Scale player bounties based on threat level

EDIT: Reddit Discussion: https://www.reddit.com/r/EliteDangerous/comments/45mqi6/scale_player_bounties_based_on_threat_level/

Hello FD!

Although we've all been whining about the bounty system, I don't think we've come up with many usable systems yet. Here's just another proposition: base bounties on threat levels.

What does threat level mean? Threat level means how much of a threat you are to the group which places the bounty on you, in both how much hurt you can dish out, and how ruthless you can be. The combat rank, ship, outfitting of said ship, and allegiance of the target all play a role in determining your bounty, with combat rank and ship/outfitting being factored first, and allegiance last.

Combat Rank:

Elite rank is going to be very important in determining a bounty. If you kill an Elite, you had a good reason. For an Elite to die, is truly astonishing, and so whoever can kill one will be closely watched by all. In this case, bounty will be scaled by combat rank, with credit amounts about proportionate to the amount of effort it takes to attain each rank. This means that since the road from harmless to Deadly is only halfway of that to Elite, the bounty for killing an Elite will be double that of killing a Deadly.

Harmless - 2,000 Cr
Mostly Harmless- 2,500 Cr
Novice - 4,000 Cr
Competent - 16,000 Cr
Expert - 32,000 Cr
Master - 64,000 Cr
Dangerous - 128,000 Cr
Deadly - 256,000 Cr
Elite - 512,000 Cr

To clarify, it takes about this many kills to get each rank:

Harmless - 0 kills
Mostly Harmless - 15 kills
Novice - 75 kills
Competent - 250-300 kills
Expert - 550-600 kills
Master - 1100-1300 kills
Dangerous - 2000-2200 kills
Deadly - 4000 - 5000 kills
Elite - 8000-11000 kills

Note, these are all anecdotal - there is no official statement on this as far as I am aware.

The second part of combat rank is that of ruthlessness - obviously, someone with experience who murders a relatively new pilot should be hounded. Let's use an equation based on the current combat rank leveling system. If you're at any combat rank, killing someone 3+ ranks below you will not gain you anything towards your next combat rank, as that's just seal clubbing. In this new system, killing anyone 3+ combat ranks below you will multiply their bounty by the number of ranks they are below you, squared. So, if you're Elite and you kill a Harmless pilot, you're getting a 128,000 Cr bounty - 2,000 X 8^2. If you're an Expert and kill a Mostly Harmless pilot, you get a 22,500 Cr bounty - 2,500 x 3^2. Now, doing this will cause Elite killing Masters to be more punitive than Elites killing Harmless players, for example. However, I'm convinced that this system, with changing listed here and those suggested by Mr. Sammarco, will still prevent much of the newbie griefing while making murder for more experienced players serious.

Ship & Outfitting:

This area will be factored in after combat rank. This area will factor in similar factors to Elite Rank: disparity between parties involved, and power/cost of ship. If someone destroys a well-armed, well-armored Anaconda, the bounty should be huge. The cost of that ship and the threat posed by he who destroyed said ship constitute a huge bounty - we're talking hundreds of thousands here. likewise, if a Sidewinder is destroyed, the bounty should be minimal - perhaps less than a thousand credits.

The figure I have in my mind is 5% of the rebuy cost of the victim - so if I destroy an Anaconda worth 200,000,000 Credits, the bounty accrued from destroying the ship itself would be 500,000 credits - whereas a Sidewinder worth 32,000 Credits would gain you an 80 Cr bounty. This raises another question - how to prevent newbie killing?

I believe the above suggestion will cover this, but even then, another backup, disparity between parties. If an Anaconda destroys a Sidewinder, there should be major ramifications for that pilot. If - and I'm just throwing numbers out there - the target's vessel is worth less than 5% of your ship's vessel, your bounty could be divided by what percentage of 5% of your ships value the victim's vessel is.

To put that in human terms, take 5% of your ship's value, in this case a 200,000,000 Cr Anaconda - 10,000,000. Now take the victim's vessel, a Cobra valued at 5,000,000. 5,000,000 is only 50% of 10,000,000, or (10,000,000 x .50). If you divide the bounty would would normally get, 12,500, by .5, you get a 25,000 Cr bounty. If the Cobra was only worth 2,000,000, then your bounty would be 62,500 Cr. I hope you don't think this idea is , Frontier.

Allegiance:

Alright, this is the part where the bounty has a chance to be downscaled, and I think would be the most fun and deep in the decision-making process. Obviously a faction would care a huge amount if you shoot down one of their Deadly, Anaconda-class security ships, but would care little if their opposition was killed. First off, I think killing a police ship should automatically double the bounty placed on you, after the other factors have been factored. That is a HUGE offense, and although a suggestion for a separate thread, this should cause you to be hounded so horribly that entering even medium security systems with this offense on your record should be barely possible, only survivable by those with the best of the best ships, skills, etc.

Next, does a faction care about it's enemies? If we have a border system with, for instance, a federal controlling faction, with independent and Imperial minor factions, bounties should be different for everyone. Bounties placed by the controlling faction on offenders who've assaulted a fed should be unchanged, but bounties placed on those who assault the independents would be lowered slightly (up to 20%), and bounties placed on those who've assaulted Imperial ships can be reduced by as much as 60%. This can be further expanded upon by causing civil unrest the the disparity becomes too large, which might start a war.

Lastly, what the hell do the poorer, more lawless factions care about you? Sure, the superpowers don't care about you either, but they'll enact large bounties for crimes if necessary. In Co-operative and Feudal systems, bounties might be downscaled by extreme amounts (up to 80%) just to save the faction money. This is already in place in ED, but I'd like to not leave it out.

What do you all think, FD and forum-goers? Any gaping holes in my argument?

EDIT: SuicideWinder Argument!

When a player switches his ship, the bounty on his head is scaled down if the new ship is worth less. If the new ship is worth 50% that of the original, the bounty will be 50%. There, you have effectively destroyed the idea of suicidewinder for selling bounties.

Dormant bounties should be removed entirely. Your ship is tied to your name, and there isn't a reason for the authorities to remove their bounty because you might be dead.

EDIT 2: Massacre Missions!

Allow your employer to say something like "we've got you a 50% reduced bounty for kills on [target type] in [target system] for [mission duration]! Get going!"

From DocLooshKin:

Closing down the Suicidewinder scams would be most welcome, especially the bounty-farming. I mean, that's an exploit even Code members are too embarrassed to admit to using - how uniquely tragic is that? I would have it that ship destruction only clears and pays the bounty up to the value of your ship, the rest going dormant but returning in full as soon as you commit another crime, post-respawn. Against that, it would take forever to clear a big bounty, making second chances very difficult to find.

As a compensatory measure, FD might want to implement some system of Community Service for expedited bounty-clearance, for players serious about returning to a straight game. The ED galaxy has just enough of a leftist contingent for it to make sense (think anti-slavery campaigns, the very beautiful Rescue One and the bald-headed basket from Alioth, not to mention that I'm lurching around Open like some kind of paranoid, psychotic Space Jesus). Players could access Probation Services via Contacts and be required to do socially worthy tasks, such as mining expeditions, longer-form trade runs, System Authority Vehicle sweeps or refueller rescue runs in a provided, non-upgradeable ship, the payout voucher clearing a percentage of the player's dormant bounty, depending on the danger. Repairs and refueling could be free while flying a Scumbag Special, SAV or Rescue ship. Potentially (and as suggested by someone last year), this could be run as a kind of chain gang, although it might be tricky to design and code such a thing. Attacks on Scumbag Specials, SAVs and Rescue ships could accrue a disproportionately high bounty, giving former victims an interesting choice.
 
Last edited:
Interesting idea, the base concept of it was mentioned a few times before though, but i still think that somethink like this should be implemented.

The one hole that i can think about is the usual "Bounty Exploit", you know, Suicidewinder...
Gather a high bounty on your head
Switch to Suicidewinder
Let a friend shoot you
You are clean, Suicidewinder costs 2k credits insurance
Friend gets all of the Bounty-Payout for a cheap Sidewinder kill
Only person suffering from the "Bounty Punishment": The killed victims
Thats not how a "crime system" should work, and a different bounty calculation could make it even worse than it currently is.

Also, what were the suggestions from Sammarco you mentioned?
 
Last edited:
Interesting idea, the base concept of it was mentioned a few times before though, but i still think that somethink like this should be implemented.

The one hole that i can think about is the usual "Bounty Exploit", you know, Suicidewinder...
Gather a high bounty on your head
Switch to Suicidewinder
Let a friend shoot you
You are clean, Suicidewinder costs 2k credits insurance
Friend gets all of the Bounty-Payout for a cheap Sidewinder kill
Only person suffering from the "Bounty Punishment": The killed victims
Thats not how a "crime system" should work, and a different bounty calculation could make it even worse than it currently is.

Also, what were the suggestions from Sammarco you mentioned?

He asked the community if they thought that murder should eventually lead to High-Sec stations banning you from landing, and then even worse measures beyond that.
 
He asked the community if they thought that murder should eventually lead to High-Sec stations banning you from landing, and then even worse measures beyond that.
Would still be exploitable through the suicidewinder. there are literally thousands of other systems to switch your ship.

EDIT: SuicideWinder Argument!

When a player switches his ship, the bounty on his head is scaled down if the new ship is worth less. If the new ship is worth 50% that of the original, the bounty will be 50%. There, you have effectively destroyed the idea of suicidewinder for selling bounties.

Dormant bounties should be removed entirely. Your ship is tied to your name, and there isn't a reason for the authorities to remove their bounty because you might be dead.
The "bounty selling" is not the issue here, its the fact that you can clean all of your bounty with a single death, unaffected by the ship you lost.
the issue is that there is no "punishment" through this mechanic.

in this topic here, we came to the following idea
When the criminal is shot down
-Immediately subtract claimable bounty from the criminal's standing credit balance
-Give an equal amount as a bounty claim to the hunter
-Subtract an equal amount from the criminal's bounty record

The key is that no credits are being created out of nothing, and nothing is forgiven for free. This resolves the exploit, and turns it into a trade at best. Example:

Criminal:
400k in the bank, flying an a rated eagle
20k rebuy
40k local bounty
600k total interstellar bounty

If that criminal is shot down, they will immediately lose 40k from their bank, which turns into a claimable award for the killer.
Then they must spend 20k rebuy to get their ship back.

However in this situation, if the criminal is KWSd before being shot down, they would immediately lose 600k from their bank.
But they can't afford that, because they only have 400k in the bank.
In this case, 400k worth of claimable awards are given to the killer, and is immediately subtracted from the criminal's bank and bounty record.
However, the criminal still has 200k worth of bounty on record. On top of that, their bank account is now 0cr and unless they can get a loan, they won't be able to afford their rebuy, sending them back to a stock sidewinder.
then you would actually punish the criminal instead of just "annoy" him.
he would have the same problem that his victims had, he could start from scratch if someone catches him at the wrong time.

EDIT 2: Massacre Missions!

Allow your employer to say something like "we've got you a 50% reduced bounty for kills on [target type] in [target system] for [mission duration]! Get going!"
Another idea could be, that the employer pays off the bounty when you finish the mission...if you fail it, then its your own problem
 
Last edited:
Would still be exploitable through the suicidewinder. there are literally thousands of other systems to switch your ship.

The "bounty selling" is not the issue here, its the fact that you can clean all of your bounty with a single death, unaffected by the ship you lost.
the issue is that there is no "punishment" through this mechanic.

If we remove dormant bounties, then you simply do not have anything changed when you are killed by police. The bounty remains, as there's no point in a police department collecting their own money.

Your suggestion seems very harsh. The rebuy of a ship is going to be very punitive at the Eagle stage - I don't think an A-rated eagle is only 40k in rebuy. Besides, how should we be able to pay off bounties from other systems if we cannot collect bounties from them too?

If we made criminals pay off their bounty at death, it won't be at all profitable for them as they're bound to die at least some of the time, and the bounties I've listed will often outweigh any profits, from, say, massacre missions.

On a last note, do you think i should work out an assault bounty system?
 
I doubt grading it by combat rank in regards to bounty would work because of the fact a good number of PvPers have low combat ranks or use alts with low combat ranks.

You could do it in regards to the ranks of the person murdered and the tier of ship because in this capitalist world the rank of your reputation in a faction applying the bounty and your value surely declares how much of a bounty you are worth.

- - - - - Additional Content Posted / Auto Merge - - - - -

If we remove dormant bounties, then you simply do not have anything changed when you are killed by police. The bounty remains, as there's no point in a police department collecting their own money.

Your suggestion seems very harsh. The rebuy of a ship is going to be very punitive at the Eagle stage - I don't think an A-rated eagle is only 40k in rebuy. Besides, how should we be able to pay off bounties from other systems if we cannot collect bounties from them too?

If we made criminals pay off their bounty at death, it won't be at all profitable for them as they're bound to die at least some of the time, and the bounties I've listed will often outweigh any profits, from, say, massacre missions.

On a last note, do you think i should work out an assault bounty system?

What i would do in regards to that is make claiming a bounty in a system you are also a criminal in initially go to the cost of paying off your bounty, this way it makes it harder to do the bounty swapping thing for 2 active guys doing that tactic at least a little bit awkwarder.


EDIT: also clearly i can't read very well, because thats what you wrote, but yea id take in multiple ranks to make an average to apply the bounty.
 
Last edited:
I can't support using the ship of the criminal as a parameter of the threat and resulting bounty. It opens way too many doors and leaves a mess of mechanics. Ship-ship disparity is just too convoluted of a parameter to use as a shield against newbie killing. That protection should really come from something else. For example, promoting newbies to stay in space with a high security score, and then using that value as a multiplier for the other parameters when calculating bounty. Simple and clean.

But none of this matters unless there's a high score board. Time to kill elites in high security space.
 
Good suggestion, Hagglebeard. I think a smarter bounty system is a fine idea and your solution seems well-enough thought-out. A few thoughts do present themselves.

Personally, I'd welcome moves to take some of the edge off of Open, since at the moment ED is a de facto choice between easy modes or total insanity, with no middle ground. But, as I mentioned in another thread, we've all technically paid FD for the right to gank and be ganked. Mr Sammarco's questions notwithstanding, I can't help but wonder how much appetite FD may have for deterring and punishing player behaviour that's arguably been paid for, invited and available since day one. They've not really responded to law & order calls for a year, apart from ramming in stations - I assume there's a reason for that.

I'm not sure if any in-game system is going to actually deter extreme behaviour. Learning and playing ED is very demanding in terms of players' time, attention and effort. I think that in any game requiring such a high personal investment, people's natural personality-traits and insecurities are often going to come to the fore, especially when encountering other players who may represent a threat to that investment. It remains to be seen, but it may prove to be a case of 'griefers gonna grief', as it were.

Closing down the Suicidewinder scams would be most welcome, especially the bounty-farming. I mean, that's an exploit even Code members are too embarrassed to admit to using - how uniquely tragic is that? I would have it that ship destruction only clears and pays the bounty up to the value of your ship, the rest going dormant but returning in full as soon as you commit another crime, post-respawn. Against that, it would take forever to clear a big bounty, making second chances very difficult to find.

As a compensatory measure, FD might want to implement some system of Community Service for expedited bounty-clearance, for players serious about returning to a straight game. The ED galaxy has just enough of a leftist contingent for it to make sense (think anti-slavery campaigns, the very beautiful Rescue One and the bald-headed basket from Alioth, not to mention that I'm lurching around Open like some kind of paranoid, psychotic Space Jesus). Players could access Probation Services via Contacts and be required to do socially worthy tasks, such as mining expeditions, longer-form trade runs, System Authority Vehicle sweeps or refueller rescue runs in a provided, non-upgradeable ship, the payout voucher clearing a percentage of the player's dormant bounty, depending on the danger. Repairs and refueling could be free while flying a Scumbag Special, SAV or Rescue ship. Potentially (and as suggested by someone last year), this could be run as a kind of chain gang, although it might be tricky to design and code such a thing. Attacks on Scumbag Specials, SAVs and Rescue ships could accrue a disproportionately high bounty, giving former victims an interesting choice.

Regarding police in ED, I don't think we have any. At all. GalCop - the old police force of previous games - appears long gone. The System Authority Vehicles seem far more like armed security guards working for local factions - I would say that's strongly implied by the name alone, which conspicuously avoids the term 'police'. Their jobs appear to be patrolling a given area, scanning ships for contraband, shooting at anyone who's Wanted and that's it, AFAICT. I don't think they're interested in serving the public trust, protecting the innocent or upholding the law - it's money and Directive Four all the way. I would assume they're paid on a per scan and per bounty basis. I think there's probably room for a proper police force in ED, although what form it might take is a post for another hour. :)
 
Good suggestion, Hagglebeard. I think a smarter bounty system is a fine idea and your solution seems well-enough thought-out. A few thoughts do present themselves.

Personally, I'd welcome moves to take some of the edge off of Open, since at the moment ED is a de facto choice between easy modes or total insanity, with no middle ground. But, as I mentioned in another thread, we've all technically paid FD for the right to gank and be ganked. Mr Sammarco's questions notwithstanding, I can't help but wonder how much appetite FD may have for deterring and punishing player behaviour that's arguably been paid for, invited and available since day one. They've not really responded to law & order calls for a year, apart from ramming in stations - I assume there's a reason for that.

I'm not sure if any in-game system is going to actually deter extreme behaviour. Learning and playing ED is very demanding in terms of players' time, attention and effort. I think that in any game requiring such a high personal investment, people's natural personality-traits and insecurities are often going to come to the fore, especially when encountering other players who may represent a threat to that investment. It remains to be seen, but it may prove to be a case of 'griefers gonna grief', as it were.

Closing down the Suicidewinder scams would be most welcome, especially the bounty-farming. I mean, that's an exploit even Code members are too embarrassed to admit to using - how uniquely tragic is that? I would have it that ship destruction only clears and pays the bounty up to the value of your ship, the rest going dormant but returning in full as soon as you commit another crime, post-respawn. Against that, it would take forever to clear a big bounty, making second chances very difficult to find.

As a compensatory measure, FD might want to implement some system of Community Service for expedited bounty-clearance, for players serious about returning to a straight game. The ED galaxy has just enough of a leftist contingent for it to make sense (think anti-slavery campaigns, the very beautiful Rescue One and the bald-headed basket from Alioth, not to mention that I'm lurching around Open like some kind of paranoid, psychotic Space Jesus). Players could access Probation Services via Contacts and be required to do socially worthy tasks, such as mining expeditions, longer-form trade runs, System Authority Vehicle sweeps or refueller rescue runs in a provided, non-upgradeable ship, the payout voucher clearing a percentage of the player's dormant bounty, depending on the danger. Repairs and refueling could be free while flying a Scumbag Special, SAV or Rescue ship. Potentially (and as suggested by someone last year), this could be run as a kind of chain gang, although it might be tricky to design and code such a thing. Attacks on Scumbag Specials, SAVs and Rescue ships could accrue a disproportionately high bounty, giving former victims an interesting choice.

Regarding police in ED, I don't think we have any. At all. GalCop - the old police force of previous games - appears long gone. The System Authority Vehicles seem far more like armed security guards working for local factions - I would say that's strongly implied by the name alone, which conspicuously avoids the term 'police'. Their jobs appear to be patrolling a given area, scanning ships for contraband, shooting at anyone who's Wanted and that's it, AFAICT. I don't think they're interested in serving the public trust, protecting the innocent or upholding the law - it's money and Directive Four all the way. I would assume they're paid on a per scan and per bounty basis. I think there's probably room for a proper police force in ED, although what form it might take is a post for another hour. :)

Check my updated signature ;)

Adding your Suicidewinder suggestion to OP

Adding community service suggestion to OP - just like GTA, quite brilliant.

A proper, galactic police force isn't necessary IMO, and besides, would conflict with lore massively. I think interstellar bounties need to make a reappearance fast. Above, say, 500,000 credit bounty, you become wanted throughout all of a major faction's space, if you've committed the crime in one of their systems. Perhaps killing an Elite might get you interstellar notoriety no matter where you are, because that's no small deed. Ooh, look at this.
 
Last edited:
Ha ha ha! :D

Thank you, Hagglebeard. I don't think I've been in anyone's signature before - much appreciated. :D


PS: FYI, it's Doc Looshkin, with a small 'k'. I don't mind, but I suspect my imaginary character - little, virtual, crazy Doctorow Luszkin - would not be hugely pleased. :p
 
Last edited:
Ha ha ha! :D

Thank you, Hagglebeard. I don't think I've been in anyone's signature before - much appreciated. :D


PS: FYI, it's Doc Looshkin, with a small 'k'. I don't mind, but I suspect my imaginary character - little, virtual, crazy Doctorow Luszkin - would not be hugely pleased. :p

I shall keep the large K just to annoy you. >:^)
 
Back
Top Bottom