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#81 Zerberus

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Posted 08 March 2016 - 06:18 AM

View PostBishop Steiner, on 01 March 2016 - 11:06 AM, said:

No, you really don't. Europe, bro. Or even the US crafters industry. Motocross?. Meh. Posted Image

Try some Bellhaven Scottish Ale, Chimay Blue, Warsteiner Dunkel, Newcastle on tap, etc. All of Emergencias WRECK any canuck maple juice.

In the USA?. Breckenridge Vanilla Porter, Goose Island's Sophie, almost anything by Magic Hat (although all three have been bought out by the Big Swill producers) or anything by Rogue, etc.

4 Words to rule them all:

Waldhaus Naturtrüb ohne Filter.

Germans make craft beer, too, everyone else can stay home... though I´m really liking Arrogant Bastar.d Ale right now, too Posted Image

Sorry mods if circumventing the AC for this is against the ToS, but it´s proper product name and not an insult... I´ll take a billion lashes with an overcooked linguini, ok? Posted Image

Edited by Zerberus, 08 March 2016 - 06:20 AM.


#82 Jables McBarty

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Posted 08 March 2016 - 08:03 AM

View PostScout Derek, on 01 March 2016 - 12:01 PM, said:

Hey, that gives me a great idea...

Maybe add in bonuses for using hero mercenary mechs, or mechs used in mercenary generally, an extra, hmm, 15-20%?



You guys beat me to it :)

@OP: Great concept, glad to hear it gaining traction again (i'd seen the video that references the concept).

Implementation could be initially as an "event" weekend. Dota 2 did a randomized bounty system when they released new content for their Phantom Assassin character, who would get "contracts" for assassination each game. Essentially, if Player A (Phantom Assassin) kills Player B first, then A's team all receives a reward, and vice versa. The whole team would get involved in setting up the kills, and had to make sure that either A or B got the killing blow--it really changed the dynamic of the (early) game from how it is usually played.

Less developed than what is proposed here (and I'd prefer the more developed mode), but possibly a way for PGI to get started in that direction with limited effort.

#83 Sandpit

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Posted 08 March 2016 - 08:13 AM

View PostMetus regem, on 08 March 2016 - 06:04 AM, said:

I actually thought about this a while back, as the Clan warriors didn't really use c-bills, I thought about an honour system, where it rewarded solo kills, but punished you for joining in on a kill. It got sticky around what happens to the second person to go for the kill if the first one died.... Also I had it rewarding a weight difference, meaning if a Dire Wolf killed a Timby, he got less of a reward than an Arctic Cheetah did for killing a Timby.

On the flip side IS got bigger rewards for working as a team.

oh I like the idea of a dynamic system based on weight classes like that!

#84 Sandpit

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Posted 08 March 2016 - 08:20 AM

Another idea that you guys sparked with the discussion, what if a similar system were set up in CW, but add a different flavor to it?

For instance, units could post bounties for players and use unit coffers to pay out. Units could set up their own "Most Wanted" type boards. We wouldn't even need PGI to implement anything other than the ability to USE OUR UNIT COFFERS (sorry, just chiding PGI on this one a little lol).

I haven't really fleshed out the idea, I just wanted to get it written down while it was still rolling around in the noggin :P

#85 Metus regem

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Posted 08 March 2016 - 08:34 AM

View PostSandpit, on 08 March 2016 - 08:20 AM, said:

Another idea that you guys sparked with the discussion, what if a similar system were set up in CW, but add a different flavor to it?

For instance, units could post bounties for players and use unit coffers to pay out. Units could set up their own "Most Wanted" type boards. We wouldn't even need PGI to implement anything other than the ability to USE OUR UNIT COFFERS (sorry, just chiding PGI on this one a little lol).

I haven't really fleshed out the idea, I just wanted to get it written down while it was still rolling around in the noggin Posted Image



Could be good, we could also look at letting true merc units (no faction flag), be rewarded by house units (faction flag) for targeting specific clan units. Like say HHOD put out a bounty on all CGBI members, with higher rewards for Coffin, Mast, Angel or Zombie, but a smaller reward for warriors like CK16.

To balance out something like that, since we are dreaming, would be to let house units (or Clan faction units) be rewarded with lower mech costs, cheaper jumpship/dropship costs and lower repair and rearm costs for their damaged mechs.

#86 Sandpit

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Posted 08 March 2016 - 08:43 AM

View PostMetus regem, on 08 March 2016 - 08:34 AM, said:



Could be good, we could also look at letting true merc units (no faction flag), be rewarded by house units (faction flag) for targeting specific clan units. Like say HHOD put out a bounty on all CGBI members, with higher rewards for Coffin, Mast, Angel or Zombie, but a smaller reward for warriors like CK16.

To balance out something like that, since we are dreaming, would be to let house units (or Clan faction units) be rewarded with lower mech costs, cheaper jumpship/dropship costs and lower repair and rearm costs for their damaged mechs.

I'm liking that idea. Adds a whole different level of game. It would offer a little "RPG" like element. Placing more emphasis on the players as opposed to just mechs

#87 SmoothCriminal

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Posted 08 March 2016 - 08:47 AM

It's inventiveness like this that just makes me sad as we will likely never have it. But on the plus side a new mech pack will be announced in a few weeks for about 115$...

#88 Metus regem

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Posted 08 March 2016 - 08:50 AM

View PostSandpit, on 08 March 2016 - 08:43 AM, said:

I'm liking that idea. Adds a whole different level of game. It would offer a little "RPG" like element. Placing more emphasis on the players as opposed to just mechs



Honestly, it's something that should've been included from the start, I mean we are playing mechwarrior after all...


Posted Image

where it all started....

#89 Sandpit

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Posted 08 March 2016 - 09:03 AM

View PostMetus regem, on 08 March 2016 - 08:50 AM, said:



Honestly, it's something that should've been included from the start, I mean we are playing mechwarrior after all...


Posted Image

where it all started....

http://www.sarna.net...naries,_Revised
Posted Image
or that, an entire economy, contract system, etc. laid out already

#90 Metus regem

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Posted 08 March 2016 - 09:07 AM

View PostSandpit, on 08 March 2016 - 09:03 AM, said:

http://www.sarna.net...naries,_Revised
Posted Image
or that, an entire economy, contract system, etc. laid out already



huh new cover... this is the one I started with:


Posted Image

#91 Felicitatem Parco

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Posted 08 March 2016 - 09:31 AM

I didn't scroll through all 5 pages...

Has anyone considered the ways how you would prevent this system from abuse?

There is a very obvious reason why we cannot transfer C-Bills between players, and that's to prevent the "black market" of people selling C-Bills to each other. You see, C-Bills are for sale in game as booster bundles, and they are overpriced, so if PGI let people transfer C-Bills to eachother then there's be a plethora of C-Bill transfers and personal PayPal transactions going on.

A bounty system could potentially be abused if all you have to do is chuck your C-Bills into a pool and let someone kill your Bounty target willingly to facilitate a bypass around the current system. That would let people effectively transfer C-Bills to each other if you have 3 willing participants.

So, how can we make a Bounty system that Does Not let people transfer C-Bills to each other? A MC fee would have to be involved to make sure people can't abuse free accounts, like bountying-out fresh Cadet Bonuses and stuff.

---------------

The only way I could see a Bounty system working without the potential for abuse is if the C-Bills used for the Bounty are purchased with MC from a PGI-operated Bounty Hub. All C-Bills used for Bounty purposes would have to be purchased from PGI on-the-spot so you cannot just dump your C-Bills into a bounty pool. That would make sure nobody could use a Bounty system to transfer C-Bills between accounts behind PGI's back.

Edited by Prosperity Park, 08 March 2016 - 09:34 AM.


#92 Quaamik

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Posted 08 March 2016 - 09:34 AM

Could be interesting, provided TKs did not count.

Better yet if TKs counted in reverse (if you have s bounty on you, and are TKd, the person who TKd you had to pay you.

#93 Metus regem

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Posted 08 March 2016 - 09:34 AM

View PostProsperity Park, on 08 March 2016 - 09:31 AM, said:

I didn't scroll through all 5 pages...

Has anyone considered the ways how you would prevent this system from abuse?

There is a very obvious reason why we cannot transfer C-Bills between players, and that's to prevent the "black market" of people selling C-Bills to each other. You see, C-Bills are for sale in game as booster bundles, and they are overpriced, so if PGI let people transfer C-Bills to eachother then there's be a plethora of C-Bill transfers and personal PayPal transactions going on.

A bounty system could potentially be abused if all you have to do is chuck your C-Bills into a pool and let someone kill your Bounty target willingly to facilitate a bypass around the current system. That would let people effectively transfer C-Bills to each other if you have 3 willing participants.

So, how can we make a Bounty system that Does Not let people transfer C-Bills to each other? A MC fee would have to be involved to make sure people can't abuse free accounts, like bountying-out fresh Cadet Bonuses and stuff.

---------------

The only way I could see a Bounty system working without the potential for abuse is if the C-Bills used for the Bounty are purchased with MC from a PGI-operated Bounty Hub. That would make sure nobody could use a Bounty system to transfer C-Bills between accounts behind PGI's back.



Maybe you should read all the pages...

We talked about it being an automated system, that for quick play 1 random player on each team would be the bounty, and everyone that did damage to it, got a % reward based off of the damage dealt to it. for CW, we are bouncing around the idea of unit coffers being used to pay for it.

#94 Sandpit

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Posted 08 March 2016 - 09:34 AM

View PostProsperity Park, on 08 March 2016 - 09:31 AM, said:

I didn't scroll through all 5 pages...

Has anyone considered the ways how you would prevent this system from abuse?

There is a very obvious reason why we cannot transfer C-Bills between players, and that's to prevent the "black market" of people selling C-Bills to each other.

uhm what do you think unit coffers are?

#95 Quaamik

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Posted 08 March 2016 - 09:36 AM

The simple way around the c-bill black market would be to require bounties be in MC only.

#96 Felicitatem Parco

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Posted 08 March 2016 - 09:40 AM

View PostSandpit, on 08 March 2016 - 09:34 AM, said:

uhm what do you think unit coffers are?


I think unit coffers cannot be transfered to individual accounts (this isn't Eve). What do you think they are?

An actual Bounty system would have to use C-Bills purchased from PGI to prevent the effective sales of farmed C-Bills.

It would have to be a "Premium" feature and a source of revenue for PGI.

#97 Sandpit

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Posted 08 March 2016 - 09:44 AM

View PostQuaamik, on 08 March 2016 - 09:36 AM, said:

The simple way around the c-bill black market would be to require bounties be in MC only.

That completely alienates a good chunk of the population that plays for free though.

View PostProsperity Park, on 08 March 2016 - 09:40 AM, said:

I think unit coffers cannot be transfered to individual accounts (this isn't Eve). What do you think they are?

An actual Bounty system would have to use C-Bills purchased from PGI to prevent the effective sales of farmed C-Bills.

It would have to be a "Premium" feature and a source of revenue for PGI.

uhm yes you can. That's been the premise as I've understood it for years. As a unit leader I can, and anyone I give perms to in my unit, pull money out of the coffers. That means I just authorize a unit member to take money out of the coffers. It would go directly to them. You can't trade cbills between players, but you can easily shift cbills from one player to another in the manner I just described.

How do you think merc units are paid at the moment?

#98 Felicitatem Parco

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Posted 08 March 2016 - 09:46 AM

Quote


We talked about it being an automated system, that for quick play 1 random player on each team would be the bounty, and everyone that did damage to it, got a % reward based off of the damage dealt to it. for CW, we are bouncing around the idea of unit coffers being used to pay for it.


The quick play idea would lead to craptastic gameplay where people YOLO after the Bounty and forego the mission objective/teamwork. The CW version makes no sense, as there is no reason to chase bounties when whole planets are at stake and Lone Wolves do not have unit coffers.

The idea you proposed is nothing other than a variant of American football called Smear the Que- well, you get the point.

My idea is an actual player-driven bounty system that generates revenue for the game. I think my idea is better...just saying.


And everything I read from PGI said you cannot drain unit coffers into individual accounts. That's to prevent the crap you see in Eve

Edited by Prosperity Park, 08 March 2016 - 09:47 AM.


#99 Sandpit

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Posted 08 March 2016 - 09:52 AM

View PostProsperity Park, on 08 March 2016 - 09:46 AM, said:

The quick play idea would lead to craptastic gameplay where people YOLO after the Bounty and forego the mission objective/teamwork. The CW version makes no sense, as there is no reason to chase bounties when whole planets are at stake and Lone Wolves do not have unit coffers.

The idea you proposed is nothing other than a variant of American football called Smear the Que- well, you get the point.

My idea is an actual player-driven bounty system that generates revenue for the game. I think my idea is better...just saying.


And everything I read from PGI said you cannot drain unit coffers into individual accounts. That's to prevent the crap you see in Eve

eh, I just don't like the idea of making it a premium only feature. I don't see the need for that as it just completely excludes a good part of the player population. I don't see how players being able to exchange c-bills is a detriment to the game personally.

One of the other popular ideas is to add in a betting system on Solaris matches.

Using an escrow system, no offense but had you bothered to read the thread you're responding to you'd already know this, that has players pay a fee to participate and collect on a bounty
oh forget this, I'm not retyping it all...

View PostSandpit, on 01 March 2016 - 11:02 AM, said:

I think adding in like an "escrow" fee would help with gaming it. Requiring a player to put up and risk their own cbills to collect would help prevent any gaming of the system.

Collecting a 10 million cbill bounty sounds great, but if you had to put up say 10-25% of that (or set it to a sliding scale, the larger the bounty, the larger the fee) with no guaranteed that you're going to win the bounty, it would definitely prevent that or at the very least severely mitigate it.

If the player survives then they get to collect the escrow fees.

If the player dies but isn't killed by one of the bounty hunters, the escrow fee goes away and nobody gets it and maybe add a % of that escrow to the total bounty.

I don't see how moving around cbills really affects much. Units have unit coffers to be able to do that without all that fuss anyhow.

seriously bud, if you're going to participate in the discussion at least read the discussion :D

#100 Metus regem

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Posted 08 March 2016 - 10:17 AM

View PostProsperity Park, on 08 March 2016 - 09:46 AM, said:

The quick play idea would lead to craptastic gameplay where people YOLO after the Bounty and forego the mission objective/teamwork. The CW version makes no sense, as there is no reason to chase bounties when whole planets are at stake and Lone Wolves do not have unit coffers.

The idea you proposed is nothing other than a variant of American football called Smear the Que- well, you get the point.

My idea is an actual player-driven bounty system that generates revenue for the game. I think my idea is better...just saying.


And everything I read from PGI said you cannot drain unit coffers into individual accounts. That's to prevent the crap you see in Eve



-sigh- If you are going to take part, read the other pages.... really it's 5 pages, it's not that much.





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