Let's Bring Bounty Hunting Up To Par With Mining

So recent changes have reinvigorated the game, and brought players back, myself included. Mining is now more engaging, fun, and pays a lot more, making it a totally viable career choice that won't handicap your progress. Let's do the same for bounty hunting in order to make it more interesting and engaging.

First off, I just want to sort of clarify that I never felt like bounty hunting in E:D was really actually bounty hunting. Rather than doing what actual bounty hunters do (capturing and transporting their targets), you're really more like a mercenary police force, taking down criminals and getting paid for it. So my suggestions reflect that sort of gameplay.


1. Mining ships in resource extraction sites reward you for saving them

Pretty self-explanatory. When the innocent mining ships in an RES come under attack, they'll send out a comm message requesting help, just like all other NPC chatter. You figure out who and where they are, and kill the ship(s) attacking them. When you save them, they'll thank you, and gift you a voucher that has to be redeemed at a station, just like any bounty or combat bond. So if you die, you'll lose it. I'm imagining the amount they give you to scale depending on their ship, with a Type-9 giving the biggest bonus (bigger ship means a richer NPC, right?). You could also scale the reward based on how much hull the ship has left. If you save them without them suffering a scratch, the bigger the payout. This isn't intended to be a huge reward, but rather to be something that supplements the regular bounty hunting experience. It's something you'll be doing anyway, so this offers a way to increase the gains of bounty hunting while adding a little bit of flavor.


2. Distress calls while in supercruise


Yeah, distress calls can show up as signal sources, but does anyone really actively seek those out? This suggestion would turn distress calls into active messages, just like how pop-up missions come to you ("Incoming mission critical message!"). Make them have a higher chance of happening in anarchy or low security systems (places where pirates would frequent). These encounters would have variety in their difficulty and thus, payout. Payment would be redeemable vouchers like everything else.


3. Pirate Hideouts

This is the activity I see as the main thing that pays really well, akin to how core-mining void opals in hotspots can make you tens of millions. These are areas that would be really difficult, intended to be done in a wing or in a powerful, engineered ship. I'm sort of envisioning a progression of bounty hunting for a new player, from hunting at nav beacons, to the varying degrees of RES's, to this. Pirate hideouts would be in rings, and discovered by shooting a probe from a surface scanner into the rings, just like mining hotspots. Once located, you'd drop into the ring to find an asteroid base hidden within the ring. It wouldn't be a named, permanent station that you could dock at, just something to indicate this is the base of operations for the pirates. There you'd find powerful ships around the base, but no more than 3 at a time. As you destroy them, more pirates would come at you in waves, coming out of the asteroid base. This should be a really tough fight, but I'm imagining every ship you destroy netting you 200-300k cR, and leaving you with about 8 mil by the end of the fight. (Cracking a single void opal core asteroid can net you 20 mil, so I think this is more than fair for a payout)
Once the fight is completed and you exit to supercruise, that area effectively disappears and the hideout is destroyed. I think there should only be 1, maybe 2 hideouts per ringed planet, forcing the player to move around to seek out pirates. The hideouts would be on a respawn timer. Long enough to force the player to system hop to keep finding hideouts, but short enough so that the player doesn't need to completely travel the bubble before they respawn.
 
So recent changes have reinvigorated the game, and brought players back, myself included. Mining is now more engaging, fun, and pays a lot more, making it a totally viable career choice that won't handicap your progress. Let's do the same for bounty hunting in order to make it more interesting and engaging.

First off, I just want to sort of clarify that I never felt like bounty hunting in E:D was really actually bounty hunting. Rather than doing what actual bounty hunters do (capturing and transporting their targets), you're really more like a mercenary police force, taking down criminals and getting paid for it. So my suggestions reflect that sort of gameplay.


1. Mining ships in resource extraction sites reward you for saving them

Pretty self-explanatory. When the innocent mining ships in an RES come under attack, they'll send out a comm message requesting help, just like all other NPC chatter. You figure out who and where they are, and kill the ship(s) attacking them. When you save them, they'll thank you, and gift you a voucher that has to be redeemed at a station, just like any bounty or combat bond. So if you die, you'll lose it. I'm imagining the amount they give you to scale depending on their ship, with a Type-9 giving the biggest bonus (bigger ship means a richer NPC, right?). You could also scale the reward based on how much hull the ship has left. If you save them without them suffering a scratch, the bigger the payout. This isn't intended to be a huge reward, but rather to be something that supplements the regular bounty hunting experience. It's something you'll be doing anyway, so this offers a way to increase the gains of bounty hunting while adding a little bit of flavor.


2. Distress calls while in supercruise


Yeah, distress calls can show up as signal sources, but does anyone really actively seek those out? This suggestion would turn distress calls into active messages, just like how pop-up missions come to you ("Incoming mission critical message!"). Make them have a higher chance of happening in anarchy or low security systems (places where pirates would frequent). These encounters would have variety in their difficulty and thus, payout. Payment would be redeemable vouchers like everything else.


3. Pirate Hideouts

This is the activity I see as the main thing that pays really well, akin to how core-mining void opals in hotspots can make you tens of millions. These are areas that would be really difficult, intended to be done in a wing or in a powerful, engineered ship. I'm sort of envisioning a progression of bounty hunting for a new player, from hunting at nav beacons, to the varying degrees of RES's, to this. Pirate hideouts would be in rings, and discovered by shooting a probe from a surface scanner into the rings, just like mining hotspots. Once located, you'd drop into the ring to find an asteroid base hidden within the ring. It wouldn't be a named, permanent station that you could dock at, just something to indicate this is the base of operations for the pirates. There you'd find powerful ships around the base, but no more than 3 at a time. As you destroy them, more pirates would come at you in waves, coming out of the asteroid base. This should be a really tough fight, but I'm imagining every ship you destroy netting you 200-300k cR, and leaving you with about 8 mil by the end of the fight. (Cracking a single void opal core asteroid can net you 20 mil, so I think this is more than fair for a payout)
Once the fight is completed and you exit to supercruise, that area effectively disappears and the hideout is destroyed. I think there should only be 1, maybe 2 hideouts per ringed planet, forcing the player to move around to seek out pirates. The hideouts would be on a respawn timer. Long enough to force the player to system hop to keep finding hideouts, but short enough so that the player doesn't need to completely travel the bubble before they respawn.

this would also enable "raid pirate base" missions that would have a nice payout on the mission board to help with the higher repair bills and rebuy costs that high level combat can bring to unsuspecting commanders. I'm totally down with the idea even though I'm not a combat commander.
 
I like these ideas.

+1

I'd also like to see an adjustment to the pirates at some CQC assets.
Currently you shoot one, and none of the other pirates care. Lol
I'd like it so they're more "territorial" of their base. Warning you to stay back, then going full agro.

I absolutely love being outnumbered, but in a manageable way (not CZ nightmares.. lol).
The only way to do this at the moment is carry cargo to nav beacons or RES sites.
 
Always startled me that the RES-miners never even bothered to thank me for saving their lives. Very good suggestion.
 
Thanks for the replies.

Basically I'm just trying to come up with ideas that aren't asking too much development-wise, but will add flavor and more involved gameplay when it comes to bounty hunting. I could come up with grander ideas, but I'm trying to keep it within the realm of possibility. If anyone else has suggestions, definitely share them.
 
Personally, i think bounty hunting has always been a broken mode of playing. Yes, it does not pay very well, but i don't think saying that is the entire problem.

For example, combat in general is just so risky for what you are actually paid, so nobody wants to actually do it properly. EVERYONE, until they have a great ship, and find a much smaller target, will only really leech off police ships. Is that... fun?

Yes, combat in general should absolutely be paid more, but at the same time, things have to be done to make it easier for players to actually do things themselves, and encourage them to.
That would be healthier for everyone, like for example, having players actually learn and think of proper combat maneuvers and tactics, and also being a better experience.

But also, before players are expected to do this, NPC ships really have to stop cheating, seriously.
Stop giving them infinite ammo and invulnerable modules!
 
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