Head Bounty

  • I know the idea isn't new, but how do you see it?

    I guess the original idea was to automatically or manually receive a bounty from other players after killing or achieving a kill streak. (I just saw a video about the topic and dont remember it actually). However, I think this would be too easy. Because the challenge is to sink the respective ship and its crew so that they cannot spawn again on the ship.

    My idea would be that after a fight, the sunken crew can put a bounty on the other crew on the dashboard at each outpost. The gold sum can be set individually. The bounty increases with each additional bounty from other crews/players. This means that if a crew sinks 2 ships, the first crew can offer a bounty of 10,000 gold and the second, for example, 20,000 gold. The gold is divided among the players. In the example, there would now be 30,000 gold in the pot; with a 2-man slope, everyone receives a 15,000 bounty. This bounty is player bound and does not apply to the ship. This means that if a player with a 15,000 gold bounty joins another crew and gets sunk, the bounty hunter only receives the 15,000 gold from that one player. The payout could be obtained either immediately or by visiting the notice board at the outpost. Furthermore, the player whose head has a bounty on it will receive a notification.

    There should be an option on the bulletin board to see players/crews on the server (names only) who have a bounty. So you could choose a crew, plant an emissary flag and get additional gold/reputation when you sink the specific Crew/Ship.

    Another idea could be that with a bounty of 1,000,000 gold, pamphlets are hung at all outposts that traditionally depict the character and are labeled with "Wanted". This could, for example, lead to either other crew specifically hunting down the person with such a high bounty or, conversely, no one daring to approach this player. A bounty could therefore be another status in addition to the pirate legend. At the same time, a bounty would be a direct indicator of how good someone is at pvp.

    I'm looking forward to further ideas and suggestions.

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  • I sink a crew
    They put bounty on me
    My friend sinks me
    He collects the bounty

    /thread
    /topic

  • @kptbadewanne I think the way to do this is by putting a Bounty on specific ships that sink you instead of players. Then add in a new reaper voyage that has you hunt and try to sink the marked ship. If the ship sinks you can sell its name placard to collect the Bounty.

    If the crew that owns the ship turns in the placard they retain the Bounty.

    This creates a fun relationship with guilds where you can choose the ship you sail on based on how high or low its Bounty currently is.

  • @foambreaker I mean this is no more or less exploitable than any other mechanic//hourglass.

  • Targeting players is frowned upon.

    We already have an opt-in bounty system with emissary flags. I'd rather not have one I can't opt out of.

    Also, older players with tons of loot can just put insane amounts on everyone on the server.

    Not to mention streamer harassment (going both ways btw)

  • @pithyrumble if you tie it to being sunk by the bounty it prevents the targeting aspect.

  • @captain-fob4141 said in Head Bounty:

    @foambreaker I mean this is no more or less exploitable than any other mechanic//hourglass.

    This is not true at all.

    Plus, that is just the tip of the iceberg.

    The person sunk thinks they are getting some kind of payback by placing a bounty when in fact they are giving the person or friends their gold on top of being sunk.

    Then, even worse, in games that have tried bounties the bounty becomes a badge of honor and causes players to aggressively sink innocents to get even more bounties.

    These problems are inherent to all bounty systems and have been since UO instituted bounties on "murderers" 25 years ago.

  • A bounty system should be based on actions that increase notoriety. If players can put hits out on other players then it will be abused as others have mentioned already.

    If they added bounties, I'd like it to work like in ESO. Your bounty stays for a set amount of time or until you pay it off. Or work like Star Citizen where you can clear your bounty by doing a specific task and waiting at the task location for a set amount of time, during which time someone has opportunity to hunt you. I think the SC system is more fun, and I've suggested the ESO system before and people don't want to pay to clear a bounty. Because it's "a punishment for being good." Like being attacked for carrying loot isn't? But w/e the time limit might be a better thing anyway since it would synergize with people offloading their w007s.

    It should work like the Emissary system but apply to players instead of ships. Only player kills increases your bounty, not sinks. When a player with a bounty dies to another player, they drop a ranked skull and that skull is worth whatever their bounty is. Probably should just use the regular skeleton skull values so it isn't getting cheesed to death.

    Questboard would have a list of bounties like they do maps. It has a picture of the player's pirate and their GT along with a value. It would say "last spotted in [Devil's Roar/The Wilds/etc.]" and update the location every five minutes.

    F76 is an example of a bad system. I've been trying to get every single bounty I see on the server even when it's just 5 caps so I can complete the challenge. In the entire time I've played, I've gotten 3 and many of them were from trap camp players. Everyone else logs off. Logging off clears your bounty completely, no time limit.

  • @crowedhunter The thing is about SoT versus those other games is the small per server population and the movement per server via either hopping or HG.

    The odds of actually tracking down a person with a bounty are low and when you arrive they may not even be on the same server anymore.

  • @foambreaker Sounds like fun to me.

    I have fun looking for tuckers at FotD or on my ship too.

  • @foambreaker

    1. tie it to the ship and not the crew
    2. the Bounty is only gained if the sunk crew leaves the server
    3. it would be the same as getting a grade 5 emissary and then letting your friend sink you and selling it. Sure it would work but that is a lot of work for the payout.
  • @captain-fob4141 said in Head Bounty:

    @foambreaker

    1. tie it to the ship and not the crew
    2. the Bounty is only gained if the sunk crew leaves the server
    3. it would be the same as getting a grade 5 emissary and then letting your friend sink you and selling it. Sure it would work but that is a lot of work for the payout.

    1 is still targeting and could be used to harass.

    2... you want to reward players for driving another player off the server. Did I read that correctly? Do you not see the issue there?

  • @pithyrumble the crew that stays gets the Bounty. If you see the notoriety as a reward that's fine, but scuttle to new seas is already an option.
    The requirement to leave the sea before posting a Bounty reduces the chances of placing bounties that you can claim for yourself.

  • @captain-fob4141 I have to agree with pithy here. This sounds like institutionalizing harassment. People can harass other people until they scuttle or portal hop, but nobody is encouraged to do so.

  • @crowedhunter you don't get a reward for having a Bounty, only for claiming one on someone that does have it. A Bounty system encourages players that may engage in pvp to sink the players that aggressively engage in PVP

  • @captain-fob4141 There is also a reward in placing a bounty. Knowing that someone will go bother that individual. That's the problem. Furthermore you proposed pushing the bounty off of the server. Which may take repeated sinks or spawn camping. Which is categorized as harassment. Probably.

    I don't think any system that allows players to set the bounties would be used more for fun than for petty revenge.

  • @kptbadewanne

    I like this idea. I also would like to add 3 suggestions to your version of the idea. First thing is that make they should make it to where the person who has a bounty on them should be able to pay off the bounty with like 10% interest and it would go back to the person who made the bounty, so say if someone with a 10,000 gold bounty on them can pay of the bounty, but they have to pay 11,000 gold. Second thing is bounty alliances, where you put up a special offer alliance flag and if someone wants to join it, they must be approved to join by the ship they're trying to join, and if say one of them gets the bounty, then the bounty would be split amongst the people in the alliance, like say there's 2 full sloops in a bounty alliance for a bounty of 40,000, each member would get 10,000 as opposed to 2 people getting 20,000 for it. Third thing is let the bounty be any of the currencies, like it can be gold, doubloons, or ancient coins, it's up to you what you offee for someone's head, though make a limit on ancient coins like make it 1,000.

  • @Devtryak

    No. You made it worse

  • @crowedhunter it's not the target that has to leave its the one posting the Bounty.

    Again tie no reward to earning a Bounty only to posting them and collecting them.

  • @captain-fob4141 Ah, then I misunderstood that part. I was wondering why you'd suggest that, lol. This makes more sense.

    However, I still think that players posting bounties is rife for abuse. It would allow me to go spend 4 mil to put up a bounty on someone for looking at me crossways. If I understand this correctly now, then they just have to deal with that heat until someone finally gets them. There's nothing they could do to avoid my random ire for the simple fact that I have gold and get amused by abusing the system.

    (I don't get amused by that, I was just using me in the example.)

  • @crowedhunter easy,

    Limit the maximum Bounty a player can place on the ship to, let's say 5000 gold. Then allow any player sailing on that ship to pay off part or all of its Bounty. You now have a way to reduce the Bounty if you don't want to be hunted and you prevent people from going overboard off of one kill.

    Additionally, it could be set up so that if the ships Bounty exceeds 50k the ship starts showing up on the world map so others can avoid them or hunt them if they want a chance at the Bounty. 50k works out to a number a ship that is good at pvp could pay off with one siren skull while still being a significant ammount, 10 different players that heave been by the same ship.

    This also adds a reason to buy multiple ships as you have a ship that you try to keep the Bounty on or a ship without an active Bounty. If the ship is pledged to a guild it allows others to sail on notorious ships. There could even be a "most wanted" list showing the top 10 bounties on ships. (Also of the top 10 end up being cheaters or abusers it just puts them in the spotlight)

    If you really want to get crazy, you could even tie bounties in with hourglass and have them add a multiplier to hourglass wins to encourage people to take higher risks.

  • @captain-fob4141 I think players shouldn't be able to place bounties on other players. I think placing bounties on a ship as a workaround to allow for targeting specific players is redundant with the emissary flags.

    I also think being rewarded without having to capture something (like a flag or skull) makes it less fun. There needs to be a greater objective than killing or sinking.

    I don't think your idea is bad aside from players arbitrating who is a target and who isn't, but I'm sorry to say that I just flat out don't like it. But again, I don't think it's a bad idea. I just like my idea better, as you might have guessed.

  • @crowedhunter it's not arbitrary, you can only place a Bounty on a ship that has sunk your ship.

  • @captain-fob4141 Do you really not understand what I said or are you just being pedantic because I didn't like your idea?

    It is arbitrated by the player because it isn't automatic, wise guy.

  • @crowedhunter personal attacks are ill advised on the forum. Please refrain from doing so.

    That said you're still not presenting any nee arguments and seem to just be baiting out non civil responses so perhaps you should refrain from further posts in this thread.

  • @captain-fob4141 That was a legitimate question given your completely earnest disagreement with my word choice and I hardly thought "wise guy" would get you so put-off. I'm sorry for calling you that, assuming you are actually offended and not just grandstanding. I do think you are clearly intelligent and I appreciate how well-spoken you are.

    If it was "pedantic" that offended you, then I would stand my ground on that one. I was describing the action of staking an argument on semantics rather than intention, not meaning to describe your character.

    But I think you're just upset that your little ploy backfired and now it's DARVO time. So I'll shut up and leave like you so carefully asked.

  • @captain-fob4141 Oh yes, I like the idea. The only problem is that the suggestion of sending flyers to the outposts (similar to One Piece) would no longer apply. Maybe you could do that on Reapers Hideout too, just with a flyer about the ship name

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