My take on a Bounty mechanic:
New features: Pirate Posters and a Bounty Mechanic
What if?
Individual pirates can now be spyglassed at a range approximately equal to the effective range of the flintlock.
After spyglassing a pirate, rather than a banner popping up, a toast message at the bottom center of the screen pops up similar to what happens when a pirate interacts with a bottle quest now except the tone will be different. The tone should be one that invokes a feeling of mystery and intrigue.
The toast message informs the pirate they have received a new “pirate poster” in their inventory. Spotting pirates with the spyglass up to a maximum certain distance now generates a pirate poster for each unique pirate spotted.
Included on this pirate poster would be:
the gamertag of the pirate spotted
A rendering of their pirate’s face or their pirate’s upper body and face including the cosmetics they were spotted wearing made to look like a drawing done by hand in a wanted style poster kind of way with the pose, body language and emotion of the subject corresponding to their current pirate reputation
an adjective, a second adjective plus a noun describing the current reputation of the pirate spotted
bounty status
Just to be clear, pirate posters in your inventory would be session based just like quests and supplies are session based.
In order to place a bounty on another pirate you would need to have acquired a pirate poster for the pirate you want to place a bounty on in that session and then speak with the tavern keeper aka bartender in any tavern in the same session.
As long as you have acquired a pirate poster for a particular pirate in that session you can place a bounty on particular pirate even if they leave the server.
Bounties can be related to the tasks of killing a particular pirate once or sinking any ship a particular pirate is sailing on once.
The cost in gold for placing a bounty would depend on the type of bounty and it would scale in cost as a percentage of the pirate’s current total gold balance available to spend who is desiring to place a bounty on another pirate up to a maximum fixed cost. There would also be a minimum fixed cost.
New possible interactions with the tavern keeper:
“Death Wish” Bounty: Kill a particular pirate - 1% of the current total gold balance of any pirate who is desiring to place a bounty on another pirate up to a maximum cost of 100,000 gold and with a minimum cost of 10,000 gold. Requires a pirate poster of the target pirate.
“A Trip to the Ocean’s Depths” Bounty: Sink a particular pirate’s ship - 5% of the current total gold balance of any pirate who is desiring to place a bounty on another pirate up to a maximum cost of 500,000 gold and with a minimum cost of 50,000 gold. Requires a pirate poster of the target pirate.
“Hush Money” Reset your current pirate reputation to a neutral state and remove any active bounties placed on your pirate - 5% of any pirate’s current total gold balance up to a maximum cost of 1,000,000 gold and with a minimum cost of 100,000 gold.
The gold reward for completing a bounty would be split evenly between the entire crew of the pirate(s) who completed it.
Your reputation has nothing to do with whether or not a pirate can create a bounty for you it’s just meant to very briefly describe in three words how you have most commonly chosen to play since the last time your reputation has been at a neutral state.
Pirates who have chosen to more frequently align in the interests of the Pirate Lord have more often than not completed voyages, completed world events, sold non-stolen treasure to any trading company other than reaper’s bones, allianced with other crews without betraying, repaired other ships, etc.
Their pirate poster including their caricature pose, body language, emotion and their brief, 3 worded pirate reputation will make it obvious that particular pirate usually plays in a manner that aligns with the Pirate Lord.
Pirates who have chosen to more frequently align in the interests of Flameheart have more often than not killed other pirates, sunk other player ships, placed stolen loot on their ship, sold emissary flags to the reaper’s bones, sold stolen treasure to any trading company, formed alliances to betray them, etc.
Their pirate poster including their caricature pose, body language, emotion and their brief, 3 worded pirate reputation will make it obvious that particular pirate usually plays in a manner that aligns with Flameheart.
Pirates who have chosen to partake in both halves of the game PvE and PvP about equally (but with a greater weight leaning towards PvE because naturally it will be more frequent) or have just started playing the game or have just spent gold to reset their pirate reputation to neutral are considered to have a neutral pirate reputation. These pirates are the true wild cards.
Active bounties would persist until completed or until a certain period of time consisting of several irl days elapses.
Active bounties are not bound to any particular server they are bound to the target player.
Active bounties will follow the target player to any server they happen to join.
The tavern keeper will whisper to pirates after spawning in the tavern or if they came near about a possible way to earn some extra gold if there is at least one active bounty placed on a pirate who is on that server.
If pirates then interact with the tavern keeper they can acquire a copy of any bounty quest(s) for any player(s) with an active bounty on that server.
The bounty quest received would basically be a redacted copy of the target’s pirate poster. The gamertag of the target pirate would be blurred. The caricature of the target pirate would be reduced to a silhouette. Aside from the silhouette, the only other info provided would be the bounty type and reward value in gold.
The tavern keeper or bounty quest would not in any way help bounty hunters in locating the target pirate.
In order to complete a bounty quest, pirates would need to first spot the target pirate using their spyglass.
Once the target pirate was spotted a unique sound cue would play, the bounty quest would no longer be redacted and from that point on killing the target once or sinking their ship once depending on the bounty quest type will complete the bounty quest and pay the gold reward.
As stated earlier, the gold reward for completing a bounty would be split evenly between the entire crew of the pirate(s) who completed it.
If a target leaves the server before being spotted or after being spotted but before the bounty quest was able to be completed the bounty quest is automatically removed from your quest inventory.
Obviously the mechanic would need an incentive to place bounties on other pirates other than just being a way to seek revenge on a particular pirate or even an entire crew that wronged you.
So add some commendations of course for both placing bounties and completing bounties and then create some new cosmetic rewards that are unlocked for purchase after completing the associated commendations.