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Sorry Wrong Chat
Condotta Rouvenor Gallente Federation
9
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Posted - 2013.10.04 11:49:00 -
[1] - Quote
Install a bounty hunting system like EVE.
I guess that would be a nice feature and requires addinionally tactically thoughts. |
Maken Tosch
DUST University Ivy League
4393
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Posted - 2013.10.04 13:24:00 -
[2] - Quote
The only way this can work is if there is a system in place where bounty hunting allows you track a player to a specific place and follow him. Eve Online has a similar system in place already and they're called Locator Agents which enable you to pinpoint a player from either within a region or within a specific system and/or station depending on how much you pay the Locator Agent. The more ISK you pay to the NPC Locator Agent, the more exact the location of the target becomes. |
Sorry Wrong Chat
Condotta Rouvenor Gallente Federation
10
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Posted - 2013.10.04 17:54:00 -
[3] - Quote
For Dust I prefer a different system:
Bounty can have differtent validities.
- only for the running battle --> can be set during the battle or in the waiting lobby --> Set bounty via player menu
- or generally with an expiring date --> the longer the more expensive
Bounties must be paid per ISK or AUR in advance.
Ofc some rules can be taken from EVE like
- Player is leaving the battle --> compensation for the bounty payer
- Player is not online for while --> compensation for the bounty payer
- Player is worth only a maximum ISK/AUR amount --> if bounty is higher then more kills are possible until Bounty pool is dry
A player should know that bounty is set on him and tagged players should get an extra icon inside battle.
Another rule maybe: Bounties cannot be set on members of the same corporation. |
SickJ
sephiroth clones D.E.F.I.A.N.C.E
98
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Posted - 2013.10.04 20:16:00 -
[4] - Quote
A system where you can quietly drop in on a match (without joining a team) and go after a target could give us a very cool element of paranoia. |
Argent Mordred
DUST University Ivy League
3
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Posted - 2013.10.04 21:29:00 -
[5] - Quote
I don't think the bounty system will be developed (if it is developed) for a long time. So if there is no rush, why not have the bounty able to be set on a player in quarters?
I see a couple reasons for setting a bounty on a player, one, a key player is causing trouble and killing him might help one side in their battle, or two, to cost a player isk and/or tax his psyche. A player accepts the contract when the target is online and then either goes to the battle or station the target is in and attempts to kill him. It might add to the suspense of players if they can hear shooting from the hall outside their quarters.
The players with bounties don't know whether the person shooting is collecting a bounty on another player in the same section of station, or an assassin who was detected by station security in the act and is coming for them. Plus, at any time, an assassin might have successfully avoided detection and be about to slip in and put a round through the back of your head. Of course, turn about is fair play and the target might be vigilant and waiting for the target with his best fitting (presumably the default fitting shown in quarters that is whatever the target has favorited). The fitting of the target or the assassin would be lost on their death. Also keep in mind that a player losing a suit in quarters might not seem like much, but unlike a battle, the risk of a target's death and loss isn't balanced against the payoff of winning a battle.
With regards to bounties happening in battle, maybe a player (or players) could slip in (like SickJ suggested) and pose as members of one of the teams until they can kill the target. Maybe they should have to do something to reveal their true nature before they can make the kill, when they do that, the friendly fire constraints (if they are on, like in a pub match) will between the target, the assassin, and perhaps their squads (maybe in certain cases there could be a kill team and the target's squad could also help protect him in that case) would be able to shoot and kill each other.
I have no problems with anyone being able to shoot and get a reward for killing a bounty hunter instead of the proposed system in the last paragraph, but it needs to be balanced so that killing the target isn't impossible. |
SickJ
sephiroth clones D.E.F.I.A.N.C.E
99
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Posted - 2013.10.05 02:23:00 -
[6] - Quote
Argent Mordred wrote: With regards to bounties happening in battle, maybe a player (or players) could slip in (like SickJ suggested) and pose as members of one of the teams until they can kill the target. Maybe they should have to do something to reveal their true nature before they can make the kill, when they do that, the friendly fire constraints (if they are on, like in a pub match) will between the target, the assassin, and perhaps their squads (maybe in certain cases there could be a kill team and the target's squad could also help protect him in that case) would be able to shoot and kill each other.
What I actually had in mind was that the bounty hunters would show up as yellow dots (like an installation that nobody's hacked yet) and thus possibly have to deal with both teams shooting at them - we wouldn't want it to be too easy would we? Is that guy after one of us or one of them? I think he's after one of them... but let's kill him just in case. |
SOMBRA del MUERTE
The Exemplars Top Men.
15
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Posted - 2013.10.05 02:50:00 -
[7] - Quote
This thread points to one of my favorite things about EvE and one of the least innovative things about Dust 514 at the same time... THE FEAR. If you've ever played EvE, you've experienced the sudden rise in heart rate when falling out of warp to realize that you've just landed in a hot mess of a challenge (or probably certain death). Hopefully you've also experienced the extreme elation of overcoming a mob of hostility to emerge victorious. Dust 514 accomplishes the latter of these quite well (which is no small feat) but the former is much more powerful in EvE. I believe this is because of the feeling of continuity in EvE as you fly around and experience the flow of your surroundings.
Obviously, FPS players don't want to deal with 20 warp gates to get to a battle (who does?) but a REAL opportunity of a game universe like New Eden is to let us be truly immersed. I would love to see Dust get to the point where the player could get the feeling that they may have strayed a bit to far from safety, and need to slowly back out of the system and head for friendly space.
The "least innovative thing" about Dust 514 that I mentioned earlier is the continuation of a solely "ready, set, go" FPS. There will always be the need for instant battles and if you're looking for steady contracts and a familiar clone bay to wake up to, head to your nearest hub and grind away! But if you're looking for a bit more adventure, there should be a more openworld sandbox that can be explored where you can ally with friendlies, but don't ever really know who might shoot you... NOW THAT'S NEW EDEN! |
Maken Tosch
DUST University Ivy League
4404
|
Posted - 2013.10.05 04:27:00 -
[8] - Quote
SickJ wrote:Argent Mordred wrote: With regards to bounties happening in battle, maybe a player (or players) could slip in (like SickJ suggested) and pose as members of one of the teams until they can kill the target. Maybe they should have to do something to reveal their true nature before they can make the kill, when they do that, the friendly fire constraints (if they are on, like in a pub match) will between the target, the assassin, and perhaps their squads (maybe in certain cases there could be a kill team and the target's squad could also help protect him in that case) would be able to shoot and kill each other.
What I actually had in mind was that the bounty hunters would show up as yellow dots (like an installation that nobody's hacked yet) and thus possibly have to deal with both teams shooting at them - we wouldn't want it to be too easy would we? Is that guy after one of us or one of them? I think he's after one of them... but let's kill him just in case.
I like this. Make it interesting for all three parties: the reds, the blues, and the neutrals. It will definitely add to the challenge especially for the neutrals who have to fight through not one but two teams to get to their target. |
Bartimaeus of Achura
Cassardis
48
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Posted - 2013.10.05 04:34:00 -
[9] - Quote
Sorry Wrong Chat wrote:Install a bounty hunting system like EVE.
I guess that would be a nice feature and requires addinionally tactically thoughts. nopenopenopenopenope a eve guys placed a 1b bounty on my corporation. |
Maken Tosch
DUST University Ivy League
4404
|
Posted - 2013.10.05 04:43:00 -
[10] - Quote
Bartimaeus of Achura wrote:Sorry Wrong Chat wrote:Install a bounty hunting system like EVE.
I guess that would be a nice feature and requires addinionally tactically thoughts. nopenopenopenopenope a eve guys placed a 1b bounty on my corporation.
Eve players got fat stacks yo! |
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The Black Jackal
The Southern Legion The Umbra Combine
880
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Posted - 2013.10.05 10:05:00 -
[11] - Quote
Bounty's should be introduced, but only when the game goes Open World, and your target can be tracked actively, not simply waiting for them to be in a match against, with, or even as a third party. |
Argent Mordred
DUST University Ivy League
4
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Posted - 2013.10.05 21:56:00 -
[12] - Quote
SickJ wrote:What I actually had in mind was that the bounty hunters would show up as yellow dots (like an installation that nobody's hacked yet) and thus possibly have to deal with both teams shooting at them - we wouldn't want it to be too easy would we? Is that guy after one of us or one of them? I think he's after one of them... but let's kill him just in case.
I assumed you meant as a neutral, but I proposed the hunters being disguised for exactly the reason you have mentioned. If there is no penalty for shooting a neutral without reason, other than him shooting back at you, what's to stop the hunters from just getting plugged for absolutely no reason, repeatedly, over and over?
You might think that players wouldn't waste their time, but considering how many blueberries do pointless things like shooting in the air or at the MCC; I think people would do it just to be safe or just because they are trigger-happy and don't care who they shoot. If too many people do that, then the result would be that few people would bother doing bounties (at least the battlefield kind) finding it near impossible and it would become dead content.
There would still be uncertainty about who's side they were on. Under my proposed system, they could slip in on the same person's team and try to kill him; or they could join the other team and hope to run into him and kill him then. When they reveal themselves, they would switch to a bounty hunting or a neutral side and color, causing everyone in the vicinity to wonder who they were after.
Also, maybe the player shouldn't know when exactly the bounty ends, at least in certain circumstances. They would just get a general time like days, weeks, a month. It could help to keep suspense and paranoia up, or give an advantage to the hunter as the target starts to relax, thinking himself safe. The target would ultimately know when it is over, but wouldn't have a precise date when he would know he was home free. |
deepfried salad gilliam
Sanguine Knights
20
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Posted - 2013.10.05 23:00:00 -
[13] - Quote
Only if they made a freeroam section, not game mode, just walk out of your quarters and do stuff. sorta arma themed. But untill then this isn't practical |
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