by
Guest
» 16 May 2012, 18:03
So from what i can tell we agree the bounty system could work something like this:
Bounties could be tracked on 'Bounty Boards' or possibly some name that is more medieval. These would show the bounties details, online/offline status, bounty on head, and last known co-ordinates and dates, danger rating, etc. Any player can collect a bounty (assuming of course you have the skill or preparation required to terminate the bounty), and there would be two ways of posting a bounty.
-
The first type of bounties could be listed under 'Public Bounties', and the bounty list would be populated by players who have broken 'The Kings Law'. Public bounty would be added to the player if they (are spotted?); stealing, pillaging, murdering (lawful zone killing), assault (lawful zone attacking), vandalism, etc. A player could earn gold and alignment for completing public bounties. This system would mean the law enforcement aspect of the game is COMPLETELY player driven, eliminating 'guard' NPC's from the game almost completely.
-
The second type of bounties could be listed under 'Private Bounties', and the bounty list would be populated by players who have had a bounty placed on them by other players. Completing this bounty would not give alignment, but the player who posted the bounty can offer other rewards with or instead of gold; such as weapons, armor, items, resources, reputation with their kingdom (if applicable), etc. Placing a bounty on others would have strategic significance. For example, two merchants work the same route, the first merchant places a bounty on the second merchant, the second merchant is eliminated, and now the first merchant has monopoly of the market (for the moment). Tracking bounties would be difficult to implement in a way that is not too overpowered, but I think I have come up with a solution.
"Last Spotted" would be a system that would update the outlaws last known location, status, and other info(such as rated danger depending on skill, equipment, and ranking) when they enter or are spotted by; towns, caravans, possibly players with high good alignment, security organizations, other bounty hunters, etc. Obvious exceptions that would not update your bounty sheet are players in your kingdom and alliance and (possibly) towns owned by your kingdom and alliance. If you visibly spot a bounty you are tracking, a warning will pop up on the screen (possibly for bounty hunter only), and if the bounty spots you and chooses to flee, he must make you lose sight of him/her to get away, and if you spot them again, the warning will pop up again (have a maximum range to stop it being overpowered). This warning would only pop up on bounties you are currently tracking, and you would only be able to track a limited number of bounties (skill related?).
Bounties would also affect your alignment. If you earned the bounty by breaking the 'Kings Law', your alignment would go towards the negative, but if you killed a player with a bounty earned by breaking the Kings Law, your alignment would go towards the positive. Normally, a player would not be able to attack another player without either incurring a bounty, challenging to a duel, or being in a pvp scenario (e.g. sieges, wars between kingdoms, etc.), however, any player who has a bounty can be attacked and KILLED by any other player WITHOUT CONSEQUENCE. This reflects on the harsh laws during the medieval age, adding to the realism of LIF.
This would mean not only would people stop attacking each other in lawful cities, but it would also give rise to 'Lawless Zones', in which player's with bounties would gather in outlaw towns so as to update their bounty sheet as little as possible, while still gathering the supplies they need, which would give an interesting contrast to the game.
Lawless towns would not update your bounty, meaning that outlaws would either have to try and get rid of the good aligned players and bounty hunters, risk having their sheet update, or sneak into town for supplies and sneak back into the wilderness to keep their bounty update to a minimum. For any players familiar with EVE, this would be reminiscent of High sec, Low Sec, And zero-zero space, except that it is player driven.
These lawless zones that came from bounty listed players would also open up avenues of income for lawful players who associate with lawless players, one possibility being 'FENCING'. Lawless players would steal and pillage goods, but be unable to sell them in the highly populated lawful towns full of rich care-bears (players who do not pvp, but spend all their time farming money). This is where the fence comes in, he would buy the stolen goods from the outlaw at low prices, and then would take the goods into lawful towns and sell them for a profit. Another possible avenue of income is 'THE SPY'.
Outlaws would send in a player with no bounty into lawful towns, who would trick other wealthy players, merchants, or caravans into traveling somewhere in which the outlaws would ambush and rob them. These are just two examples, but there are plenty more possibile business interactions between lawful and lawless players.
Collecting bounties would either have to be a C.O.D (Cash on Delivery) basis, or returning to a bounty board upon completion of a bounty. I also think calling them 'bounties' may be a bit too old west for LIF. Perhaps instead of calling them 'Bounties' they can be called 'Inquisitions' and instead of 'Bounty hunters' they could be called 'Inquisitors'. It could somehow (loosely perhaps) tie into the religious aspect of the game, and as the church was so corrupt during the medieval age, private contracts would still be applicable, as would Inquisitors with bad alignment.
Contributors:finalreview, Architect Supremacist, Mawnin21, fallen_saint, MacWarrior, Xenadrome, Red, and trashman.