Bounty system

  • Hi,

    I have an idea to reduce the both spawnkill and crew who are only killing on sight.

    Adding a bounty system would make the game more enjoyable for people playing pve, but without removing pvp.

    Here is my idea:

    • After sinking X ships under a certain amount of time, let say, one hour, you get a bounty.
    • Same for killing X pirates.
    • Bounties are tied to the plater and not the crew. It is to avoid people quitting and changing servers.
    • If someone with a bounty join you crew, you will have a notification and you can lock him into the brig for X minutes to remove his bounty and avoid getting attacked by other ship (add XY is a prisoner in the bounty quest info).
    • bounty disappear after a certain amount of time without killing/sinking.

    When you have a bounty:

    • items cost more
    • selling chests/skulls/merchants items give you less gold

    Bounty quest:

    • in tavern, the barmaid will be able to give you a bounty quest if there is someone with a bounty on the server.
    • the clue is a bit like the Soul Order quest information, but is dynamic (changing).
    • it shows the general region of the ship/player
    • it shows player name (only the one with a bounty).
    • if the bounty was removed, the quest disappear.
    • Killing a wanted pirate give you gold when returning at a barmaid.

    Other informations:

    • Killing wanted pirate doesn’t count in you bounty level.
    • Self Defence (shooting second in battle) doesn’t count too.
    • You can reduce bounty by doing good around you (helping at raid, don’t shoot nearby players, giving chest, etc.)

    Thx

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  • There is a good idea underneath all this weird systems you are trying to explain. let me point out the odd stuff first:

    • I'm doing a fort and by chanse I sink 3 ships, because it's a free for all event, why do I get punished for that? Why would I get lesss gold from the fort reward for surpassing a very tough challange?
    • Why tie bounties to players? Maybe I'm just defending myself in my galleon but i suddenly get a bounty on myself but i really need to quit, why not tie the bounty to a ship? Wouldn't that tie in better with future ship naming plans?
    • So I mop the floor with an enemy galleon crew as a solo, why do I get diminishing returns from my voyages?
    • Why do bounties dissapear by being passive? That's 80% of any session.
    • You can have bounties say where the enemy ship is (Last seen in the Wilds or Last seen in the Shores of Plenty)
    • Wouldn't a player skull be more practical? You could use the OoS girls instead of a barmaid.

    Most of the other stuff is nearly untrackable without bias from the game's perspective, in other words this would theoredically be punishing PvP... while at the same time encouraging it. Too paradoxical, just stick to a bounty system without trying to have PvE players get some "protection" that doesn't work.

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