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sigilaea

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  1. If you read it you will see the part where I typed that you can opt out completely.
  2. I put this here because it is also a proposal for PvE.
  3. Greetings, I didn't see another place for suggestions, so I am posting this here. Forgiver me if it is in the wrong place. The game is decent, but I see potential for more fun. So I am posting my idea for a PvP bounty hunter system. It is a long read and it is detailed, so it will come off as boring on paper, but I am convinced it would be fun if implemented. I think something like this will add replayability and give PvP a fun, meaningful purpose. Anyway, here goes: 1. Two types of bounties may be created against a player (mark). Player-created and Computer-Faction-Created. A secret group administers the bounties and the payments (bounty runners). Their contract jobs can be found on the bounty board that is accessed via terminals located throughout the galaxy. A contract is listed on the board for one week. Once the contract week has elapsed, the contract is removed from the board and the money returned to the bounty creator. This is because if a contract remains on the board for too long, it will get the attention of the authorities. 2. Creating and accepting bounties. A. Player created bounties are originated when a player chooses to create a bounty against another player. The bounty is created through either a new button on the email panel, or at specific terminals/kiosks found in many places in the game. Bonus: To increase immersion and risk in creating a bounty, the player must travel to specific places or visit specific NPCs that are found in territories of the opposing faction. A Republic player might have to seek out an NPC in an Empire-controlled area. This is because vigilante justice is frowned upon by established members of both factions, so that means the bounty-creator must deal with shady people who are not morally opposed to assassinations. The hunter must obtain a disguise that will flag them as a member of the opposite faction for a very short period of time. They could buy the disguise or do a quest to obtain one, and it can only be used one time. i. Players may not create bounties against guild members, or characters they own on any of their accounts. They can create bounties against members of the same faction (a Republic player can create a bounty against another Republic member). Bonus: Allow players to take bounties against NPCs. The reason this would be fun is because a player with a bounty on their head might not come online for a long period of time, which makes hunting them frustrating. The bounty board would have plenty of bounties on NPCs to keep hunters busy until player-created ones appeared. ii. Also, if a player accepts a bounty against him (more on this later), he then becomes a mark, and then that means a sidekick will spawn somewhere at a random time and location. Killing the sidekick without killing the mark yields a small token amount of the bounty. Killing the mark yields the entire bounty and killing both mark and sidekick yields the bounty plus a bonus amount/item. To make the hunt more fun, the sidekick will spawn at a location that is different from the mark and will “meet” the mark from time to time to give someone a chance at the full bonus. Only the hunter who has the contract for that particular mark can target and attack the mark’s sidekick. To avoid anarchy (and clogging the servers), the bounty runners will only allow a certain number of sidekicks to be present in any given zone at the same time. iii. When a player creates a bounty on a potential mark, the mark will receive an in-game email. If the mark has a bounty notification in their inbox, then the value at the top of the screen that shows how many messages are in the inbox will also show a “!” beside it. The bounty message will inform the potential mark that the bounty board now lists an “order” against them. iv. On a non-PvP server, the mark can “opt” out of the bounty if they choose not to participate. If they opt out, then they must forfeit a very small amount of credits as a pay-off to bounty runners to keep the bounty off the bounty boards. On a PvP server, a mark can opt out but the credits required are higher than on a non-PvP world. If a player wants out of the bounty system completely, they can check an option in the settings menu. v. If the player acknowledges the bounty transmission, then he becomes a mark and the contract on him will appear on the bounty boards 15 minutes after he accepts. vi. If a mark successfully kills his bounty hunter in combat, then the bounty runners give the bounty money to the mark as a bribe to avoid embarrassing trouble with the law. The money will appear in their email from “anonymous.” The mark doesn’t have to go to a bounty terminal to collect because the bounty runners want to distance themselves from any evidence as fast as possible. Note: A person cannot be the target of a bounty more than once per week and they cannot have more than one bounty against them. The underworld has its own “code” and honor system that prevents chaos from ruining their business. vii. The money paid to create a bounty will be capped. Also, the bounty runners will match the amount of the bounty in the interest of generating a quick response to keep their bounty list from growing too large to manage. viii. A bounty job cannot be accepted from a hunter that is in the same guild as the bounty creator. A bounty job cannot be accepted by a hunter that is owned by the account of the bounty creator. Basically, it’s forbidden to allow guild members and owners of multiple characters from making themselves rich. This is about the hunt and the fun involved, not generating free money. ix. A hunter may accept multiple jobs from the bounty board as long as their relationship with the mark does not violate any of the conditions listed above. A maximum of 4 jobs per hunter is allowed by the bounty runners to prevent hunters from murdering each other for work (and thus, depriving the bounty runners of capable assassins). B. Computer-Faction-Created bounties are automatically generated by the bounty runners (server) against people who have interfered with their operations in some fashion. The rules for creating and accepting bounty runner jobs are the same as for player generated jobs (see #1 above). Bounty runners will generate contracts against players and NPCs. 3. Tracking a mark. Tracking a mark will be used via a “Tracking” skill that every class gets. Because of the asynchronous nature between accepting a job and getting the response from the mark, the bounty runners will not allow a job to appear on the bounty board until 15 minutes after the mark has responded. Once a bounty notification has been sent to a mark, they have 24 hours to respond. If they don’t respond (they might be offline for several days), the bounty is cancelled and the creator’s money is refunded. Taking at least one job from the bounty board enables the Tracking skill. A. When the “Tracking” skill is used, a new UI will appear in its own window. This new UI will have a map on the right with a list of current marks on the left. Below each mark, will be the name of the sidekick associated with them. i. When the hunter selects a mark on the left, the map will show the world and the zone where the mark is located. The sidekick appears on the map too but the hunter cannot tell which dot is the mark and which is the sidekick (more exciting when the hunter engages one of them). The correct zone is given so that people don’t spend weeks searching for the mark. There are many possible search locations and people tend to “flip” around often so it would be more exciting if the hunter didn’t spend hours travelling around and watching loading screens. ii. Travelling to unfriendly places. Once a mark accepts the bounty, he and the hunter are “engaged” and both become flagged with a special bounty hunter flag. This flag means the two will appear orange to each other, making them free to attack one another in any town or zone. The guards will not attack them if they are within a short distance of one another. This also means that if the hunter and mark are within a certain distance of one another, the guards will not attack neutral beasts that might be attacking them. Basically, once the mark and hunter get close to one another, they are “on their own” until they settle the contract. Also, vendors will not interact with them while they fight it out (prevents exploiting). iii. The spawned sidekick will also appear orange to the hunter and is not attackable by anyone else. If the sidekick is with the mark when the hunter finds them he will attack as soon as the hunter is in range, regardless of the actions of the mark. The guards will ignore the flagged sidekick the same as the mark. 4. The conclusion of a bounty. If a hunter successfully completes a contract, he must report to the nearest bounty runners’ terminal for his reward. If the mark is killed and the sidekick survived, the sidekick goes into hiding (de-spawns). If the hunter dies within range of the mark, and the mark has caused damage to him directly, then the hunter instantly loses the contract and it is removed from his list of contracts. Also, the contract on the mark is then placed back on the bounty board 15 minutes later. Finally, the mark is no longer engaged and is no longer flagged with the bounty hunter flag. If a contract is put back on the board, it will remain for the duration of the contract time.
  4. I've already been to Ilum on a low level toon. Many deaths. Looted a chest. Nothing happened. Case closed.
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