The Bounty Hunting & Bounties tips, and general discussion thread

It's all about risk and reward, making the death penalty matter. Don't treat this like a progression treadmill...treat it like a game.

If you treat it like a game then priority #1 should really be fun.

In which case, taking the rest of you comment about making death matter and risk and reward, I still think the better mechanic would be:

1) make easier fights pay less and maybe make fights harder
2) get rid of the incentive to do boring journeys to the bank.

What do you want when bounty hunting: fun from a challenging fight with a proportionate reward
What do you not what when bounty hunting: a forced interruption to go to the bank.

Any argument about how it works in game lore is a distraction.
 
Hello Commanders!

Hey, hey, hey, let's keep things civil, please, or you'll get less interaction from me, for a start, and more interaction from moderators.

Having bounty claim vouchers be removed on death was a design decision to introduce some additional risk/reward management. Put simply, the more bounty claims your ship is carrying, the greater risk you take by not seeking to claim them.

We've got faith in this concept, so it's staying for the time being, though I accept it might not be to everyone's taste.

For what it's worth it's to my taste and I 100% agree with it.

I've actually noticed this most when I was in war zones. It's relatively easy to slip in to the zone blastin on sidewinders and then you realises as another 10 of them come at you with their buddy in an Anaconda that if you die then you're gonna loose all that bounty money. Let alone just barely escaping a fight with 3% hull only to get interdicted... That's fun, or at least my definition of it...

Don't get me wrong, I also like challenging fights, but frankly I've had some of them going up against elite npc's in a viper, let alone an Asp or an Imperial Clipper...
 
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If you treat it like a game then priority #1 should really be fun.

In which case, taking the rest of you comment about making death matter and risk and reward, I still think the better mechanic would be:

1) make easier fights pay less and maybe make fights harder
2) get rid of the incentive to do boring journeys to the bank.

What do you want when bounty hunting: fun from a challenging fight with a proportionate reward
What do you not what when bounty hunting: a forced interruption to go to the bank.

Any argument about how it works in game lore is a distraction.

There is no forced interuption, you just keep going until you naturally want to return to the station anyway. If you're risk averse or regard yourself as likely to die, then maybe you *choose* to return early so as to avoid losing more than you otherwise would.
 
Hello Commanders!

Hey, hey, hey, let's keep things civil, please, or you'll get less interaction from me, for a start, and more interaction from moderators.

Having bounty claim vouchers be removed on death was a design decision to introduce some additional risk/reward management. Put simply, the more bounty claims your ship is carrying, the greater risk you take by not seeking to claim them.

We've got faith in this concept, so it's staying for the time being, though I accept it might not be to everyone's taste.

Too bad :(. For me it's just another thing that lowers my incentive to play.
 
I think it's great, rewards should not come without risk.
If you're ship is not very expensive to rebuy, dying would not be feared if the bounties was not lost when your ship is destroyed, in some instances it would be preferable to just get your ship destroyed instead of going back to base as it would mean that you're back to the fight quicker.

Please FD, keep it as it is.
 
Hello Commanders!

Hey, hey, hey, let's keep things civil, please, or you'll get less interaction from me, for a start, and more interaction from moderators.

Having bounty claim vouchers be removed on death was a design decision to introduce some additional risk/reward management. Put simply, the more bounty claims your ship is carrying, the greater risk you take by not seeking to claim them.

We've got faith in this concept, so it's staying for the time being, though I accept it might not be to everyone's taste.

The core problem I think is not with the fact that you have to cash those bounties or that you can lose them - though in some cases, like getting alliance bounties in empire - its a ridiculous idea to cash them as it would involve travelling to the other side of inhabited space :) Not gonna happen. It would be nice to be able to hire some proxy to cash them in for me, say at 50% of the actual bounty value, but that's for a different topic.

The biggest problem in my eyes is the speed of travel in the game. The original games all had time acceleration in them and it is THE feature that made those games playable. (and fun) Now apparently in an MP environment, you cannot just time accelerate individually and supercruise is a decent solution to that, its just way too slow, not to mention badly designed. Just a few things:

- acceleration / deceleration - scaled back way too much.. I do believe that 3-5 times faster acceleration and deceleration would not hurt at all, were it up to me, I would check 10x first and go from there. 1000Ls trips are quite common and even those take up to 5 minutes to do.. 5 minutes of effectively not playing the game. Thats just not okay.

- timer on destination - either make it work (do some actual perdictions taking accel/decel/obstacles into account) or remove it. Right now, it just shows my ETA to the target with my CURRENT speed, but since I am always accelerating or decelerating, that ETA has no meaning. It can say 10 seconds when I am still 2 minutes from my station.

- in the original games, combat never happened mid flight, always happened around system entry points and destinations. Why? Because matching speeds in deep space is impossible. Now you worked around this with the whole FSD interdiction mechanism and its an interesting gimmick, but more of an annoyance than worth it.
** make ships enter systems through the nav beacon in normal space (flying straight into the sun in super cruise is a horrible design anyway) - to create a point of interecept for PvP
** make FSD inhibitors work on delaying or preventing FSD jumps, instead of pulling targets out that just FSD out immediately anyway.
** allow us to make micro jumps within the system that allows us to travel between the SOIs of bodies, so we can avoid 25 minute roadtrips in a 200k Ls system. (for those who claim they are rare, I have seen plenty of 5k+ systems, generally larger systems seem to be more dominant than small ones, which is understandable, as statistically speaking, the dual / triple / quad systems are more common in the universe than single star systems and multiple-star systems tend to have huge distances in them.

Generally speaking, time sinks are bad enough in an MMO, but in a singleplayer game, they are horrible. Since Elite is not - and will never be - an MMO, adding time sinks is not something you should do.
 
I think it's great, rewards should not come without risk.
If you're ship is not very expensive to rebuy, dying would not be feared if the bounties was not lost when your ship is destroyed, in some instances it would be preferable to just get your ship destroyed instead of going back to base as it would mean that you're back to the fight quicker.

Please FD, keep it as it is.

That just suggests the cost of dying is too low. I'd much rather ALWAYS fear dying because of the cost it ALWAYS has, not think 'oh I don't want to die now because I have bounties to collect'
 
- timer on destination - either make it work (do some actual perdictions taking accel/decel/obstacles into account) or remove it. Right now, it just shows my ETA to the target with my CURRENT speed, but since I am always accelerating or decelerating, that ETA has no meaning. It can say 10 seconds when I am still 2 minutes from my station.
Timer on destination is for managing your acceleration.

Well, more accurately, it's there so that you can press button bound to 75% throttle when it reaches 7 seconds.
 
I for one like the risk and reward system, when your carrying a whole heap of bounties and you see one more ready to be collected, it makes you think before taking it on. When I'm bounty hunting, I make sweeps of the system I'm running in, and after every sweep, I land at the same station/platform to rearm, refuel and to hand in my bounties. It doesn't make sense to keep a fortune in bounties unclaimed when the very next target you go for could take you out. Taking the time to hand in your bounties is what makes bounty hunting worthwhile, it's your reward for ridding the universe of another bad guy. The money is the reward, not the fight. If you lose that money because your ship was destroyed, it's not the fault of the game, it's because you didn't take the time to claim your reward.
Harsh lesson is Harsh, but quickly learnt.
 
Hello Commanders!

Hey, hey, hey, let's keep things civil, please, or you'll get less interaction from me, for a start, and more interaction from moderators.

Having bounty claim vouchers be removed on death was a design decision to introduce some additional risk/reward management. Put simply, the more bounty claims your ship is carrying, the greater risk you take by not seeking to claim them.

We've got faith in this concept, so it's staying for the time being, though I accept it might not be to everyone's taste.

Thank you. The concept is good.

( please, also look into AI combat abilities )
 
Confused by bounty and being attacked

I accidently shoot someone that was clean in some USS. I have a bounty on my head. Ok i get it. No i get into some other USS. There are clean ships. THEY start to attack me. OK i get it, i got bounty on me. But when i shoot back in self defence i get more bounty on my head. So i basically can not defend myself. WHY?

Aside of that, if i'm clean why wanted NPC's bounty does not increase when they are shooting back at me in self defence?
 
just like real life if a criminal defends themselves against lawful arrest they are judged to be committing a crime by doing so (resisting arrest). in ED those clean ships that are attacking you are making the equivalent of a citizens arrest.
 
If you can get to a station, or more preferably an outpost of the faction you are wanted by, and pay of your fine. Outposts dont appear to have any security ships on duty making it easier to land when wanted. Shooting at any unwanted or clean ships is a crime, hence the bounty. once you have bounty any clean ships can attack you without worry for their legal status. As for your last question i suspect you would need a dev to answer that as it sounds like a dev type decision.
 
@AndyB: Ok, but i don't know any country where you are getting higher penalty for obstructing citizens arrest. I understand way you are trying to justify this, but i don't think there's logic in this gameplay design. I mean, shooting cops = fine/bounty. But bounty hunters should be something completely different. I mean, if you're criminal, and some other, not law enforcement, random dude starts shooting at you, you have the right to self-defence, no matter what crime you committed. It's simply fair, and that's how law works in any country i know.
 
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