Wanted dead or ALIVE ?

I'm not sure if this has been addressed before, but do we have an option or should we have an option to bring the criminal to justice without having to kill him?
So far I have only seen bounty rewards for kills !

We could scoop up the survival pod and transport it to the authorities of the system that first wrote out the bounty, the bounty hunter since having to deal with the criminal for a longer time should then be allocated a reward substantially higher than the one for the mere killing. :)

What do you guys think?
 
The escape pod isn't scoop-able for game play reasons.

Imagine if you will being held in an escape pod for weeks on end whilst the pilot in question, just prior to logging off for the night, ejects you to another of his buddies from a different time zone scoops you up to "hold" you prisoner.

Not much fun being killed ... even more so as a virtual prisoner :eek:
 
So far the main response from any law enforcement in the game is to try and kill you even for little things like staying too long over the wrong landing pad. I guess it keeps the prisons empty:p
 
The escape pod isn't scoop-able for game play reasons.

Imagine if you will being held in an escape pod for weeks on end whilst the pilot in question, just prior to logging off for the night, ejects you to another of his buddies from a different time zone scoops you up to "hold" you prisoner.

Not much fun being killed ... even more so as a virtual prisoner :eek:

That would be easily by-passed, a scooped up pod would bring up for the player the same message as being killed and entail a restart.
"You have been caught". Press enter to continue :)
For NPCs the problem wouldn't matter.

I'd rather catch than kill :)
 
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On paper it would be a great feature. And its been suggested before. Unfortunately people will be against it because no one wants to have his avatar effectively unusable due to it being under the influence of another player. Also it could be open to greifing if the bounty hunter decided to go on a 6 hour mystery tour with another players character stuck in his cargo hold.


I would like to see players that have been "captured alive" by a bounty hunter be automatically transported by NPCs to a penal colony where they have to do a few unpaid mundane missions as a penalty. If players are in a lot of debt due to having to pay creditors to pay off their fines, it could be an interesting alternative to pay for ones crimes.

Once their sentence is served, they get a battered old starter ship on the edge of known space (where the penal colony is located), and have to make their way back to civilization ;)
 
I would like to see players that have been "captured alive" by a bounty hunter be automatically transported by NPCs to a penal colony where they have to do a few unpaid mundane missions as a penalty. If players are in a lot of debt due to having to pay creditors to pay off their fines, it could be an interesting alternative to pay for ones crimes.

Once their sentence is served, they get a battered old starter ship on the edge of known space (where the penal colony is located), and have to make their way back to civilization ;)

I will probably be calling such a place "home" in that case :D
 
I do get the point possible griefing if you don't release the other player but if it just ends his session like a kill it would only bring a plus for the hunter for dealing with it a while longer and maybe be incentive to rather catch than just kill.
 
i had a similar idea some times ago...

what about a big ''wanted dead or alive'' picture in every space station ?

everybody who land will see these advs.

like in the old wild west !:cool:
 
i had a similar idea some times ago...

what about a big ''wanted dead or alive'' picture in every space station ?

everybody who land will see these advs.

like in the old wild west !:cool:

I would love to see such posters !
500 cr dead 2500 cr alive !
At least for NPCs it could be done.:D
 
I will probably be calling such a place "home" in that case :D

It is good to feel at home

5565564.jpg


:)
 
It would be difficult to achieve. Because two people might make an association. One person will play the hunter and the other the criminal. The criminal is captured alive, the hunter receives the bounty and sharing with the criminal.
It was a technique much used in the far west

;)
 
It would be difficult to achieve. Because two people might make an association. One person will play the hunter and the other the criminal. The criminal is captured alive, the hunter receives the bounty and sharing with the criminal.
It was a technique much used in the far west

;)

The same would be true for killing. Two make an association with basic sidewinders, one gets a bounty on him the other kills him gets the bounty and the first re-spawns in basic sidewinder then they split the reward the of the bounty. No?
 
The same would be true for killing. Two make an association with basic sidewinders, one gets a bounty on him the other kills him gets the bounty and the first re-spawns in basic sidewinder then they split the reward the of the bounty. No?

Yes you are right ! Damn, we risk to assist in the game, at much more of cordial agreements, than real fights

:eek:
 
I do get the point possible griefing if you don't release the other player but if it just ends his session like a kill it would only bring a plus for the hunter for dealing with it a while longer and maybe be incentive to rather catch than just kill.

This actually could work. But it would require some cooldowns. Like if you capture someone they would spend say a couple of minutes in your ships storage (similar amount of time that wouldr equire to be scooped by a rescue ship) and then they would respawn on a station. But this would require some careful game mechanics that would allow captured player PLAY while they are also being transported to a prison. This could actually get fast out of control.

Star Citizen is trying to implement some kind of gameplay mechanic that would allow this but in their case I think player would turn into some kind of virtual object or something so that they could continue playing and not spend the rest of the night in some dark room with life support...
 
Oh, this topic brings back memories.

Blowing up ships on the Orvolle stargate, scrambling and webbing their pods and keeping the poor blokes immobilized in space until they posted on the forums that they were caught by these nasty pirates in PF....

Oh Eve....;)
 
The same would be true for killing. Two make an association with basic sidewinders, one gets a bounty on him the other kills him gets the bounty and the first re-spawns in basic sidewinder then they split the reward the of the bounty. No?

Then in this case the spawning will have to be changed so it can't be exploited. Everything that is not like real life in games can be exploited. If you shot - you dead. That can't be exploited. But the gameplay would end too in that case. But as more we go away from real life scenarios as more those gameplay elements become exploitable. Its almost inevitable.
 
player would turn into some kind of virtual object or something so that they could continue playing and not spend the rest of the night in some dark room with life support...

Yes, the scooped up pod becomes cargo like any other (besides the special value) not impeaching the player (caught criminal) from continuing his game !
 
I'm not sure if this has been addressed before, but do we have an option or should we have an option to bring the criminal to justice without having to kill him?
So far I have only seen bounty rewards for kills !

We could scoop up the survival pod and transport it to the authorities of the system that first wrote out the bounty, the bounty hunter since having to deal with the criminal for a longer time should then be allocated a reward substantially higher than the one for the mere killing. :)

What do you guys think?

This is a feature I would love to see. And it would make bounty hunting so much more interactive and mission / story like
 
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