Hello,I am Phaneronic. I am a game designer and as practice I like to theorycraft new systems for my favorite games. I know a bounty system is planned but I thought I would take a whack at designing a system. I even made a prototype as an example. Please enjoy the youtube video and discuss with me the future possibilities of bounty hunting.
Thanks!
Introduction
The bounty system is intended to allow a counter play against Lawless (Red)players. The bounty system will include tracking capabilities to assist a lawful bounty hunter in the pursuit of a target. The bounty system would also provide the benefit of giving both red and blue players reasoning behind their choice to murder or not. The system should include comprehensive anti-abuse mechanics. The system should allow players to enter a lawful town and engage the bounty. The system should incentivise players to hunt bounties by offering unique rewards.
Bounty Hunter/Criminal Grades
Bounty hunters and criminals alike, should be sorted into various skill levels. An example would be to assign bounty hunter and criminal grades similar to E,D,C,A,S. Players with a low grade should only be appointed lower grade Murderers(Lawless player). These grades could also provide a player title once the grade is acquired.
Criminal Grades.
Examples would be Criminal,Cutthroat, Slayer, Butcher, Warmonger.
Hunter Grades
Examples would be Bounty Hunter/Huntress, Tracker, Pursuer, The Chase
Players with higher hunter grades should be allowed to take multiple targets. Similarly a higher MC count player should be tracked by multiple bounty hunters.
Bounty Acquisition
A POI will be needed in each town. This POI should serve as both a hub for bounty hunters and a scorecard for lawful and lawless players alike. The financial reward for a player interacting with the bounty system should be based on the total MC of the target. Total MC and Acquisitions should be kept private to prevent the urge for people to try and game the charts.
A player must be in good rep standing for the city they are attempting to request a bounty from. (The player couldn’t enter town anyway.) The player must have No Murder Counts.
Top Hunters | Most Wanted |
1.FarmerJoe | 1.Henrik |
2.Herius | 2.Robmo |
3.FriendlyBlue | 3.Murderius |
4.Jzmoo | 4.Nobody |
5. Anyone | 5.Somebody |
A player then selects “New bounty” the system will select from a pool of all active criminals online criminals in nave.
Once a player is provided a new bounty the player receives a calling stone for the target.
Calling stone.
A calling stone is an activatable item with a 30 minute cooldown. I will explain more on that in a moment.
Tracking Players
Due to the vast size of Nave there will be some necessary mechanics to assist players in locating a target player. This is where a “calling stone” comes into play. A calling stone is an enchanted runed rock. This rock will vibrate/glow when near your target. This can be alerted to the player via FPS style hit directional marker. The calling stone should also alert a player if their bounty has been seen by town guards. ( This is only triggered if seen in town as gray.) Lawless towns do not have guards to trigger the calling stone. These two mechanics should give enough guidance to the bounty player to lead them to their target while allowing the targeted murderer some freedom to move about the map. We can achieve this by balancing how often and how precise the calling stone information is received.
Completing a Bounty
A bounty hunter can complete the bounty once they have tracked their target,killed them, looted their head and confirmed the kill by returning the head to a bounty hunter POI.
Preventing Abuse
1.Cooldowns
- An Hour long cool down on canceled or failed bounty.
- Cool down if a targeted bounty has managed to kill their hunters. Allowing a red player time to move location.
- Cooldown that prevents someone from being assigned the same target more than once in x amount of time.
- 48 hour cooldown for gaining Criminal prominence on death/suicide. This prevents suiciding to avoid capture. It will also promote travel by walking instead of ghosting.
- On death you should fail the bounty and calling stone should be deleted. This prevents ghosting around the map to find your target.
2. Randomized targets
- Bounty targets should be randomized from the pool of available bounty targets.
- Obviously needed to assist with preventing abuse.
- This is the end point for the bounty system. It will help serve as a check against rampant murder.
- Any bounty hunter who fails to capture a bounty (is killed by their target) should lose a small amount of prominence with the bounty hunter guild. And Stat Loss. This will prevent blue players from spamming bounties.
- Any bounty target killed by their hunter should suffer stat loss.
- Criminal players should lose crime standing on death to prevent players from intentionally suiciding and ghosting.
- Bounty Hunter and Target are local gray to each other at all times. Would be beneficial to have a distinct color for the status.
- This will create the distinctions between a murderer, someone with low reputation, and lawfull players.
- A player's name should never be exposed to the bounty hunter. Until they locate them physically with their own eyes. This will make it difficult for targets to arrange their deaths in exchange for part of the profit.
6.Preventing players from selling their own head.
- Once a player has confirmed the kill on their target. The head generated by the death should be flagged with the bounty hunters player id. This prevents players from selling their own heads.
Required Mechanics
1.Calling stone
- No drop item
- If in your inventory an incoming damage directional notification. Should be available to update you every 30 minutes.
- Clicking it should replay the last update in chat.
- Two new rep lines needed
- Bounty Hunter Guild
- Criminal Mafia style org
- Gain BHG rep for completing bounties
- Lose BHG rep for failing bounties
- Gain Crime Rep for killing bounty hunters
- Crime rep loss for suiciding/death incentivising crime players to stay alive and travel outside ghost form.
- This menu should pay out in either gold or prominence with the BHG
- Need a local gray flag that is displayed as a unique color.
- Should allow bounty hunters and targets to fight inside town without going gray.
- System needs to flag the target's head if the appropriate bounty hunter killed them.
- System should prevent someone from trading their own head to another.
Obstacles
There is a cut corner case due to flagging and healing players. Technically someone untagged as a bounty hunter could follow a hunter and heal them in town. Making it an uneven number in fights. A solution for this would be beneficial. Without knowing exactly how the flagging system works I am unable to produce a suggestion to this.
Summary and Conclusion
A bounty system of this format would dramatically improve the gameplay loop of many players. Players who are murdered will feel less vulnerable and helpless. People who commit murder will now have their own game play loop of avoiding the law across the whole of nave. The most exciting part about this system is it does not interfere with the current systems in place instead it benefits them.
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