Disclaimer: Any numbers given herein are purely theoretical with the intent of showcasing an example.
After looking over the bounty system, current and prior, I believe I have developed a more ‘user friendly’ implementation which heavily, if not outright entirely removes the possibility of exploiting it.
The idea is as follows, and uses the following (in-game) IG and (possible implement) PI:
IG: Security Status
IG: Bounty Placement
IG: Mission NPC’s (Concord)
PI: New Skill (Bounty Hunting)
PI: New Module (Concord Beacon) This would not be necessary with other ideas presented.
Example: A 1,000,000 ISK bounty is placed on a character (Pilot A). Pilot A has a 0.0 Security Status. Two options are available to Pilot A: pay the bounty off, or worry about bounty hunters.
To pay the bounty, dock at a Concord station and simply pay it (removes active currency to NPC). An increase in Security Status inversely affects payoff, and vice-versa.
If Pilot A has 5.0 Security Status, their payoff is reduced by (amount - (SS x 1%) x (amount) )
If Pilot A has -5.0 Security Status, their payoff is increased by (amount + (-(SS x 1%) ) x (amount) )
Pilot A refuses to pay for whatever reason. Pilot A is entered into a Collections Mission roulette with all other bounty laden pilots.
Pilot B wants to Bounty Hunt. Pilot B has 0.0 Security Status. By docking at a Concord Station, an NPC will randomly assign a Collections Target from the available pool.
The pool will not factor pilots who have not logged in within at least a week. The Collections mission will not offer any details to the pilot’s location.
Pilot B draws the Collection on Pilot A. Pilot B has 4 standard days to complete the mission (96 hours).
The bounty is 1,000,000 and both pilots have 0.0 Security Status. This results in 1 of 2 options.
- Pilot B can defeat Pilot A upon locating them for 10% of the bounty (multiplied by the positive Security Status or reduced by a negative one (for Pilot B) )
2. Pilot B can tackle Pilot A upon locating them and activate the Concord Beacon which, after a relative amount of time, if they can keep the target locked down, Concord arrives to destroy the ship (this will not work in Wormholes, NullSec and take significantly longer in LowSec) for 5% of the bounty (same multipliers)
If completed through option 1. The payout is higher, but Security Status increase is equal to 1 Pirate Commander Ship from a 1.0 Anomaly.
If completed through option 2. The payout is lower, but Security Status increase is equal to completing a DED 4/10 site.
In either case, this provides incentive to improve payout by increasing Security Standing.
The current method can persist with similar math, however, ‘bounty hunting’ pilots without an official Concord sanction (Collections mission) for that pilot will result in a loss of Security Status, as it already does, effectively diminishing payout to possibly 0 (at -10.0 Security Status)
This is where the Bounty Hunting Skill comes in. It creates a 1% additional payout per skill level if below 0.0 Security Status. (Ideal training time is guesstimated at x8) This allows -10.0 pilots to still receive the fruits of their labors while improving their Security Status.
In the case of people over 0.0 Security Status, this could result in a flat Concord ‘compensation’ such as (1,000 ISK x Bounty Hunting skill level x Security Status) for the bounty hunter’s contribution to public safety. (I do not feel this should be tied to the collected bounty as this opens a Pandora’s Box of potential abuse.)
Any bounty amount collected (not including any ‘overage’ covered by Concord) is deducted from the Wanted pilot’s current total.
Edit to reflect new ideas:
Time reduction:
Bounties reduce over time, perhaps in relation to Security Status / Online Status.
Notification:
Relevant parties are notified of the parameters of the limited engagement.
Innocence:
Alpha pilots receive a small window upon creation of bounty immunity unless deactivating safety.
HighSec limitation:
Pilots must restrain targets in HighSec for Concord to handle, as deadly force is not authorized legally.
Bounty Hunting in HighSec not allowed for whatever reason…
Set-Up:
Like War Declarations, you must pay a fee to instigate a bounty and maintain that fee if the pilot is not Collected on within the approved window.
Spool-Up:
Upon becoming an active target, you are notified with a (time-increment) window before hostile actions are sanctioned.
Justification:
Attach a “UDUNRONG” message to the bounty. (for lulz if nothing else)
Limitations:
Only 1 Collections effort can be active at a time.
RoE:
As a pilot can fleet up to split the bounty payout for help, so too can a Wanted pilot fleet up to protect their hide. This splits the payout of the Collections target between the active fleet ships.
Bounty Insurance:
By paying certain factions, you could potentially insure your clone, or deflect bounties, in correlation to your standings and asset value in a given space.