Based on these two posts.
https://forums.dust514.com/default.aspx?g=posts&m=587320#post587320https://forums.dust514.com/default.aspx?g=posts&m=587669#post587669I decided to write a post on a feature that i think can enhance the indvidual PRIMARY experience which is the FPS gameplay. As to why we should even consider such a feature is simple. This game is considered by many a generic C shooter with no interesting hooks or features. Those that argue the metagame is what will be the hook i will use an analogy.
Using a hybrid car will reduce Climate change. Here the metagame is reducing climate change and the hybrid vehicle is the primary experience. And while climate change in itself is a good enough reason to warrant changing behavior most humans need incentives to alter behavior this is the crux of operant conditioning. Now if the hybrid is bland and boring like a toyota prius the metagame never gets tackled because the only people making the switch are those who will pursue something because the metagame is enough for them. Now if the primary experience is a Tesla roadster then everyone will want to get one and the metagame gets achieved because it brings more people to the primary mode that drives the end goal.
So how do you make the primary experience rewarding and enticing. A dynamic in game bounty system based on reg's ideas creates an incentive to organize and chase down efficient pvpers in a way that increases the challenge for the predators while giving a rallying point for the prey.
So how would this work well CCP needs to create an efficiency rating based on in game actions, as a player become more efficient during the course of the game, the game institutes a bounty on that player that would be signified by some indicator when that player is in scan range, as well as a "gold symbol" on radar when scanned.
This can apply to slaying, support and vehicles (which should perhaps get an instant bounty), not sure how to apply this to AV actions yet.
So how does this bounty reward work well based on a yet to be determined(comments welcome) efficiency rating a player will reach a threshold at which point a bounty is placed. The player who stops this player by killing them(slayers), killing/destroying equipment(support), destroying vehicle(tanks primarily) are given a bounty.
The bounty payout i think should be equivalent to the ISK cost of the fitting or a set ISK amount, 250K+ISK(it has to be significant). Additionally the person should also receive the person fitting (ds/shell and weapon). The caveat to this is how to make this work with teamfire and especially against tankers since it will often be team coordinated not to mention kinda messed up to give the reward to the leech that got an AR kill on the tank. Clearly it needs a bit more thought but i think this creates a nice dynamic in-game for pubs that enriches the pvp experience beyond (kill, support, win repeat.) It also enriches the isk/equipment farming experience beyond simple random salvage drop.
Clearly this isnt fully fleshed out but i think the basic principle is a good one and something we should try to collaborate on and get CCP's input on.