The Bounty Hunting & Bounties tips, and general discussion thread

Fleshing it out - Bounty Hunting

Ideas for Improving Bounty Hunting

I've posted some of these ideas before (in the wrong area of the forum) plus I've had some new ideas which are included below. I'm also going to post threads with ideas for other areas of the game (such as piracy and player factions).

The idea is to try and encourage a proper bounty hunting dynamic in the game rather than the current ‘bounty farming’ at RES sites. RES sites should still provide plenty of action and profit for hunters, but RES hunters would not get the large pay-outs and notoriety that comes with real bounty hunting. Here are my ideas;

Hunter Rank & Notoriety


  • Introduce bounty hunter ranks;
    • The higher the bounty hunter rank, the lower the cost is of bounty data (see below).
    • High ranking bounty hunters get offered more lucrative missions in the bulletin board.
    • Higher ranks would also give bounty hunters more target tracking slots.
    • Ranking up in bounty hunting is dependent on how much bounty profit the hunter has made as well as the combat rank/pirate rank of the targets (wanted RES NPCs’ have a very minimal impact on this bounty hunting rank).
    • Hunting wanted players ranks the bounty hunter up 25% faster than NPC’s (100% faster if they occupy a tracking slot - see below).

  • Galnet should include the ‘Galaxy’s top 10 bounty hunters (based on total bounty profits, not including profits from NPC kills at RES’s).
    • Each star system should also have a list of this months’ top 10 bounty hunters by total bounties claimed (again NPCs’ killed at RES’s do not count, wanted players at RES’s do though).
    • Hunting/assassination bulletin board missions do count towards this ranking as long as the targets are wanted.

Bounty Data


  • System player bounty data would be more comprehensive per star system - [FONT=Verdana, sans-serif]cataloging[/FONT] an index of wanted players and their bounty value.
  • This data could be purchased remotely like trade data which lasts for 24 hours then expires.
  • Bounty data is price-varied according to the value of bounties in that system, but is generally more expensive than trade data to limit overpowered ‘player tracking spam’.
  • When there are lots of bounties in a star system, only players with a ‘murder’ level (5000 cr) amount of credits on their head and above are included in the data.
    • If there are a small amount of bounties in a system, this threshold could drop to 1000 cr.
  • Data can be filtered to only show players active within a recent time-frame to avoid tracking dormant players.

Tracking Wanted Players


  • From the bounty hunters accumulated purchased data, the bounty hunter can select between 3 and 15 (depending on bounty hunter rank) wanted players to track at any one time via bounty tracking slots. If they wish to change targets they have to clear out a tracking slot first.
  • Each tracked players data is visible using a galaxy map overlay (only if you have purchased data for a system where they have been active) with their last known locations shown via the overlay, forming a pattern of movement which can be tracked (it’s all about the chase after all!).
  • If a tracked player commits a crime in a system that the bounty hunter currently has active data for (24hrs), any new crimes they commit are reported in the bounty hunters info feed (system, crime and bounty amount only, not exact location in system).
    • If the player is in the same system as the target player, the info arrives instantly, if they are not, there is a 15 minute delay in the crime reporting.
  • You can see a wanted players’ meta-bounty total from systems you have purchased data from. To get the total bounty on a wanted player, you must still perform a kill warrant scan.
  • Each available bounty record includes the wanted player’s last known location and when they last visited a station in that system (there are caveats to this below).
    • Last known location has a +1 hour delay as to not over-power bounty hunters which gives the wanted player a head start. The bounty hunter must therefore do some ‘detective work’ (This also provides some data-feed-delay realism).
    • If a wanted player engages silent running and enters a station without being scanned by the station or security and also does not use the commodities market, their location will not be registered (making the black market more attractive and also adds increased risk to pirates who demand ‘abandoned’ cargo, as when they sell it in the legal market their last location is disclosed to all).
    • Unsanctioned outposts would not record player location whatever they do there, making unsanctioned outposts even more attractive to criminal Cmdrs.
  • On the flip-side, if a wanted player purchases bounty data from the same system as a bounty hunter who is actively tracking them, the wanted-player can see that someone (anonymous) is actively tracking them via a cockpit panel screen. They also get a notification in the info screen when a player starts tracking them (again anonymous).
  • If a bounty hunter kills their tracked target, this is added as a specific stat separate from ‘bounties claimed’ stat called 'tracked bounties claimed'. When you successfully claim a bounty on a tracked target this levels up your bounty hunter ranking x2 faster than normal.
  • Killing a tracking slot target would also provide a bounty bonus (which increases in % value as you rank up as a bounty hunter).

Tracker Limpets


Limpet tracking devices could be new ship modules that can be used like any other limpet device on a ship. The pilot fires one of these limpets at an enemy ship and can then see them marked on the galaxy map. They work for a limited time-frame and then expire. How long they work for can be debatable by the community, it could vary with grade/class. These tracking-limpets would be useful for when you catch up to your target but they then escape;


  • To attach a limpet to a target, its shields must be down like hatch-breakers.
  • If a limpet-tracked player is destroyed, or the tracking player is destroyed, the limpet expires.
  • Limpet trackers show a players’ location on the galaxy map much like how a friend or wing member would show up, but with a different colour icon (purple perhaps).
  • Using a limpet tracker on a clean ship is a crime (but only when fired, if a player becomes clean after attachment, it is not a crime).
  • A player can detect whether they have a limpet on board by running a system scan of their ship using a limpet scanner (see below).
  • A limpet scanner is a new ship module. How successful it is at detecting an attached tracking limpet is dependent on the grade of the limpet scanner vs the grade of limpet attached (with a certain amount of random chance).
  • If a limpet is found by the scanner the player has the option to destroy it or to leave it running (could be used tactically to set a trap if left running).


That's about all for bounty hunting at the moment. Please let me know your thoughts...
 
Bounty rules different?

So admittedly I play this game quite sporadically but I recently got a HOTAS and voice attack so been playing around a bit. It seems the rules for collecting bounties are a little different now? Like before I seem to recall I could kind of hang at a Nav Beacon and K-warrant scan folks and then kill the wanted ones w/o much problem. Just tried that today however and as soon as I open up on them I get a wanted notice and if I kill them I am then wanted for murder.

Must all bounty targets be killed only in the system where they accrued the bounty now or something?
 
To kill a ship without getting a bounty on yourself it must have a bounty on it for the current system you are in

EG to kill a ship in the Sol system without incuring a bounty yourself it must read as Wanted before you use the KWS as this means its wanted in Sol.
 
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As always, the ship must be wanted in the current system. I'm guessing that you used KWS, saw that the ship was wanted only in a DIFFERENT system and opened fire anyway.
 
Everything sounds great, except the thing with buying bounty info in every system. The game offers kill warrant scanners to get all the bounties of a target, and this is a good thing, so why replace it with a "buy data from systems you want to gain bounties from"-system. I agree this'd work great for PvP Bounty Hunting, but PvE would just be annoying with that system - at least that's what I think.
I especially like the limpet part together with the tracking system, just make that happen without bounty data system, and instead say you have the bounty data for every system you visited in the last 24 hours ^^
 
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I think you're the best person I've seen on this forum! I can't give you any more rep, but I'll say this: Please make more of these! :D

Thanks Hagglebeard! I appreciate it :) - I'm putting together a couple of other posts like these for other areas of the game, should be ready soonish.

Everything sounds great, except the thing with buying bounty info in every system. The game offers kill warrant scanners to get all the bounties of a target, and this is a good thing, so why replace it with a "buy data from systems you want to gain bounties from"-system. I agree this'd work great for PvP Bounty Hunting, but PvE would just be annoying with that system - at least that's what I think.
I especially like the limpet part together with the tracking system, just make that happen without bounty data system, and instead say you have the bounty data for every system you visited in the last 24 hours ^^

Thanks, DragoCubx - yes you may be correct with regards to attaining the data by being in the system as opposed to buying it. I guess I was borrowing too heavily from the trade data mechanic - but I definitely think there has to be some form of expanded index for wanted players other than the top 5 only for each system.

With regards to NPCs - maybe fd could add a few persistent ones for the purposes of hunting - I don't mean ones that hang around one system until you spot them in supercruise; but ones that are free roaming that you have to track.

- - - Updated - - -

Good ideas. I am sorry i cannot rep you again.

Thanks Kazacy! Nice one :)
 
Thanks, DragoCubx - yes you may be correct with regards to attaining the data by being in the system as opposed to buying it. I guess I was borrowing too heavily from the trade data mechanic - but I definitely think there has to be some form of expanded index for wanted players other than the top 5 only for each system.

With regards to NPCs - maybe fd could add a few persistent ones for the purposes of hunting - I don't mean ones that hang around one system until you spot them in supercruise; but ones that are free roaming that you have to track.
Sounds great now, have some rep :D
 
Can you dock at an allied station where you have a 7k bounty? Or do you get spaced on sight?

I thought about adding this to my other thread, but this is completely different, so a new one seemed better.


I followed advice from the other thread and switched to just do pirate killing missions for reputation.

So I'm in one of those nice "Strong Signal Source" spots with a few local security ships and a whole bunch of pirates.

I down enough pirates to complete my mission, but I figure I'll help clean up the rest of the pirates for some extra bounties.

Finally, the last wanted ship is an Anaconda - I didn't read beyond the red "Wanted" line and started firing on it. The rest of the security craft follow along (green to me, as I'm allied - and stayed green throughout this final fight) When the wanted Anaconda blows, its a disappointment... no bounty reward but a bounty on my head for murder of a federal security craft...



So, I'd love to know two things:


1) Can I still land at that station to pay off my bounty and turn in a mission or will it open fire on sight / deny docking permission?

2) Should I raise a bug report or am I just misunderstanding how the "wanted" thing works?
 
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You can dock at a station even if your wanted in that System

I have done many times after killing hundreds underming in a system, racked up a bounty in the millions, then casually landed at a local station.

Just dont let the local authority scan you as they will engage! Run!
I
 
1) No, only the security service ships will open fire, and that's when they've successfully scanned you and have determined that you're wanted in the system.

Only time they'll auto open fire is if your relation to them is "Hostile"

2) Not certain sadly, if you feel you haven't overlooked anything like for instance the anaconda was never wanted and you just thought he was. Then it could very well be a bug or glitch you've ran into.
 
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Being Wanted implies that there is an Active Bounty on the Anaconda's head, so you should have got some money for it. It's a bit strange that you got a bounty put on your head if it was Wanted though. Maybe killing a fed ship makes you wanted no matter what?

You can still dock at the station - just don't get scanned! but please be aware - You can not pay off a Bounty, you can only pay off Fines. You're going to have to wait until the Active Bounty turns into a Legacy Fine before you can pay it off. I've just replied to a post (#14) with all the details that I know off regarding the bounty system

edit: triple ninja'd!
 
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Pirate Bounty - Mission Disaster

"Try new things," you said. "Build favor with the Federation, improve your rank." "Select that pirate bounty mission, you can destroy him, like so many bounties before him."

I heard these voices, was it you or madness from the dark void of space?

Click...challenge accepted, off to eliminate the infamous pirate, Chummblesomething would be his name. Me in my Asp, he in his Conda. Beaten to near death I run, not just the first skirmish but 3 times, in my forth effort I know I will finally sack you, you bloody pirate.

Each time I change my load out, each time I fail; I call from my viscera, "C H U M M B L E !!!"

Now far from the dense gas giant of my home world, I remove each non-essential component; saving even more power for my shield core, I place the smallest possible FSD available. This would be my dark regret.

Unloading my weapons with neither mercy nor forgiveness, I send Chummble to his grave. I hear his sweet cry and burn his hull to the nether.

Unable to replace my sizable FSD, unable to jump from this dark system; it is now that I realize in my rage to build a war machine I have unwittingly resigned myself to a life here, away from the gas giant I call home.

Peace in the afterlife worthy Chummble and farewell to you my home.
 
Are there Haulers available in this system ? If so maybe try to buy one. They have a great jump range and only require a class 2 FSD. It could probably work with a Sidewinder too.
 
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