Separating the two completely I think would be absolutely essential for using any bounty-like mechanism for PvP.All in all I think one of the main issues seems to be the fact that C&P system does not differentiate between PVE and PVP bounties, while all the other aspects of the game do make that distinction and treat PVE and PVP slightly differently - from skill level to motives. This seems like an omission - or perhaps a system implemented only partially?
Players wouldn't even see other player's PvE bounties (they'd just appear Clean if they only had that sort) and couldn't claim them; PvP bounties conversely would always be incurred to some virtual faction that doesn't hold territory or influence and can't issue PvE bounties, regardless of the system owner and even in uninhabited space - and therefore wouldn't attract NPC bounty hunters or other PvE consequences.
Probably scrap notoriety entirely and just remove the ability to pay off bounties at an IF entirely as well - you either hand yourself in (which you can't do for PvP bounties) or clear it on death, your choice.
(The PvP bounty would end up being more a flag to say that "this player doesn't look where they're going when docking" than something with actual gameplay consequences, in this model)
It's more complicated than that, because the BGS always isOn the topic of influence, honest question because I am really not that familiar with th BGS: wouldn’t / shouldn’t this be a zero sum game? Don’t murders lower INF?
E.g. Player B kills NPCs in jurisdiction A, this lowers Faction A INF. Player B allows Player A [Faction A] to claim his bounty, this boosts Faction A INF. Different than wanted NPCs where they just spawn with those bounties.
The two big things are that:
- murder and bounties are on separate tracks with their own diminishing returns curves, so the two aren't going to cancel out exactly (which one is bigger will depend on what else happened in the system that day)
- Faction A has a separate jurisdiction and influence track for each system, so the negatives can be incurred in one system and the positives in another (because you don't have to hand the bounties in to the system they were generated in), to the potential "benefit" of both.