I still think bounty payouts should never exceed the amount stated when you scan the ship and see it's value.
Paying out 180% (or 260%) doesn't make any sense to me (because who would ever do that?) but I understand that it's done solely to garner interest in people who want to play multi-crew with credits as their main priority.
The revised payouts will hopefully satisfy more people than the previous one because it seems better balanced and given that it seems we are stuck with artificially inflated payouts.
The proposed protection changes are welcome but obviously cannot address every exploit in combat multi-crew. Nevertheless it is a step in the right direction and it's great to see FDev working on this so quickly.
The ONE thing that multicrew NEEDS to have is that you don't get awarded ANYTHING if you do not take part in the kill !
Otherwise the 'afk' exploit still stands that that's just pathetic.
i concur
any good multiplayer game gives a bonus for doing stuff together. if not, the game ends up favoring solo gameplay.
and there are two approaches to do that.
either they increase the number of targets depending on the number of player present, so the advantage is a result of the increased killspeed,
or they increase the payout per kill depending on the number of player.
The later usually comes together with an increased difficulty via more hitpoints on the NPCs.
very succesfull multiplayer games come with a mix of both, with mechanics that prevent the second method beeing missused by overpowered solo builds running alone in a multiplayer instance...
its about emergent gameplay, not about realism.
since elite dangerous is a heavily instanced game - they could make multicrew- npc ships spawn if multicrew player present (chaff immune turrets, extra power) that also have increased bounty payouts because multiple npcs as crew...