Ideas for Bounty Hunting OXP
Posted: Tue Oct 20, 2015 10:39 pm
I'm considering creating an OXP to enhance the appeal of bounty hunting and give it a bit more depth. At the moment, you just jump into a system and shoot whatever ships you can find that have a bounty on them. There's no real searching involved, no planning in advance, no element of tracking someone down. There is also something of a plot hole in the game, where doing a galactic jump clears your bounty. I think it might be interesting if these elements were combined into a bounty hunting expansion.
So, here's what I'm thinking: Create a list of "Intergalactic Bounties", which would be a list of pilots who have incurred a bounty in another galactic sector. The list would have the pilots name, the reason for the bounty, how much the bounty is, and where in the current sector they were last seen (ie. what main station they docked at). The list would be updated as new information comes to hand. A simple movement algorithm would calculate new positions for each pilot on the list (traders would follow trade routes, pirates would visit dangerous systems, etc) and updates would occur at the correct times (that is, if it takes 6 hours to travel from point A to point B, the "Last Seen" field would update after 6 hours). Sometimes the pilot will skip a system in their route, indicating either they sunskimmed fuel for the next jump, or they docked at a Rock Hermit and didn't travel to the main station. Sometimes the pilot will not be seen for long periods, indicating they have left the sector. Sometimes pilots will just disappear off the list, indicating they have been killed and the bounty claimed.
Based on this information, the player could try to work out where the target will go next, and attempt to get there first and meet them at the witchpoint. Or possibly, using Station Dock Control, they could search the list of docked pilots and then try to follow their launch. Even without SDC, if the movement calculations put the target in the player's system ahead of them, it could also be possible for the player to lie in wait at the station and monitor all departing ships, one of which could be forced to be the target.
Scanning for a pilot will require a new scanning device. The device will be limited in range, requiring the player to be within 15k (beam laser range) of the target, and using it on a ship will be viewed by the target as a hostile act, the response varied based on location (within the station aegis or not) and the targets primary role (traders will most likely run away, pirates might attack, assassins and hunters will probably attack). Don't use it on police ships! The scanner takes a few seconds to complete its work and then display the intergalactic bounty on the target, if there is one.
If you succeed in killing a target with an intergalactic bounty, you have to visit the GalCop HQ system to claim your bounty (of which there will be one or two in each sector).
The bounties would range in value from about 50cr to (I reckon) about 2000 (and rarely, around the 10k mark). The ones with high bounties are probably traveling in a group and with more powerful ships, so they will be harder to kill.
The player themselves can end up on the list if they do a galactic jump while still having a non-clean legal status. If they want to remove themselves from the list they need to travel to the GalCop HQ and pay the fine. In the meantime, they might find themselves on the receiving end of bounty hunters.
How is this different to Random Hits? Well, RH is contract killing - you are commissioned to kill a particular individual, for a variety of (sometimes obscure) reasons. You are told where that pilot/ship will be. You go there, you shoot the ship, you get a reward. This new OXP would put emphasis on the searching element. You don't know where the target is exactly, instead needing to use deduction and a bit of guesswork. There is also the element of lying in wait - in RH you are always moving, searching for the target. In this OXP there could be long periods of being in one place, scanning incoming ships.
I know this is probably borrowing a few ideas from other games, but I think there's room expansion in Oolite. What do you think? Does that make sense? Would it be valuable?
So, here's what I'm thinking: Create a list of "Intergalactic Bounties", which would be a list of pilots who have incurred a bounty in another galactic sector. The list would have the pilots name, the reason for the bounty, how much the bounty is, and where in the current sector they were last seen (ie. what main station they docked at). The list would be updated as new information comes to hand. A simple movement algorithm would calculate new positions for each pilot on the list (traders would follow trade routes, pirates would visit dangerous systems, etc) and updates would occur at the correct times (that is, if it takes 6 hours to travel from point A to point B, the "Last Seen" field would update after 6 hours). Sometimes the pilot will skip a system in their route, indicating either they sunskimmed fuel for the next jump, or they docked at a Rock Hermit and didn't travel to the main station. Sometimes the pilot will not be seen for long periods, indicating they have left the sector. Sometimes pilots will just disappear off the list, indicating they have been killed and the bounty claimed.
Based on this information, the player could try to work out where the target will go next, and attempt to get there first and meet them at the witchpoint. Or possibly, using Station Dock Control, they could search the list of docked pilots and then try to follow their launch. Even without SDC, if the movement calculations put the target in the player's system ahead of them, it could also be possible for the player to lie in wait at the station and monitor all departing ships, one of which could be forced to be the target.
Scanning for a pilot will require a new scanning device. The device will be limited in range, requiring the player to be within 15k (beam laser range) of the target, and using it on a ship will be viewed by the target as a hostile act, the response varied based on location (within the station aegis or not) and the targets primary role (traders will most likely run away, pirates might attack, assassins and hunters will probably attack). Don't use it on police ships! The scanner takes a few seconds to complete its work and then display the intergalactic bounty on the target, if there is one.
If you succeed in killing a target with an intergalactic bounty, you have to visit the GalCop HQ system to claim your bounty (of which there will be one or two in each sector).
The bounties would range in value from about 50cr to (I reckon) about 2000 (and rarely, around the 10k mark). The ones with high bounties are probably traveling in a group and with more powerful ships, so they will be harder to kill.
The player themselves can end up on the list if they do a galactic jump while still having a non-clean legal status. If they want to remove themselves from the list they need to travel to the GalCop HQ and pay the fine. In the meantime, they might find themselves on the receiving end of bounty hunters.
How is this different to Random Hits? Well, RH is contract killing - you are commissioned to kill a particular individual, for a variety of (sometimes obscure) reasons. You are told where that pilot/ship will be. You go there, you shoot the ship, you get a reward. This new OXP would put emphasis on the searching element. You don't know where the target is exactly, instead needing to use deduction and a bit of guesswork. There is also the element of lying in wait - in RH you are always moving, searching for the target. In this OXP there could be long periods of being in one place, scanning incoming ships.
I know this is probably borrowing a few ideas from other games, but I think there's room expansion in Oolite. What do you think? Does that make sense? Would it be valuable?