The goal of this new system is to replace the bonus and pointless incorrectly named bounty system we currently have with a more realistic, job/role oriented purpose.
What won’t be covered (yet) in this initial post are (1) what to do with current bounties on players and (2) how to implement this new system. These topics might/will be covered later if warranted.
For ease of discussion, there are four key actors in this topic; Concorde, the victim, the bounty hunter and target. I will only use these terms when talking about the four rolls. To be clear, the “victim” is the victim of a crime and “target” is the criminal.
As mentioned please assume for sake of argument that the slate was wiped clean and this new system is well under way.
The Crimes
All criminal acts will still operate as per the current system.
These two examples of crimes will be used later.
Example 1: a 6M hauler with 50M of cargo is ganked in HS by a single pilot.
Example 2: a 130M BC is attacked in LS by 5 pilots.
Concord’s Response
When a ship is lost due to an illegal action, Concord will automatically create/add to the target’s bounty. The increase is determined by the destroyed ship’s fitted value divided by the number of targets. Cargo is not covered.
So in example 1, the target would incur a bounty increase of 6M and in example2, each pilot would incur a 26M bounty increase (130/5).
A target would still incur a bounty even if his ship was lost in the attack. Bounties are only issued if the victim’s ship is destroyed.
The victim would be immediately asked if they wanted to “sweeten the pot” by adding to the bounty up to 100% of the original Concord bounty. So that hauler in example one could add up to6M to the bounty if so desired.
Bounties would be displayed for all to see as per the current system.
Bounties and security status remain separate entity.
Enter the Bounty Hunter
If a bounty hunter wanted to try his hand at collecting a bounty, they would find a Concord agent and request a bounty. Bounties would be divided into levels just like current missions with level 1 being the easiest and level 5 being hardest.
As a ruff guess, the levels would be set-up something like this (not written in stone of course):
Level 1: 0 – 5M ISK
Level 2: 5M-25M ISK
Level 3: 25M-150M ISK
Level 4: 150M-1B ISK
Level 5: 1B+ ISK
The bounty hunter would select the level of bounty he’d like to go after. There is a non-refundable administrative fee that must be paid up front by the bounty hunter. This fee is based on (apx) 25% of the target’s bounty.
In example 1, the target would be a level 2 bounty and need a (6m25%) 1.5M fee. A target from example 2 would be a level 3 bounty and require a (26M25%) 6.25M fee.
Players would be presented with the last known region of the target. Names, history, location, etc would not be disclosed.
Most likely, levels would also determine how far away a target is. Level 1 would be same region where as Level 5 would be anywhere.
The bounty hunter would then either agree to the contract or not (and be locked-out for 4 hours before being given the option of another bounty). If agreed, the fee is paid and kill rights granted on the target for 7 days. The only info the bounty hunter would then be given is the target ID which would look something like B67832 for example.
The Deed
After agreeing to the contract, a bounty hunter’s first stop would be a locator agent. Here, they would enter the target’s ID (as they have no name) and be directed to the last know location or close to it at least. The same process would occur as we have now and you would need good skills/relations for this to be efficient.
If the bounty hunter fails to kill the target down within 7 days, the kill rights are revoked.
If the bounty hunter kills the target, they are awarded the bounty.
Once a bounty is claimed, the target would not have that on his record any longer.
Anti-Farming Mechanics
The lack of information about the target is the key as until the bounty hunter makes the kill, they will not know who they are hunting. In local, the target’s name is replaced with the ID from the bounty hunter’s perspective only. If there are 15 other pilots in the system where the target is, the bounty hunter will see 14 names and one B67832 as per the example. The bounty hunter could ask local who the missing name is but by doing that, would alert the target.
Of course, the bounty hunter could call out to the target in local that he would split the bounty with him but (1) any other pilot with a bounty might answer too as no target knows who/when/if they are being hunted.
If there is only one pilot with a bounty in the system, they would deduce that they are being hunted. They could entertain the offer of splitting the bounty BUT as in everything else in EVE, there is no guarantee the bounty hunter would split the bounty after being destroyed.
There is no way to claim a buddy’s bounty or just use an alt to claim your own bounty as Concord assigns them randomly.
Skills
I suspect that a new skill called Bounty Hunting would be needed. This skill would both reduce the fee and also maybe increase the duration that the contract is good for.
The number of open contracts you could be working would also b governed by this skill.
CCP’s Roll
Of course, the GMs would have to code a bit for this to make things “fair”. For example, if a criminal hasn’t logged in for a while then no contract would be issued for them. Or the time left on a contract only reduces when the criminal is logged-in. Either way, to be far to all, we can’t have bounty hunters chasing ghosts.
CCP would also need to upgrade their locator agents. Just telling people the system a target is in is not enough and an “active” status might be also needed…no point in stalking somebody who’s not even currently in game. Possibly a whole new agent would be needed for bounty hunters.
Conclusion
This system would give people a chance to be paid to be the hunter rather than the non-system we currently have now.
I’ll be happy to clarify or answer any questions…
To be clear, this is a tough job, as you have many things going against you…but that’s why you shoot first.