Chained Mission Bounty Hunting arc

It occurred to me that chained missions could make for lovely bounty hunting 'tracking' scenarios - if there is a way to maintain state across chain segments.

The hunt would consist of several 'mission target' segments as follows:


  • Space wreckage salvage: wreck of victim, gives location of loot cache, inbox hints about weapons loadout of target >
  • Surface commodity salvage: cache of some stolen goods left by target, gives inbox message for next mission, >
  • Anarchy station: where rest of goods sold. docking gives message from informant about hideout >
  • Space Weapons Fired PoI: target found attacking a freighter. Kill now or if they high wake, fail or follow for >
  • Surface assassination: hideout base, with pirate lord NPC target. ||
  • Assassination: target hiding in rings ||
  • Outpost assassination: target hiding at outpost, launches as player approaches.

For more difficulty, the intermediate segments could be complicated by the appearance of NPC 'henchmen'.

The segments (apart from the 'showdown' ones) could be recombined in arbitrary order for variety.
 
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I back this idea 110%. Bounty hunting at the moment is best done by farming kills in a static location, which doesn't really suit bounty hunting (the term). I'd like to see more chase parts. I rarely use the FSD Wake scanner, and I'd love to change that :)

Also, on top of this, illegal bounty hunting! I love going to systems and killing ships that only have bounties from the non-controlling factions, but it's not very profitable. It feels dangerous and risky, fun, etc, but it's a poor earner.
 
i too like this idea and posted something similar a while ago, an actual quest instead of just farming in a RES - if, as you say, there is a way to maintain the state of the target through multiple instances (if i attacked him and got him down to 20% hull before he escaped, i would be seriously underjoyed if i found him again a minute later with full hull and shields, like the current 'persistent' NPCs can.)
 
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