RFC: Bounties and Galcop law

General discussion for players of Oolite.

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Falcon777
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Re: RFC: Bounties and Galcop law

Post by Falcon777 »

Interesting points all around. I've got a couple of thoughts myself:

The whole bounty hunter acquiring enough credits via killing and scooping only works once you already have an iron ass. The reason for this is that it doesn't take a whole lot of firepower from your average group of offender pirates to penetrate regular shields; and of course once the shields are down all profit goes out the window. The fact that you need an iron ass to take on pirates isn't necessarily a bad thing, but for all practical purposes it removes the likely hood of the use of beam lasers. Beam lasers have a much shorter range than military, subsequently causing their use among players to allow pirates a much easier chance to fight back, and of course eliminate profits. I think in the end this discourages new players from engaging in bounty hunting until they have already acquired a significant amount of credits via milk runs.

The fact that bounties rarely are above 100 (since most enemies of the state are offenders) is the main reason for why I downloaded the randomhits oxp. It seems to me to be a whole lot more like bounty hunting instead of pirating pirates, and I find it quite frustrating when labels like that are not clearly distinguished.

I guess what I'm saying is that it'd be nice to see more core game higher bounties on pirates that DON'T drop cargo just for the very purpose of actually being a bounty hunter. Sure, there's nothing really WRONG with scooping cargo that pirates drop, but the very act of doing so is that of being a pirate, not a bounty hunter.

Just my two cents.

Falcon777
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