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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 Zeb Harley
01-18-2012, 05:52 PM,
#21
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Posts: 645
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' Wrote: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)

The first point would still be subject to current rules, while the situation described in the second point would mean that the bounty would still hang on the target and thus draw more hunters in.

You could only get rid of the bounty if it is payed out or removed.

' Wrote:for those who missed it: the moral of it all is ----> traders with teeth are fun for pirates. - within reason.

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Offline Alex.
01-18-2012, 05:56 PM,
#22
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Looks like a similar system was made before by Cannon. It's not quite the same of course, and isn't up to date. Definitely seems possible though.
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Offline Van
01-18-2012, 06:05 PM,
#23
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Posts: 78
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Joined: Oct 2007

Good luck Montezuma, answering all the feedback that has and will be coming.

My piece of straw onto the camel's back:

A Liberty Rogue character has a bounty place upon them for crimes committed. That LR then has one of his friends kill them and collect the Bounty, and they split the reward, circumventing the danger of having a bounty placed on them (from having a bunch of Bounty Collectors after them), as well as benefiting from the system, gaining even more credits from the people they pissed off.

This exploitation could be done both inRP and ooRP (much easier, and more likely, ooRP, though).



Current bounty payouts can, by choice, be limited to a number of approved people on the forums. That system would still be around along with yours probably, unless there was a way of bringing over that same level of personalization.


Looks pretty sexy though. Best of luck making it shiny.
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Offline Ursus
01-18-2012, 06:19 PM,
#24
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Ultima Online had an in-game bounty system for a while. It was abused to the point of uselessness then removed. Different game but past is prologue so worth talking about.

One abuse was it became a scoreboard instead of a bounty board. Baddies would bounty themselves to declare their chars the most feared in the land, even though nobody had ever seen them. This had the effect of making the board useless because you couldn't tell who had real bounties and who had poser bounties.

Second was that real bounties were always claimed by other accounts of the baddie. Once the numbers got high enough the offender would go into hiding, and then just kill himself with another account and take the bounty for himself. So he pirated you twice, once on the trade lane and again on the bounty board.

I'm not pooping on the idea, but it's not new and I don't know of anywhere that it has ever worked as intended. You can't trust these kinds of systems not to be manipulated and exploited.

Discovery 24/7 Negotiating Tactics:

[Image: smuggler-threat-0-1.jpg]
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Offline Not Espi
01-18-2012, 06:25 PM,
#25
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Posts: 3,830
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Joined: Sep 2009

I think the conditions of the bounties would prove to be quite a challenge to set up properly.

Plus it would probably destroy some forum RP. But anything is better than the current solution, I guess.


ps: That was elder with no free time on his hands speaking.
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Offline HuggieSunrise
01-18-2012, 06:47 PM,
#26
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Posts: 1,559
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Joined: Jul 2008

this is an old system and yes there have been many versions with flags like. one bounty per day or. short term bountys.. not sure who made it but the most current system i think is on the starport.


trick is... the only way to flag certain bounties as lawful and unflawful would be by id and im not sure if the existing script is that complex.
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