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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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FLHook based ingame bounty system

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FLHook based ingame bounty system
Offline Zahas
01-18-2012, 02:13 PM,
#11
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Joined: Aug 2010

Let's say that Montezuma is a transport with 5k cargo ore. I see him in Dublin leaving with cargo ore to New York. I just put on him a bounty of 1 milion, log on my bomber merc ,wait him in California, then blow him up, then get his cargo and sell it myself (even you can do this with your pirate but with merc you drop one line and you engaged him).

The whole system it's ossim as far as i can say but it still have some loopholes which needs to be filled.

ps: poor montezuma:P

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Offline Montezuma/Kukulcan
01-18-2012, 02:17 PM,
#12
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Posts: 1,691
Threads: 43
Joined: Mar 2009

' Wrote:Let's say that Montezuma is a transport with 5k cargo ore. I see him in Dublin leaving with cargo ore to New York. I just put on him a bounty of 1 milion, log on my bomber merc ,wait him in California, then blow him up, then get his cargo and sell it myself (even you can do this with your pirate but with merc you drop one line and you engaged him).

The whole system it's ossim as far as i can say but it still have some loopholes which needs to be filled.

ps: poor montezuma:P

Well, thing is, with the current system, if that transport is bountied, you could do that right now (and yes, you could do that now with a pirate ship as well).

The main difference between the current system and the proposed one would be that a lot more people would use bounties/would be bountied, meaning people would have to be a lot more careful in general about flying. Though with the proposed system, if you are bountied, you'll be able to find out without going trawling through the forum, meaning you'll be more able to avoid getting killed with expensive cargo.

[Image: montezuma1.png]
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Offline Cat
01-18-2012, 02:23 PM,
#13
Gallic Royal Enclave - \*/~
Posts: 869
Threads: 59
Joined: May 2010

Quote:Though, one thing I do think can be done is that it be made so that you only get the pay-out if the ship you killed was hostile to you (i.e. IFF was red to you), which I'm sure would not be too difficult. I added a little part about that to the main text.
Exception should be made for generic IDs/Freelancer IFFed people in that case, Monte. There could be some problems I haven't thought through yet (like a mercenary hiding behind some IFF to avoid being bountied), but other than that, the idea seems great. Even if there are loopholes, it would still facilitate stuff a lot and would make bounty hunting a more attractive activity.

Quote:Well, I'm not entirely sure how it would be possible to restrict the areas where one could get a pay-out from a particular faction (as I'm not a FLHook expert), I'm also not sure quite why one would want to restrict where the hired killer of one's enemies can be paid for doing so.
I do agree with that. I also wouldn't mind the concept even in its initial state, without rep-restrictions. I think it'd be more fun.

You're welcome to leave feedback here | My inbox is always open
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Offline VoluptaBox
01-18-2012, 02:38 PM,
#14
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Posts: 2,453
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Joined: Sep 2010


Lovely, and I mean it. Of course, there will be loop holes to fill, trial and error and all that, but that is true for pretty much everything, so not an issue.

As for the lack of roleplay in it, that's not an issue either, if you ask me. For example, I'm not a FlHook expert either, so just speculating, when you add the bounty you could also add a description to it, much like forum side bounties. Besides, people who want to roleplay will do it anyway, as people who do not want to roleplay don't do it currently and just do the bare minimum to be allowed to get what they want.
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Offline Dashiell
01-18-2012, 03:02 PM,
#15
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Posts: 2,973
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Joined: Oct 2008

I do not endorse the example story -_-

I do, however, sendorse this system. if the loopholes are somehow removed.

[Image: serpentlol.gif]
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Offline Silver
01-18-2012, 03:08 PM,
#16
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Posts: 2,555
Threads: 111
Joined: Jan 2011

Such systems are implemented in other mods.

They don't work that good and are abused a lot by people that well. That just basically hate each other guts.

The current system works and prevents that.

Plus.

This was already discussed. Like. Three times.

You want to hunt, make a char, sign on some bounties.
Loose the time to hunt, loose the time to shoot, loose the time to claim, and profit.

<3

[Image: vnFV6QG.png]
[8:32:45 PM] Dusty Lens: Oh no, let me get that. Hello? Oh it's my grandma. She says to be roleplay.
[12:12:00] Traxit: this is smut stop
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Offline Montezuma/Kukulcan
01-18-2012, 03:22 PM,
#17
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Posts: 1,691
Threads: 43
Joined: Mar 2009

' Wrote:
Such systems are implemented in other mods.

They don't work that good and are abused a lot by people that well. That just basically hate each other guts.

The current system works and prevents that.

Plus.

This was already discussed. Like. Three times.

You want to hunt, make a char, sign on some bounties.
Loose the time to hunt, loose the time to shoot, loose the time to claim, and profit.

<3

Well, if people want to grief others, it's much easier to just make a ship that belongs to one of their target's faction's enemies, which can be done easily now. I mean, lets take the most hate-filled relationship of .85, the Outcasts and CR, now, even with this proposed system, an Outcast would have a much easier time just going and trying to grief the CR with his Outcast ships than bountying the CR then going and making a merc to hunt them with. The same is true for any other conflict.

As far as abuse for the purposes of griefing goes, I don't believe there are any that are not already doable with different ships.

And if this particular idea was discussed before, as I said in the OP, please provide me with links to go and have a look, as I've searched for other proposals like this one myself and haven't found much, but I'd love to see what feedback other ones got from the devs.

[Image: montezuma1.png]
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Offline pitockm
01-18-2012, 03:59 PM,
#18
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Posts: 471
Threads: 23
Joined: Dec 2011

well....i like the idea....but thinking about people who abuse this idea ...make me let it go...

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Offline 11of10
01-18-2012, 05:16 PM,
#19
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Posts: 675
Threads: 21
Joined: Feb 2009

well, i love the idea, but as far as i recall, the fl server itself cannot sometimes distinguish who shot the killing blow, so we get the inaccurate death messages

Quote:Be excelent to each other!
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Offline Ingenious
01-18-2012, 05:25 PM,
#20
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Posts: 1,815
Threads: 123
Joined: Aug 2010

I really like this idea and I'd help code it, with a few reservations:
  • is the kill made in roleplay? with regard to affiliation?
  • what if targets get killed by NPCs'€”or kill themselves? (I use mines and planets to avoid giving payouts to hunters)
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