D
Dicimiie
Guest
Edited to included ideas throughout the thread.
Was thinking about this while sitting here at work, and thought I'd throw it out here.
Since item insurance is most likely here to stay, why not use it to bring the bounty system back. This is what I mean:
You are a blue and you're out doing your own thing when a red initiates combat by attacking you, and you eventually die. A gump appears asking if you like to add a murder count, and you click 'Yes.' Now, a bounty has automatically been set forth. The red doesn't immediately get your insurance money. In fact, it's being held for one hour. There is a bounty board in Trinsic that is accessed only by anyone that has 80 forensic eval and above. These are deemed bounty hunters. If your bounty is not accepted within an hour, the red gets his usual cut of your insurance. If, however, the bounty has been accepted, the timer is reset for one hour after the acceptance. The vvictim's body becomes a gravestone for fifteen minutes, giving the bounty hunter time to go and do his forensic work, and hhe red is notified that a bounty has been placed on his head. The chase is on.
The message board gives the coordinates of where your body lies, so the bounty hunter can go and do his forensic eval on the victim's new gravestone, letting him know who killed you. He then uses tracking on the gravestone to get the direction the red is currently. The bounty hunter searches, and if he finds and kills the red within the hour, he gets the insurance money normally given to the red. If after the hour is up, the red has not been caught and killed by the bounty hunter, the red gets the insurance money. If the bounty hunter catches up to the red, but the red kills the bounty hunter, the red gets the first victim's insurance money and the bounty hunter's insurance money immediately.
Once the bounty hunter accepts the bounty, the one hour timer begins. This one hour timer could either be one hour of the red being in-game, or one hour of the red AND bounty hunter both being in game. This would help alleviate the red making his kill, having a bounty placed on him and logging out, leaving his actions with no recourse.
The same thing can actually be done if a red is killed by a blue initially. Only instead of a 'bounty,' it is considered a 'hit,' which any red with forensic eval can claim. The 'hit' board would have to be some place easily accessible to a red... Buc's Den comes to mind.
Please discuss. I'd be interested to see what problems crop up and what solution could be created to remedy teh problem. I always thought the bounty system was a cool aspect of the game, and I was a little sad that it got abused and removed.
Was thinking about this while sitting here at work, and thought I'd throw it out here.
Since item insurance is most likely here to stay, why not use it to bring the bounty system back. This is what I mean:
You are a blue and you're out doing your own thing when a red initiates combat by attacking you, and you eventually die. A gump appears asking if you like to add a murder count, and you click 'Yes.' Now, a bounty has automatically been set forth. The red doesn't immediately get your insurance money. In fact, it's being held for one hour. There is a bounty board in Trinsic that is accessed only by anyone that has 80 forensic eval and above. These are deemed bounty hunters. If your bounty is not accepted within an hour, the red gets his usual cut of your insurance. If, however, the bounty has been accepted, the timer is reset for one hour after the acceptance. The vvictim's body becomes a gravestone for fifteen minutes, giving the bounty hunter time to go and do his forensic work, and hhe red is notified that a bounty has been placed on his head. The chase is on.
The message board gives the coordinates of where your body lies, so the bounty hunter can go and do his forensic eval on the victim's new gravestone, letting him know who killed you. He then uses tracking on the gravestone to get the direction the red is currently. The bounty hunter searches, and if he finds and kills the red within the hour, he gets the insurance money normally given to the red. If after the hour is up, the red has not been caught and killed by the bounty hunter, the red gets the insurance money. If the bounty hunter catches up to the red, but the red kills the bounty hunter, the red gets the first victim's insurance money and the bounty hunter's insurance money immediately.
Once the bounty hunter accepts the bounty, the one hour timer begins. This one hour timer could either be one hour of the red being in-game, or one hour of the red AND bounty hunter both being in game. This would help alleviate the red making his kill, having a bounty placed on him and logging out, leaving his actions with no recourse.
The same thing can actually be done if a red is killed by a blue initially. Only instead of a 'bounty,' it is considered a 'hit,' which any red with forensic eval can claim. The 'hit' board would have to be some place easily accessible to a red... Buc's Den comes to mind.
Please discuss. I'd be interested to see what problems crop up and what solution could be created to remedy teh problem. I always thought the bounty system was a cool aspect of the game, and I was a little sad that it got abused and removed.