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How is bounty calculated?

Posted: Thu Oct 12, 2006 10:47 am
by lolwhites
The other day I scooped an escape pod containing a pirate who'd bailed out after making the mistake of taking me on. Bringing him to justice netted me the princely sum of 1,5 Cr, less than the profit on a ton of food. I'd have been better off scooping cargo. Insurance on innocent people often pays out 100-250 Cr, so there's more money to be made attacking hapless traders than hardened pirates. Shouldn't it be the other way around?

Posted: Thu Oct 12, 2006 11:41 am
by LittleBear
An OXP pirate usually has a set bounty in the shipdata file. This also determins whether he is clean, offender or fugitive. The more offences a pirate committs since being called into existance and destroyed also increases his bounty. The native ships (eg a sidewinder) are relativley weak so have fair small starting bounties.

Posted: Thu Oct 12, 2006 2:29 pm
by ovvldc
Wasn't the pirate bounty awarded when their ship is destroyed? Much like your ship is linked to your legal status, rather than your person...

Best wishes,
Oscar

Posted: Thu Oct 12, 2006 4:03 pm
by Wiggy
ovvldc wrote:
Wasn't the pirate bounty awarded when their ship is destroyed?
It's the bounty you get from escape pods that's being discussed, not the bounty you get from destroying pirates. :wink:
lolwhites wrote:
So there's more money to be made attacking hapless traders than hardened pirates.
Like life, then...? :lol:

Posted: Thu Oct 12, 2006 5:06 pm
by LittleBear
The bounty for capturing or resecuing someone in a pod is set in a similar way. If you give a particularly dangerous OXP charcter a <bounty> in chracters.plist, then should you scoop his pod, you are rewarded accordingly. Eg:-

Code: Select all


<key>bbot_prototype</key>
	<dict>
		<key>name</key>
		<string>a Malfunctioning BattleBot</string>
		<key>bounty</key>
		<integer>10</integer>
	</dict>
A piolt entry like this will give you the message "You have captured a Malfunctioning BattleBott" when you scoop the Bot (in this case the Bot is a ship, but when on energy low if you ECM it, it falls asleep and can be scooped, but the principle is the same for any pilot enty).

A malfunctioning battlebot isn't particulary dangerous, so I just gave it a small bounty.