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Posted (edited)

I just tried the Bounty Hunter Event and must say "Can we please get a Real Bounty Hunter System!" As a Bounty Hunter I want a Real System and not just some Event that will only last One Week Per Month and I can only do One Contract Per Day with each Toon. Another irritating thing is that the event makes my Bounty Hunter Class less Unique as now Every Class is a Bounty Hunter. What in the world was going through your minds when you decided to make everyone a Bounty Hunter?

 

Here is what I want to see. It is something I have posted before when talking about this subject a few times but each time I refine it a bit. Anyways this is what I would like to see.

 

For the Bounty Hunter Class only:

 

Bounty Boards: This would be a Board/Terminal that a Bounty Hunter will go to in order to select a Bounty Contract. On the Bounty Board it list both NPC Bounties and PVP Bounties. NPC Bounties and PVP Bounties are only Solo and can Not be done by Groups. I think Bounty Hunting should be done One-On-One between the Contract and Bounty Hunter.

Their should be a limit on the amount of Bounties (PVP and PVE) a Bounty Hunter can take at one time. I would say something like maybe Three or Four contracts, or what ever the community thinks is a fair amount. Not to many that they are overwhelmed. When you are Tracking PVP Bounties there needs to be a way to select which one you are tracking. i will try to come up with an idea on that below in the Tracking section.

 

PVP Bounties: This would be enemy players that have been added to the Bounty System by Volunteering to Opt-In and registered to the Bounty Hunter System. Once the players agrees to sign-up they will be listed in the Bounty Board and the rewards for them depends on there PVP Rating.

For PVP Bounties they could be implemented in two parts.

 

First being an Opt-In where a player selects to be listed on the Bounty Boards. The players Bounty Reward is based on PVP Rating. (Note: This Opt-In method has you stay listed on the Bounty Board until you Opt-Out or have your Contract Collected. You can only show up on the board when you are logged in and such info is relayed to Bounty Hunter to let them know your online status. Once defeated you are removed from the Bounty Board and have to re-register in order to be listed on it again.)

 

Second part is Opt-In as well. Players can have Bounties places on players that are on the Bounty Boards when they defeat another Player in PVP like in Warzones. (Note: They would still have to Opt-In and Registered with the Bounty Board for Players to place bounties on them.) The defeated player gets a popup window asking if they wish to place a bounty on the Player that defeated them and they have to fork up a set amount of credits towards the Bounty Reward. (NOTE: This would give a popup message to the Player having a Contract put on them so they know that there is now a Contract out on them.) These Bounties can stack-up the more players he or she defeats other players. Such increases in the Bounty Reward are adjusted accordingly and the Bounty Hunters that have selected the Bounty are notified at the time of increase to reward. So if players look at the Opt-In Bounty List the reward will increase on top of the Opt-In Reward Amount. (Note: For players that have a Bounty added in this manor they would stay on the Bounty Board for 24 hours after which they can Opt-Out and remove there name from the Bounty List. This is to give a chance for a Players Bounty on them to be collected without the other player just Opting-Out to spite the other player that place a Bounty on them. All such rewards that were added by players to the Bounty Reward Pot are then refunded when a Bounty Opt's-Out of the system.)

 

Rewards in PVP - The Credit Reward for PVP Bounties would be a set amount for when the player Opts-In for the System. That amount should be dependent on the PVP Rating of the Player. Also maybe some PVP Commendations and Valor. If the Player has a bounty taken out on them by other players the credit reward should stack up on top of any other reward already present. If the Bounty is successful in fending off the Bounty Hunter the Bounty should be rewarded with PVP Commendations and Valor. Also there should be a basic amount of credit increase to the reward for them, on top of what the players have placed on them and what the Opt-In Credit Amount would be. This way the Credit Amount increases even if other players do not place bounties on the player.

Side Note: The Credit Reward or the Bounty should not be given to the Bounty if he defends his or her self from the Bounty Hunter. This is because that should increase for the Bounty Hunters every time you successfully defend yourself. So a really good PVP Player could build up a really high Bounty on themselves and flaunt it like some sort of bragging rights. Sort of like a Billy the Kid mentality. :p

 

(Note: Bounty Hunters can have a Contract on themselves as well. Either by Registering and having other players take out a contract on them when defeated by them. Said Players can not select there own contracts.)

 

NPC Bounties: NPC Bounties are based by Levels and have there rewards set accordingly, plus they are only located in PVE Zones. The Bounty Contracts for NPC's should only be able to be attacked by you and no other player. When you track them down and come into there Spawn Zone they will Spawn for a Limited amount of time in order for you to find them and engage. If you miss it they will spawn elsewhere and you have to track them down again.

 

Rewards in PVE - This should be a mix of Credits, Reputation points for the Bounty Guild, and some other random loot. All dependent on the Level of the mission.

 

Tracking Bounties: This should be done in two parts.

First the Bounty Hunter goes to his ship and uses the Communication Terminal in order to talk with a Contact to tell them which planet or outpost the player is located. At this time you would select which Contract you would wish to tract from the Communication Terminal in order to get there location. If it is ideal for you then you would go to the location and start using the Seeker Droids to find them.

Second the Bounty hunter goes to the location give by the Contact when using the Communication Terminal on the Ship and uses a Seeker Droid at the location. When using the Seeker Droid you would have to select which Contract it is to Track in order to go after the correct target. Once engaged it will start tracking them.

 

Seeker Droids: These should be both crafted by players and sold by Vendors. Crafted ones should be better. Bounty Hunters would use the Seeker Droids in order to help in tracking down Bounties. These Seeker Droids when used will seek out and locate players on the Planets or Outposts. Once the Bounty is found by the Seeker Droid the map pops up and shows the Players location for a brief one minute. This one minute will tell if the player is standing still for that one minute of moving and if moving it would show the direction in order to hint to the bounty hunter which direction to look when getting in the area. There should be a cooldown between uses for the Seeker Droids.

 

Confronting Contracts: Once a Bounty is taken out on you your PVP Flag should not matter. The Bounty Hunter should have a chance to Collect on the Bounty. So if a player has there Flag off or turns it off the Bounty hunter should still be able to engage. This is a little Controversial in a sense, but the Player should know if they are listed on the Bounty Board from opting in and messages that appear when a contract is placed on you.

Players with Flag Turned Off - If the Player has their Flag Off then the when the Bounty Hunter catches up to them the Bounty Hunter will confront the Player. You could do this by selecting the Player and selecting a option called Confront which could be similar to the Invite to Group option as a little Icon next to the Players Image like that Invite Plus Sign But instead would be called Confront Bounty. At this point the Player gets a Message that pops and could say something like "You are confronted by a Bounty Hunter looking to collect a Bounty on you. Defend yourself.". Or what ever the community could think of for it to say. Then at this point when you are Confronted and a Timer comes on in which you have a set time to prepare before your Flag is Turned on and you are Engaged by the Bounty Hunter and the Dual Begins.

Players with the Flag already On - If a Player has their Flag already On then the Bounty Hunter can just attack the Player as long as they are not already in Combat with an NPC or another Enemy Player. The Player must not be In Combat already. Like say if the player was already attacking an NPC. I am all for Bounties being One-On-One for the most part, BUT it would depend if the Player is already Flagged as PVP or Not at the time of being Confronted. If a Player is already Flagged as PVP he would be open to a Sneak Attack by the Bounty Hunter and he could try to collect on him. In this case it would not matter if he is already engaged in combat with a NPC.

 

Updateded Ideas:

 

Space Bounties: (This comes from a later posting in this thread I am just going to reword it a bit to direct it at Bounty Hunting first.)

 

The Space we have now is basically designed to be Theme Park. Hence the Rails. If they were to make it Free Roaming Space, which people believe to be SandBox, then how could it be a Theme Park Design? Here is what I thought of.

Space would be just like on the Planets on a PVE Server. You would have a side that was Republic and a side that was Imperial. Each side would have PVE Missions in it. Then in the middle would be a zone that both sides could go to and do PVP and a bit more. The central Zone could have a Huge constant Battle going on where NPC's from both sides would constantly Spawn in and do battle with each other and with Players if you attacked them or just got to close to them. All while this is going on you would have to watch out for Enemy Players as well. This Huge Battle Between both sides would be well more than enough to make players feel like they were in some sort of Theme Park, if the battle was intense enough. Think of that opening scene of Star Wars Episode III. That would be Theme Park enough for Free Roaming Space.

 

Bounty Hunter could take PVP Bounties out on players and if that Bounty was located in Space then the system would tell them. Once the Player knows what space zone the Bounty is located they could go to that location and try to hunt them down with there ships. Think of it. Hunting down a Bounty in your Ship while trying to survive in an intense Theme Park Battle where enemy NPC's and enemy Players could attack you. That sounds pretty cool to me. Hunting players through a Theme Park Battle sounds really fun to me.

 

They could have separate PVE Bounties that are specifically designed to be only in a Space Zone on the PVE side. Bounty Hunters that like space could go up in their ships and track down NPC's Bounties in their ships for a bit of extra Space Content. The rewards for such could reflect the Space Aspect. Maybe. Like Space XP and even some Ship Parts.

 

This space part originally came from a Smuggler System I thought of. If you are interested this is a brief description of what that was.

I first started off thinking about how I wanted Free Roaming Space, then I thought how would a Smuggler System would work for that Space Design which I mentioned up above. Smugglers should be able to go off and do Smuggling Missions in Space. First the PVE Only Missions would be only in there Republic side of space. Then the PVP Smuggling Missions could be through the PVP Zone where PVP Players would be as well as that intense Space Battle between the Republic and Imperial NPC's.

 

With all that in mind similar space mission systems could work well with other classes such as, (Imperial Agent, Trooper, Jedi, and Sith). It is just a matter of designing them. It would all be dependent on if they would give us Free Roaming 3D Space. :D

 

 

Anyways that is basically similar to what I have said a few times before. This is what I would like to see. Not some Stupid Monthly Event that we only have a week to do each month. It would make the Bounty hunters feel like Bounty hunters and also keep from other Classes becoming Bounty Hunters themselves.

 

If I missed something in the posting or have a mistake in my idea I may edit it. I wrote this up pretty fast from my head. :)

Edited by WarbNull
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Posted
I just tried the Bounty Hunter Event and must say "Can we please get a Real Bounty Hunter System!" As a Bounty Hunter I want a Real System and not just some Event that will only last One Week Per Month and I can only do One Contract Per Day with each Toon. Another irritating thing is that the event makes my Bounty Hunter Class less Unique as now Every Class is a Bounty Hunter. What in the world was going through your minds when you decided to make everyone a Bounty Hunter?

Because any character can be a character who hunts bounties. Character class name is irrelevant to everything.

Posted (edited)

PvP bounties are a problem. Here are two instances I want you to tell me how you would deal with?

 

1)Player has bounty and goes and sits on fleet

2)Player has bounty, you get his location, I.e voss then he uses outlaws den priority transport to jump to tatooine.

 

Anyone can hunt bounties, its just what your guy does for a living.

Edited by Greenify
Posted
PvP bounties are a problem. Here are two instances I want you to tell me how you would deal with?

 

1)Player has bounty and goes and sits on fleet

2)Player has bounty, you get his location, I.e voss then he uses outlaws den priority transport to jump to tatooine.

 

Anyone can hunt bounties, its just what your guy does for a living.

 

3) Player has bounty and sits in one of the numerous instances available to him

Posted
I've seen a much better fleshed out version of this before, in the suggestion forum. It's just not something that a lot of people would do, probably, except those full time PvPers. A non-PvPer isn't going to volunteer to be hunted by a bunch of people in full pvp gear. Conversely, non-PvPers aren't going to want to hunt down a bounty when the bounty is probably in full pvp gear and they get smashed if they are able to get to them.
Posted

No WE do not NEED it.

 

YOU may WANT it.

 

See the difference?

 

Personally I think its one of the worst ideas that people are constantly asking for. Also it has no place in the game the way the game was developed.

Posted
I just tried the Bounty Hunter Event and must say "Can we please get a Real Bounty Hunter System!" As a Bounty Hunter I want a Real System and not just some Event that will only last One Week Per Month and I can only do One Contract Per Day with each Toon. Another irritating thing is that the event makes my Bounty Hunter Class less Unique as now Every Class is a Bounty Hunter. What in the world was going through your minds when you decided to make everyone a Bounty Hunter?

 

Here is what I want to see. It is something I have posted before when talking about this subject a few times but each time I refine it a bit. Anyways this is what I would like to see.

 

For the Bounty Hunter Class only:

 

Bounty Boards: This would be a Board/Terminal that a Bounty Hunter will go to in order to select a Bounty Contract. On the Bounty Board it list both NPC Bounties and PVP Bounties. NPC Bounties and PVP Bounties are only Solo and can Not be done by Groups. I think Bounty Hunting should be done On-On-One between the Contract and Bounty Hunter. You should only be able to Take one Bounty Contract at a time but once finished or abandoned you can take another no matter when it is.

 

PVP Bounties: This would be enemy players that have been added to the Bounty System by Volunteering to Opt-In and registered to the Bounty Hunter System. Once the players agrees to sign-up they will be listed in the Bounty Board and the rewards for them depends on there PVP Rating.

For PVP Bounties they could be implemented in two ways.

First being an Opt-In where a player selects to be listed on the Bounty Boards. The players Bounty Reward is based on PVP Rating. (Note: This Opt-In method has you stay listed on the Bounty Board until you Opt-Out or have your Contract Collected. You can only show up on the board when you are logged in and such info is relayed to Bounty Hunter to let them know your online status. Once defeated you are removed from the Bounty Board and have to re-register in order to be listed on it again.)

Second Idea is controversial but I think would be cool. Players can be to be added to the Bounty Boards when they defeat another Player in PVP like in Warzones. The defeated player gets a popup window asking if they wish to place a bounty on the Player that defeated them and they have to fork up a set amount of credits towards the Bounty Reward. (NOTE: This would give a popup message to the Player having a Contract put on them so they know that there is now a Contract out on them.) These Bounties can stack-up the more players he or she defeats other players. Such increases in the Bounty Reward are adjusted accordingly and the Bounty Hunters that have selected the Bounty are notified at the time of increase to reward. If the player is had also selected on the Opt-In Bounty List the reward will increase on top of the Opt-In Reward Amount. (Note: For players that are added to the Bounty Board in this manor they stay on the Bounty Board for 24 hours after which they can Opt-Out and remove there name from the Bounty List. All such rewards that were added by players to the Bounty Reward Pot are then refunded when a Bounty Opt's-Out.)

 

(Note: Bounty Hunters can have a Contract on themselves as well. Either by Registering and having other players take out a contract on them when defeated by them. Said Players can not select there own contracts.)

 

NPC Bounties: NPC Bounties are based by Levels and have there rewards set accordingly, plus they are only located in PVE Zones. The Bounty Contracts for NPC's should only be able to be attacked by you and no other player. When you track them down and come into there Spawn Zone they will Spawn for a Limited amount of time in order for you to find them and engage. If you miss it they will spawn elsewhere and you have to track them down again.

 

Tracking Bounties: This should be done in two parts.

First the Bounty Hunter goes to his ship and uses the Communication Terminal in order to talk with a Contact to tell them which planet or outpost the player is located.

Second the Bounty hunter goes to the location give by the Contact and uses a Seeker Droid.

 

Seeker Droids: These should be both crafted by players and sold by Vendors. Crafted ones should be better. Bounty Hunters would use the Seeker Droids in order to help in tracking down Bounties. These Seeker Droids when used will seek out and locate players on the Planets or Outposts. Once the Bounty is found by the Seeker Droid the map pops up and shows the Players location for a brief one minute. This one minute will tell if the player is standing still for that one minute of moving and if moving it would show the direction in order to hint to the bounty hunter which direction to look when getting in the area. There should be a cooldown between uses for the Seeker Droids.

 

Confronting Contracts: Once a Bounty is taken out on you your PVP Flag should not matter. The Bounty Hunter should have a chance to Collect on the Bounty. So if a player has there Flag off or turns it off the Bounty hunter should still be able to engage. This is a little Controversial in a sense, but the Player should know if they are listed on the Bounty Board from opting in and messages that appear when a contract is placed on you.

Players with Flag Turned Off - If the Player has their Flag Off then the when the Bounty Hunter catches up to them the Bounty Hunter will confront the Player. You could do this by selecting the Player and selecting a option called Confront which could be similar to the Invite to Group option as a little Icon next to the Players Image like that Invite Plus Sign But instead would be called Confront Bounty. At this point the Player gets a Message that pops and could say something like "You are confronted by a Bounty Hunter looking to collect a Bounty on you. Defend yourself.". Or what ever the community could think of for it to say. Then at this point when you are Confronted and a Timer comes on in which you have a set time to prepare before your Flag is Turned on and you are Engaged by the Bounty Hunter and the Dual Begins.

Players with the Flag already On - If a Player has their Flag already On then the Bounty Hunter can just attack the Player as long as they are not already in Combat with an NPC or another Enemy Player. The Player must not be In Combat already. Like say if the player was already attacking an NPC. I am all for Bounties being One-On-One for the most part, BUT it would depend if the Player is already Flagged as PVP or Not at the time of being Confronted. If a Player is already Flagged as PVP he would be open to a Sneak Attack by the Bounty Hunter and he could try to collect on him. In this case it would not matter if he is already engaged in combat with a NPC.

 

 

Anyways that is basically similar to what I have said a few times before. This is what I would like to see. Not some Stupid Monthly Event that we only have a week to do each month. It would make the Bounty hunters feel like Bounty hunters and also keep from other Classes becoming Bounty Hunters themselves.

 

If I missed something in the posting or have a mistake in my idea I may edit it. I wrote this up pretty fast from my head. :)

 

So your saying because your a bounty hunter you should have exclusive content only your class can do. To hell with all the other classes that want more content as long as YOUR class gets its own.

Posted
I like your ideas. Another cool thing to add for classes that wouldnt be hunting bounties (lightside jedi for example) would be a protection mission. Say you get a bounty put on your head. I can now go to the bounty board and sign up to protect you. This mission could be shared with others in order to form a sort of bodyguard group. It would be like obi wan and anakin protecting Padme from that assassin, and it would add a lot more flavor to the bounty contracts (not to mention initiating some open world pvp, which is always good).
Posted
So your saying because your a bounty hunter you should have exclusive content only your class can do. To hell with all the other classes that want more content as long as YOUR class gets its own.

 

He's a fair minded fella isn't he? :)

 

No selfishness whatsoever.. and interested exclusively in what's good for the broader player base. :D

 

Oh wait.. no.. he's just an example of the modern MMO player.. who really just wants their own personal FPS shooter tuned exclusively to their needs/wants... but with on demand group content lined up for them whenever they get the tickles for it. :rolleyes:

Posted

Oh wait.. no.. he's just an example of the modern MMO player.. who really just wants their own personal FPS shooter tuned exclusively to their needs/wants... but with on demand group content lined up for them whenever they get the tickles for it. :rolleyes:

 

Hiya Andy, my good friend. I was wondering if you could source this part of your 3 part attack? :D

Posted (edited)
PvP bounties are a problem. Here are two instances I want you to tell me how you would deal with?

 

1)Player has bounty and goes and sits on fleet

2)Player has bounty, you get his location, I.e voss then he uses outlaws den priority transport to jump to tatooine.

 

Anyone can hunt bounties, its just what your guy does for a living.

A bounty System could take advantage of knowing if a player is out in the open or not. When the Player Opts-In for a Bounty System or has a Bounty taken out on them then they will be listed until the player is removed by either Opting-Out or having his Bounty Claimed.

I personally do not care for the Fleets myself and hate the way they are setup, so I can understand this question coming up. So I'll try to answer it in a way that could seem to work. This actually may make me revise my idea of having one Bounty at a time. So lets see what I can come up with for this issue.

 

If a Player decided to sit on the Fleet the Bounty System could tell the other players that that are trying to Claim his Bounty his location as being on the Fleet. For Bounty hunters going after other Imperial Players this would not matter, but for going after Republic Players it would. So if they were in a place that the Bounty hunter could not go they would just have to decide to hold onto the Contract and wait until they are out in the open at which time the Bounty System would let them know. Or they could Abandon the Contract and take another instead.

 

As for Players using Priority Transport to jump locations. That is just something they would have to deal with when tracking targets. If a players uses some type of Priority Transport then the Bounty system would tell the Bounty hunter that they lost there target and that they need to try and reacquire them. At that time they would have to use a Seeker droid and see if they are on planet or not and reacquire the target. Priority Transports if I am not mistaken have a long Cooldown. Like an 1 hour or 24 depending on the type. If I am not mistaken. I really do not use them much myself except the regular basic one that we all have in our skills. Anyways they would only be able to it once and have to wait by which time the Bounty hunter should be able to travel and catch up with them. Tracking is part of the fun in Bounty Hunting, if you ask me. :D

 

I will also mention that if a player goes Off Line the Bounty System should tell the Bounty Hunters that have their Contracts. this way they can try for another Contract.

 

I hope that would work for you. If not maybe you can give your idea on what might. I will go back and revise that part of my idea to allow for multiple contracts being taken instead of just one at a time.

I went ahead an edited the amount of Contracts a Bounty Hunter could take and also edited the way in which Tracking could be done so that it would work with multiple contracts. I would like to hear your thoughts on the changes if you could. :)

 

 

So your saying because your a bounty hunter you should have exclusive content only your class can do. To hell with all the other classes that want more content as long as YOUR class gets its own.

Actually I see it as each Class should have there own Class Specific Content when they can do missions that make there Class feel like what they are meant to be. For Instance I also thought of a similar type of Mission set for Smugglers in another thread where Smugglers can do things that make it seem like they were actually Smuggling. But this Subject is about Bounty Hunting so I did not include all that. I wanted this just to be about Bounty Hunting.

 

I will say that I would also like to see Missions just for Jedi and Sith that would revolve around there separate Class background as well as Troopers and Agents. For example. Troopers could do missions that come from the Republic and deal with attacking Imperial Assets. Imperial Agents would do the same just for the Empire. Jedi could do Missions that deal with the Jedi Council and and the mission types would be dependent on if they were a Knight or Consular. Sith would be the same but just doing things for the Dark Council instead.

Each Class could have both PVP and PVE mission types that were repeatable and randomly generated changing names and locations.

 

 

 

Here is a brief example of what I originally thought of for the Smuggler but it is going off topic of the thread.

 

Smuggling could be the same in regards to the Bounty System. You could have Terminals and NPC's for getting missions. These Missions could be set up in a way to which the Smuggler would have to try and Smuggle Goods from one point to another and along the way be attacked by Random Spawns based on their Level. It would be for both on the Ground and through Space in an open Free Roaming Space, if we had one.

For the PVP aspect of a Smuggler System they could have a set of Smuggling Missions through PVP Zones. Which would be kind of interesting if you think of it. PVP Smuggling could have missions where you have to get Flagged as PVP by trying to Smuggle Goods to a Client through a PVP Zone or in a PVP Zone and the major risk would be getting attacked by PVP Players but you could also have random NPC Spawns attack you as well if need be to make it harder. Such Missions would also be dependent on the players PVP Rating.

On top of that while they are PVP they could have a Bounty taken out on them or be temporarily placed on the Bounty Boards for a set amount of time. Or they could make it so that in order to get these types of Mission they would have to register for the Bounty System as well so that the two systems would tie into each other.

Another thing in regards to the PVP Part of Smuggling could be that if the player fails to finish the Smuggling mission because he was defeated by another player, that other player could receive the rewards the Smuggler would have received if he was successful. In a sense it would help give a reason for other players to try and stop Smugglers. Rewards pending on difficulty of course.

 

This is a type of Smuggling System that I would like.

 

I could go on and come up with an idea for each class but this thread is really only supposed to be for Bounty Hunting. If people have a problem with that then oh well. I am not here to please anyone just offer and opinion on what I would like to see. And a Real Bounty Hunter System for the Bounty hunter Class is just one thing out of many that I would like to see. :p

 

So for those that think I am selfish and only want content for one Class then think again. I play more than one Class and want Content for each Class even the ones that I am currently not playing. :rolleyes:

Edited by WarbNull
Posted
It'd nice to have a system in game but if you want to, you can probably get interest in a bounty system on your server. I did.

 

Player based systems are also fun I have done a few in the past. When Players work together that can come up with some really fun stuff.

I would still love to see a Real Bounty Hunter System in Game. :)

Posted
He's a fair minded fella isn't he? :)

 

No selfishness whatsoever.. and interested exclusively in what's good for the broader player base. :D

 

Oh wait.. no.. he's just an example of the modern MMO player.. who really just wants their own personal FPS shooter tuned exclusively to their needs/wants... but with on demand group content lined up for them whenever they get the tickles for it. :rolleyes:

In pops the fan boy.

 

A Bounty Hunter -

A bounty hunter captures fugitives for a monetary reward (bounty). Other names, mainly used in the United States, include bail enforcement agent and fugitive recovery agent.

 

Maybe he has a right to actually do what is expected of his class. Star Wars Galaxies had player and NPC Bounties and it was a thrill.

 

Just a shame Bioware have wrapped SWTOR in cotton wool

Posted

i see alot of complaints that the idea is selfish here.. but most seem to come from people with the mindset that it does not benefit them because they are'nt bounty hunters.. so how's that any less selfish?

 

anyways i think a bounty system would be pretty cool.. if other classes want similar stuff then they should come up with some ideas instead of crying about them not being able to do it on their class.

Posted
i see alot of complaints that the idea is selfish here.. but most seem to come from people with the mindset that it does not benefit them because they are'nt bounty hunters.. so how's that any less selfish?

 

anyways i think a bounty system would be pretty cool.. if other classes want similar stuff then they should come up with some ideas instead of crying about them not being able to do it on their class.

 

That is what I thought when I saw the complaints. Kind of boggled my mind. :rolleyes:

 

Anyways I replied telling them that I want each Class to have Specific Content so that we feel like we are really playing that Class. That I play other classes and even gave an example with an idea I have for the Smuggler Class. It was not my intent to say that I only want this one Class to have Content and forget the rest of the Classes. If people still wish to think I am selfish then so be it. Heck they can think that all classes should have the same experience so they pretty much all do the same things, for all I care. That is there prerogative. It is just not mine. :p

 

For me though if I want to play as a Bounty Hunter I want it to feel like a Bounty Hunter. Same goes for any other Class I play. I hope that one day they add individual Content for each Class so that we can experience this. Like a Real Bounty Hunter System or a Smuggler System and so on. Until then I will still Hope and try to come up with ideas to suggest.

Posted (edited)
i see alot of complaints that the idea is selfish here.. but most seem to come from people with the mindset that it does not benefit them because they are'nt bounty hunters.. so how's that any less selfish?

"More egalitarian" = "less selfish," generally. But your attempted double-speak is noted.

 

In pops the fan boy.

 

A Bounty Hunter -

A bounty hunter captures fugitives for a monetary reward (bounty). Other names, mainly used in the United States, include bail enforcement agent and fugitive recovery agent.

Any character could do that, i.e., hunt fugitives for money. So no need to make anything exclusive to the Bounty Hunter class.

 

Maybe he has a right to actually do what is expected of his class. Star Wars Galaxies had player and NPC Bounties and it was a thrill.

Sure, he as the right to be as unreasonably demanding as he wants. And if you want more sandbox, go play a sandbox game. To complain that TOR is not a sand box game is to complain that your turkey, ham and Swiss cheese sandwich does not have roast beef in it.

Edited by branmakmuffin
Posted
Actually I see it as each Class should have there own Class Specific Content when they can do missions that make there Class feel like what they are meant to be. For Instance I also thought of a similar type of Mission set for Smugglers in another thread where Smugglers can do things that make it seem like they were actually Smuggling. But this Subject is about Bounty Hunting so I did not include all that. I wanted this just to be about Bounty Hunting.

 

I will say that I would also like to see Missions just for Jedi and Sith that would revolve around there separate Class background as well as Troopers and Agents. For example. Troopers could do missions that come from the Republic and deal with attacking Imperial Assets. Imperial Agents would do the same just for the Empire. Jedi could do Missions that deal with the Jedi Council and and the mission types would be dependent on if they were a Knight or Consular. Sith would be the same but just doing things for the Dark Council instead.

Each Class could have both PVP and PVE mission types that were repeatable and randomly generated changing names and locations.

 

Your ideas are not bad but, it’s still a lot of work for one class. Personally, if BW was going to spend the time and effort on class specific content I would rather they work on continuing the class stories but, that is just me being selfish.:D

Posted

A whole bunch of 'nope' unless it would strictly be NPC bounties, that aspect that SWG had was nothing but a grief generator in the end of the day. :rolleyes:

 

I'd say play on a PvP server to "hunt" players down and pretend they were your bounty.

Posted

I am all for a pvp pbs to be implemented in swtor. There was a lot of people asking for it in the forum during the beta, I hope the current event is not Bioware's answer and they are planning to do something about that in the future.

 

While I know a pvp pbs can be abused by players, I think that the chill of the hunt (being the hunter or the prey) overweights that. Pvp hunts are among my best gameplay experiences in an mmo (I played swg where such a system was in place).

Posted

Oh these ideas remind me of a game...I love how his other defence of class things he thought up was SMUGGLER I wonder where he got these ideas...most likely all his own.

 

My favorite memories of video games was sitting there during pvp getting killed and going to a cloner and as i spawned with cloning sickness to be instantly dropped when I had no health. Or dueling someone and the duel be interrupted when I had 6% health left. Or sitting afk and coming back dead. or rebuffing after dieing in and instance and being ganked by a guy with 4 rows of buffs.

 

I want a bounty hunter during the entire existence of that game and I NEVER liked that system. it was a grief system and nothing more. Any bounty hunter with an IQ over 7 would NEVER lose a bounty because all they had to do was wait for the time where no matter what the person would be vulnerable and attack.

 

I only prey that system never is made here.

Posted (edited)
I am all for a pvp pbs to be implemented in swtor. There was a lot of people asking for it in the forum during the beta, I hope the current event is not Bioware's answer and they are planning to do something about that in the future.

 

While I know a pvp pbs can be abused by players, I think that the chill of the hunt (being the hunter or the prey) overweights that. Pvp hunts are among my best gameplay experiences in an mmo (I played swg where such a system was in place).

As long as the target opts in (and can opt out after having opted in as well), that's fine.

Edited by branmakmuffin
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