Dropping cans in a RES stops being an annoyance to the miner as soon as the miner leaves the area / instance / mode. A bounty would persist until collected (presumably).
If players could place a bounty on any other player for no reason then it would facilitate harassment by proxy - with the bounty hunters being none the wiser that they were facilitating the harassment.
Forgot to mention that there's the option of letting them expire. Return the bounty amount to the player, but don't return the tax. Should've been in the same line.
So these are both temporary annoyances that eventually cease to bother the player, correct?
Go play a game with working bounty mechanics. It actually stops being a method of harassment and becomes either a joke or a badge of honor.
On any given day in Eve Online you'll find old vets hanging around the newbie zones talking to them as they start the game. When they find a genuine new player some of these people like to throw a bounty on them that is typically worth more than that new player will make in their first 3 months. As a joke. Because it doesn't change anything about how other people interact with them in the game, since killing that player will only net them 20% of the value of the players' ship in bounty, and the players' ship won't be worth 10% of the bounty for at least 6 months. The new player thinks that something serious just happened and freaks out. The vet laughs and says Welcome to Eve, because what he did was a 100% harmless prank that changed nothing.
If I put a 10 million bounty on a trader, using the rules I outlined, what does that mean for the trader? Not much at all The trader is already subject to interdictions from pirates. In order to collect the bounty without incurring punishment they first have to be confirmed as having a bounty and then permission for collecting that bounty must be acquired. This drops the likelihood of being bounty hunted down to about that of being pirated simply due to the obfuscation of information. If that player is only flying a Type 6 worth 50k in insurance, what's my motivation in finding them and going through the process of killing them? If that trader is flying a fully fit Anaconda that will cover the payout, then they can also cover their own backside in a fight.
But believe it or not, when you have a system like this in place, people are typically nicer to each other. And don't forget we have Group and Solo modes. Should players be forced to flee to group and solo because of bounties? No. And they won't, because the players who would run to group and solo over a bounty are already playing there.
Because then it becomes a rich player's feature.
I just got started and bought a shiny new hauler. First time I'm taking off and you barge in with your cutter demolishing my feeble Hauler. This hauler only has the option to place a bounty of several thousand credits on your head.
Except you don't need to, because the station destroyed his Cutter and cost him 60 mil or more, and it didn't cost you a single credit to exact that punishment.
Fair enough. But the way you want credit transfers to be implemented in the game (no restrictions whatsoever) is probably never going to happen. FDEV would rather reconsider selling credits for real money on the Frontier Store.
I'm all in favor of player-to-player transactions, but I'm also being realistic about how the devs view the whole matter. Just trying to reach some common ground.
Actually DB has gone from saying "Absolutely no, never" on this subject to "We're considering ways we could implement this and if it will work."
I'm just following their lead, in all honesty.