(12-05-2013, 09:23 AM)Saronsen Wrote: If this bothers you, why aren't you complaining about the infinite-reclaimable blanket bounties done by houses?
I was talking about nominated bounties, targeting one person 10 times, with name, not claimable bounties from hunting factions, pirates or whatever navy or bunters.
If a character was given an individual ID signiture during creation, which would not change even during Renameme, then bounty hunting would be a bit more interesting, scanning people to find the jackass who deserves to die.
Perhaps then bounties would actually pay.
--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
----------
(12-05-2013, 09:38 AM)Snak3 Wrote: Pointless thread is pointless thread.
Just like individual bounties.
The thread was for admins eyes in other section, was a proposal to limit a potential abuse.
If admins felt that is abuse, they would have changed that in a recent rule update/rewrite that took place a week or two ago.
As I said, bounties rarely get claimed. Even rare to get more than one or two claims. Most characters are not long-term project, thus they get scrapped/renamed/repurposed.
You are searching for a problem where there is not.
I can see where this would be a problem. If people were actually hunting down and killing said character 5, 10, 20 times, it would get rather irritating. Fortunately the bounty system is such a pain in the rear for the bounty hunter to use, that it's typically more work than it's worth to file and collect a bounty.
I'm not sure if this is a good thing; in fact I'm pretty sure it's not. Ideally, the system would be set up such that an individual bounty can only be claimed once. Once the target is popped, boom, done. The bounty is fulfilled and closed; identifying and killing the same specific target more than once recognizes that the target was either not actually destroyed or (worse) acknowledges respawning, which is totally oorp.
Ideally also, the bounty hunter should not have to keep screenshot records of his kills, but apparently we need this to prevent abuse.
(12-05-2013, 10:27 AM)Trogdor Wrote: I can see where this would be a problem. If people were actually hunting down and killing said character 5, 10, 20 times, it would get rather irritating. Fortunately the bounty system is such a pain in the rear for the bounty hunter to use, that it's typically more work than it's worth to file and collect a bounty.
I'm not sure if this is a good thing; in fact I'm pretty sure it's not. Ideally, the system would be set up such that an individual bounty can only be claimed once. Once the target is popped, boom, done. The bounty is fulfilled and closed; identifying and killing the same specific target more than once recognizes that the target was either not actually destroyed or (worse) acknowledges respawning, which is totally oorp.
Ideally also, the bounty hunter should not have to keep screenshot records of his kills, but apparently we need this to prevent abuse
We share the same point of view. More then one kill on the same individual contract is OORP or on the contract will be targeted the destruction of the THE SHIP not the character.
The real problem here is that the bountied people can metagame out the bounty.
So I would just wait for Star Citizen for some real bounty hunting.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
just get a friend to collect the bounty. that way the bounty-placer gets their closure, and you get a silent victory. and lots of cash.
traders: don't bounty pirates. you are just paying their friends. you lost your cargo and your nanobots, and now you are paying to have them shot. sense. it makes none.