Re: RFC: Bounties and Galcop law
Posted: Tue Jan 07, 2014 5:21 am
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
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