously there's no point in them being there.
 
While this is a great idea, I'd bet 90% of those multi million bounty players are in solo, therefore untouchable by other players until they decide to sell their bounty.

Isn't that illegal? Or does Frontier actually allow that? I would think real world transactions would be a account banable/disabling offense.
 
Quite true. I doubt there's much Frontier could do to actually stop that sort of thing completely, though there certainly are ways of flagging suspicious behaviour. Like flagging an account for review if they have something like a 1 million credit bounty and they are killed in a Sidewinder (assuming they don't play in the Sidewinder all the time) by a random player with no relation to them and not causing any return damage. Or the like. Any system like that would have to be kept secret on Frontier's end though because knowing how it works would give people selling their bounties for real money more information on how to game the system. :/

Speaking of preventing gaming the system, I think it'd also be prudent to not let people collect bounties on their friends, or anyone they have been friends or in a wing with in the past month (or if player factions are ever created, anyone from within that faction killing someone else in it and so on). Such a hard limit would discourage people from just pirating like mad, and then when they have a big bounty, pulling sidewinders, killing each other, and then cashing-in. Hell, doing that could probably net you a huge profit for the amount of time you put in if you're good at piracy. Unless there are other limitations I'm not aware of that already prevent this.

I really don't want to see bounty hunting go the way it was in EVE. When I last played EVE, putting bounty on anyone was practically just handing them free money, because they'd just get a friend to kill them and split the profit.

Another useful addition to the game would be NPC bounty hunters, who would doggedly go after people with exorbitant bounties. If I had a billion credits on my head, I'd expect to be jumped by four Master-level NPCs in a wing of really well outfitted Asps and Pythons ready to kill me every so often. Having those would probably give people with such bounties less reason to stay in solo, since the risk would be kinda the same, and even more reason to go with open play because they could stick together in a wing with other pirates for safety. Having the run of the galaxy with a billion credits on your head is just comically absurd. (It shouldn't even matter where you are. Any bounty hunter would pay the fines and bounty they'd get put on them if they could nab a billion credit pay-day.)
 
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