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Thread Statistics | Show CCP posts - 1 post(s) |
Beren Hurin
K-A-O-S theory
765
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Posted - 2013.07.22 12:25:00 -
[1] - Quote
From a design perspective, I'd like to hear a well thought out 'why' for bounties in Dust, before much time is spent on it.
Bounties in Eve kind of matter when death isn't as ubiquitous. Are we assuming that bounties could be collected from blues off of blues? Are we assuming that somehow a player's behavior would be changed as a result of bounties on their head?
My guess is that players would just play as normal, and when they die they don't think any differently than if it was from a bounty or not. I'm probably missing something, but I don't get what it would add.
Also, I'm not sure when you would count the player as having been destroyed...then you also have the problem with kill stealing. If the isk came from Eve, then you could pretty easily make 200k dropsuit fits, collect a bounty upon death, then revive those players. What'd happen if people switch out of their suit that already got revived?
I think the closest thing to a bounty system would be a bonus for defeating a team/player in combat rather than killing a single player a single time (or many times).
So the bounty system could give one return if you defeat a corp in PC, but a smaller one if you defeat them in faction warfare/ instant battle. |
Beren Hurin
K-A-O-S theory
768
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Posted - 2013.07.22 12:42:00 -
[2] - Quote
Che Cortez wrote:Why? Incentive, focus, and moral. if i put a bounty on a known tanker and stop him from employing his role efficiently and it helps turn the battle in our favor then it has done what i intended it to do, put the bounty to high and the blue berrys forget about the objectives then its my fault.
who knows it might be people out of the mcc
So you are saying there is marginal room for player behavior and situational awareness in the match such that you think, a player bounty, on said tanker, would mean that some (but not all) of your team would go (just enough) out of their way to kill another player (who they cannot yet see or do not know) that they will chase him down but not disrupt their own team?
How will they know he is in a tanker? What if he dies in a militia suit? What if he dies 5 times in a militia suit? Why wouldn't he do the normal tanky things to defend himself while people hunt him? If 3 people are hunting him, only one will get the kill...is that fair? |
Beren Hurin
K-A-O-S theory
773
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Posted - 2013.07.22 14:30:00 -
[3] - Quote
What if we didn't do a bounty so much as a 'kill right' kind of system. The main effects would be both a bounty 'claim' but also the ability to kick that player out of the match in FW/Pub. Here's how it'd work.
Claim: Each death consumes minimum 100k isk regardless of target value. The bounty pays out at 20% of total target dropsuit value. So there would be the continued bounty payout, and 'bounty fear' for as long as you had a bounty on your head.
Match kick effect:
Step 1) Player A places 1 million isk minimum bounty on Player X. Step 2) Player X queues up with his elite squad to farm for the day. Step 3) Players are looking at the player list while waiting for battle. Step 4) Player B sees that Player X on the opposing team has a bounty.
This is the important part
Step 5) Player B claims the 'bounty right' on Player X prior to match. Step 6) Now Player B and Player X effectively have what in Eve is called a 'limited engagement'. Step 7) Now if Players B or X find each other on the battlefield they can eliminate each other from the whole match!
If B kills X, he gets the bounty and X leaves the match (losing everything and getting no reward from match). If X kills B, the same happens, but X gets no bounty, and the bounty remains as prior to the match. |
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