Or are they? You tell me...
It's been DAYS since the last C&P thread so I thought it's time for another one.
On the menu:
The focus is on limiting loophole exploits that would allow CMDRs to make or recover money from their own bounties (particularly by exploiting the shared kill bounty multiplier), and enhancing C&P gameplay options for CMDRs, as a way of improving C&P efficacy.
Concept 1 - a safe way to relax bounty caps:
- Relax the default cap from 2,000,000cr to 100,000,000cr.
- Having notoriety yourself at the time of or following the bounty kill voids your bounty claim.
- Having a criminal bounty yourself on the ship obtaining the kill reduces the reward by more than the size of your bounty.
- Reduce the cap by a factor that depends on the hunter's history of notoriety, e.g. their maximum in the last month, or their average over a long period.
- Restrict the size of bounty claims by CMDRs who fall below a certain level of regular activity, to mitigate exploitation using dormant clean alt accounts (sorry part-timers).
- To mitigate repeated exploitation using clean alt accounts or those of friends, tighten the cap by a factor that gets harsher the more regularly and more recently hunter and bounty have instanced together in normal space. It should be configured to make it theoretically impossible to recover more than, say, a billion cr in a year by alt-killing yourself (and likely much less). A true hunter may be forced to vary their targets, mind you.
- Bounty is hard capped at the usual 2mil if you have winged or been friended with the bountied CMDR in the last month(s).
- Having been in the same squadron as the bounty within 1 month of the kill voids the bounty claim.
- Having had the same powerplay pledge as the bounty within 1 month of the kill halves the bounty claim.
The latter points mitigate kill-swapping between CMDRs in the same player network or using clean alts obtained for other purposes.
EDIT after JManis' comment - require a minimum age of the account that accrues the bounty before relaxing the cap, so as to oppose use of throwaway criminal alts.
EDIT 2 after Vandaahl's comment - impacts of large bounties on BGS might be an issue requiring e.g. a rapid diminution of BGS INF returns on large individual bounties (leaving smaller NPC bounties' effects the same).
Concept 2 - reward players who "reconnoitre" criminals:
- A player attacked who survives to leave the instance without killing the attacker gets an "attacker intel package" that they can hand in to the authorities for a minor reward: some fraction of one percent of the bounty of the attacker. E.g. 0.1% gives pennies for NPC attacks, but 1,000,000cr for a 1bn bounty player attacker.
- The award increases (e.g. doubles) if the CMDR gets a ship scan of the attacker.
- The award increases again if the CMDR loses shields (or has none) and takes more than X% hull damage from the attacker.
- The attacked player has to have had notoriety no greater than 1 within the last month.
- Apply a reduction factor similar to that for tightening the bounty cap in concept 1, but based on recent attacks, rather than recent instancing (can't milk the same guy forever - there's no new intel). Similar conditions also around wing/friend/squad/pledge should apply.
This gives an attacked player something to play for and incentivises escape and robust ship builds. It could even be a decent risk/reward ratio activity for a player in a low-rebuy ship, i.e. a new strand of gameplay.
Players destroyed by a notorious CMDR already get discounted rebuy - this could be made more prominent, I only found it out by reading up.
EDIT 2: only apply these measures to notoriety/bounties accrued in systems above a certain murder rate, in order to minimise effects on BGS wars. Alternatively only have them apply in such systems.
It's been DAYS since the last C&P thread so I thought it's time for another one.
On the menu:
- safely relaxing the current hard cap of 2,000,000cr that makes player bounty hunting laughably badly paid
- minor reward for players who are able to scan/escape from a criminal who attacks them
The focus is on limiting loophole exploits that would allow CMDRs to make or recover money from their own bounties (particularly by exploiting the shared kill bounty multiplier), and enhancing C&P gameplay options for CMDRs, as a way of improving C&P efficacy.
Concept 1 - a safe way to relax bounty caps:
- Relax the default cap from 2,000,000cr to 100,000,000cr.
- Having notoriety yourself at the time of or following the bounty kill voids your bounty claim.
- Having a criminal bounty yourself on the ship obtaining the kill reduces the reward by more than the size of your bounty.
- Reduce the cap by a factor that depends on the hunter's history of notoriety, e.g. their maximum in the last month, or their average over a long period.
- Restrict the size of bounty claims by CMDRs who fall below a certain level of regular activity, to mitigate exploitation using dormant clean alt accounts (sorry part-timers).
- To mitigate repeated exploitation using clean alt accounts or those of friends, tighten the cap by a factor that gets harsher the more regularly and more recently hunter and bounty have instanced together in normal space. It should be configured to make it theoretically impossible to recover more than, say, a billion cr in a year by alt-killing yourself (and likely much less). A true hunter may be forced to vary their targets, mind you.
- Bounty is hard capped at the usual 2mil if you have winged or been friended with the bountied CMDR in the last month(s).
- Having been in the same squadron as the bounty within 1 month of the kill voids the bounty claim.
- Having had the same powerplay pledge as the bounty within 1 month of the kill halves the bounty claim.
The latter points mitigate kill-swapping between CMDRs in the same player network or using clean alts obtained for other purposes.
EDIT after JManis' comment - require a minimum age of the account that accrues the bounty before relaxing the cap, so as to oppose use of throwaway criminal alts.
EDIT 2 after Vandaahl's comment - impacts of large bounties on BGS might be an issue requiring e.g. a rapid diminution of BGS INF returns on large individual bounties (leaving smaller NPC bounties' effects the same).
Concept 2 - reward players who "reconnoitre" criminals:
- A player attacked who survives to leave the instance without killing the attacker gets an "attacker intel package" that they can hand in to the authorities for a minor reward: some fraction of one percent of the bounty of the attacker. E.g. 0.1% gives pennies for NPC attacks, but 1,000,000cr for a 1bn bounty player attacker.
- The award increases (e.g. doubles) if the CMDR gets a ship scan of the attacker.
- The award increases again if the CMDR loses shields (or has none) and takes more than X% hull damage from the attacker.
- The attacked player has to have had notoriety no greater than 1 within the last month.
- Apply a reduction factor similar to that for tightening the bounty cap in concept 1, but based on recent attacks, rather than recent instancing (can't milk the same guy forever - there's no new intel). Similar conditions also around wing/friend/squad/pledge should apply.
This gives an attacked player something to play for and incentivises escape and robust ship builds. It could even be a decent risk/reward ratio activity for a player in a low-rebuy ship, i.e. a new strand of gameplay.
Players destroyed by a notorious CMDR already get discounted rebuy - this could be made more prominent, I only found it out by reading up.
EDIT 2: only apply these measures to notoriety/bounties accrued in systems above a certain murder rate, in order to minimise effects on BGS wars. Alternatively only have them apply in such systems.
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