

Still No Head Hunting?
#1
Posted 10 May 2016 - 05:01 PM
Why is there not a head hunting system put in game yet? Random bounties supported by the nature of the beast (called community)?
So since there isn't one I figured I would ask the crowd what head hunting function or bounty system would you implement into MWO to make it more exciting?
As for myself I like the idea of a twenty point system.
Basically the community funds the bounties which are by donation of CBills in game. You have a bounties tab as well. To collect a bounty you have to collect 20 points (1 point for every kill of said player in solo, group, or faction). Once you have collected the 20 points the reward is all the CBills donated to back that bounty. Then that person's bounty goes back to ZERO, and can start being funded again.
So example using Bishop Steiner (because Bishop I am sure wont mind).
So Bishop has a bounty placed on him in the bounties tab. This person placed 50,000 CBills for the bounty. Another person comes along and places another 50,000 CBills. Next is a person who REALLY wants Bishop to die 20 times and places 2,000,000 CBill bounty, and Bishop's bounty keeps climbing in such manner till ... I come along and have killed him in game 20 times. Then all the money placed for bounty goes into my pocket. Bishop's bounty reward goes back down to ZERO. After receiving the reward I place a 1,000,000 CBill bounty back on Bishop just for the gigs.
As a side leaderboard would be bounty collecting. How many bounties have you collected and total reward? That would be kinda cool right?
Let me hear your ideas please.
#2
Posted 10 May 2016 - 05:03 PM
#3
Posted 10 May 2016 - 05:08 PM
#4
Posted 10 May 2016 - 05:32 PM
#5
Posted 10 May 2016 - 05:43 PM
An example being something like, "Hey, we hate unit [CLAN], screenshot us your matches against them. Whoever gets top kills against them by such and such date will get this prize."
#6
Posted 10 May 2016 - 05:54 PM
#7
Posted 10 May 2016 - 06:19 PM
For your point system...if bounty was placed on someone and you were trying to receive it, how would you get those multiple games to do that? The only good ways to repeatedly get teamed against someone (without planning it with them) is playing FW in the same attack lane or trying to sync queuing with the times you know they play, but even those are pretty random. I can only see this work somewhat well in random matches with some sort of "bounty hunter" status or something, which leads those with that selection to be matched with people who have bounties on them more regularly.
Also, if bounty is simply placed upon someone and visible in matches, that would likely lead to some pretty dumb behavior with people focusing on the people worth a lot rather than actually winning the game. (especially in solo queue).
In general, I don't really get the point. Some scrublord is salty I headshot him, so now I have people going out of their way to kill me in completely unrelated matches?
It's possible I'm completely misunderstanding what you mean, but if you have a better example (perhaps of how it works in another game?) I'd love to see it.
Edited by Chimera11, 10 May 2016 - 06:20 PM.
#8
Posted 10 May 2016 - 06:57 PM
The two threads were edited and updated as people left comments, so they look pretty hammered out. Most of the issues that people will bring up here are a addressed in them. If you wanna have a look, here are the links.
Bounty cockpit Item
Player bounty system implementation
Edited by Delta 62, 10 May 2016 - 06:58 PM.
#9
Posted 10 May 2016 - 07:01 PM
But you had to get a headshot kill to collect. (or kill them if they ejected from their mech but we don't have that here).
The funniest one I ever saw, there was an old-school player who never played the game proper any more, he just hung out to chat with old friends and help with repairs (it was it's own little system that took real time based on the damage mechs took). Of course he had a ridiculously obscene bounty because everyone knew him, but they also knew he hadn't actually dropped in like 3 years. Until one day he accidentally logged out in a vehicle. Someone took it onto the map without realizing, did a dumb thing and got rekt. The whole server was in an uproar when the game suddenly announced someone had collected the bounty and no one could figure out how he died. Poor noob vehicle pilot killed a legend.
#10
Posted 11 May 2016 - 03:08 AM
#11
Posted 11 May 2016 - 03:21 AM
#12
Posted 11 May 2016 - 03:58 AM
but like people say for quick play it would just create bad play.
#13
Posted 11 May 2016 - 04:26 AM
Targetloc, on 10 May 2016 - 07:01 PM, said:
But you had to get a headshot kill to collect. (or kill them if they ejected from their mech but we don't have that here).
The funniest one I ever saw, there was an old-school player who never played the game proper any more, he just hung out to chat with old friends and help with repairs (it was it's own little system that took real time based on the damage mechs took). Of course he had a ridiculously obscene bounty because everyone knew him, but they also knew he hadn't actually dropped in like 3 years. Until one day he accidentally logged out in a vehicle. Someone took it onto the map without realizing, did a dumb thing and got rekt. The whole server was in an uproar when the game suddenly announced someone had collected the bounty and no one could figure out how he died. Poor noob vehicle pilot killed a legend.
Which mux was this and who was the player?
#15
Posted 11 May 2016 - 06:49 AM
#16
Posted 11 May 2016 - 08:31 AM

#18
Posted 11 May 2016 - 08:59 AM
And if you want proper checks and balances, PGI must implement those. How many of you shuddered at that thought?
While I do feel that there is room for user-created contracts, such as objective raids and invasions sponsored by user groups and yes, even bounties, these do not appear to be in PGI's plans for MWO.
My concern is that PGI appears to want to move MWO towards a shooter model, rather than a community-economics driven model. If the movement is towards the former, features such as user-created contracts/ content is unlikely.
#19
Posted 11 May 2016 - 01:28 PM
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