Wanted Amount Based on the price of what you killed?

Wanted Amount Based on the price of what you killed?

  • Yes Bounties should be based on value that you killed

    Votes: 50 82.0%
  • No. 6k per kill is enough of a bounty

    Votes: 11 18.0%

  • Total voters
    61
  • Poll closed .
Your poll is flawed, as bounty should be based more on crimes of the prey and his ranking in relationship to yours, then his ship and outfitting compared to your ship and outfitting

Eg

Your bounty is an elite pilot committed 10 crimes flying an conda with 10 upgraded items
So
Elite will be worth 1000
Conda worth 2000
Upgrades250each x10 2500
Total. 5500
X10 crimes. 55000
Bonus/Penalty for ship say 10% per level so say an eagle is 10 classes below your bounty will be

110000

Or if your ship is higher by 2 classes then it will be

44000
 

Snakebite

Banned
i belive that the wanted level should be base on what you kill not just a set factor i.e 6k, if i kill a Type 7 trade ship cause i was being a "Greifer" that bounty on my head for killing said vessel should be upwords of 17 million " the price of the ship " or at least a base percentage of what that player lost.

Do you agree? lets the dev's Know and lets put a poll up

I have no patience whatsoever with Griefer mentality, but I just dont agree with the OP's idea.

I DO think that the penalty for killing a harmless clean player should be much stiffer, but just as in real life murder is murder here in the UK you get around 15-25 years for murder, the judge (scumbags though they are) will not add another 10 years on just because the victim was wealthy or drove a flashy car...... Of course its also true that in real life you cant clean 'murder' from your record by paying a fine.

I'd also like to see these things treated differently by different regimes....

So lets say for example murder in an imperial system gets you a 5 million Cr fine, but murder someone in a Federal system and they place a 'wanted' status and if you land at a federal station they confiscate your ship and assets.
 
A question, though. Is there a way to prevent high bounties becoming 'friendship gifts'?

Let's say I get a bounty of 5 mill, then let a RL friend kill me in a sidewinder bought for the purpose. Basically it just becomes an advantage getting huge bounties?
 
A question, though. Is there a way to prevent high bounties becoming 'friendship gifts'?

Let's say I get a bounty of 5 mill, then let a RL friend kill me in a sidewinder bought for the purpose. Basically it just becomes an advantage getting huge bounties?

That's always the problem. One way around it is for the bounty to become the debt of the person with the bounty.
 
The player should also be able to offer a "Bonus" bounty on top of any ingame sum, also I would put the very low 6K up a fair amount a sidewinder and 1k may be all the player had and killing someone in that position should not give an unreasonably low bounty amount, 6K fine is nothing and wouldn't stop me killing something if it took my fancy.
 
Poll is not very good. You can strongly disagree with both options...

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

Something like this makes the most sense

Sidewinder griefing at 1600 credits per kill! still makes sense?
 

Snakebite

Banned
I vote no since it makes exploit. Bounty must be less than killer ship insurance. The solution is adding the clearing fine which differs from the bounty, and depends on killed ship cost.

I think that the bounty should vary depending upon local/Faction laws and the fine *if any* should be huge for murder but equal for each person killed.
A seperate penalty for criminal damage *could* be linked to the value of the ship destroyed
 
Once again - bounty and redemption are not the same. Bounty (money someone will get if kill you) can be fixed for each kill/crime. Redemption (money CMDR pays to take off crime record) must be different and MUCH bigger. The reputation for killing in the sector must fall fast, with consequences ( authority vessels attacks, no landing allowed, etc).
 
Bounty should be equal to insurance cost. Killing a wanted target should give you a maximum of is own insurance cost. That way everything is grounded in real value.
 
Back
Top Bottom