Ephdup

Bounty mark Ideas

4 posts in this topic

In majority of all games, the idea of Bounties is always one of the coolest concepts. The majority of it doesn't work for the simple fact it's a game.  There is no real world consequences for killing your friends and taking that bounty for yourself.  

The concept

For a bounty system to work there has to be actual game play mechanics built in place to keep players from being morally wrong. John here makes an enemy of Seth, and Seth puts bounty on John of 10,000 Pop Tabs.  Seth is a lonely criminal on the Island of Altis and has no other means to take John out.  So best case scenario for Seth is to put a bounty out on John.  

The bad

This scenario is something we have always dreamed of in a game.  Seth pays 10,000 Pop Tabs and has his enemy dealt with. The only issue with this equation is that John and his friends aren't to morally strait.  John has one of his buddy's kill him and he takes the money for himself.  

The Good

I believe I came up with a way to keep this type of scenario from happening.  If you think about friendships and how they work their kind of like some sort of moral contract between you and another person.  You become friends and there starts to be some sort of understanding of trust between the two. Now that being said there possibly be some sort of code we could come up with the make this happen.  I don't have the greatest experience with code, but I do have some understanding of the logic.  

The Logic

I'm not sure if this is even possible, but could there be a database that you guys could create that would remember every person you grouped with or in the future started a clan with. From this point on If John at any point grouped with his friends there would be a database that would cross reference his accomplices. So at any point if John wanted his friends to kill him for the bounty they would get a massive hit to their respect level.  Also because john was not killed correctly the bounty would stay active until an unfriendly player takes him out.  I definitely think something like this could be possible in a game, but maybe not ARMA 3 scripting language.

Of course this would reference the gamers unique identifier instead of his name. (GUID)

Other built in logic

Lets say for the sake of friendships and your friendship ended with so called person. You could easily buy out the contract of friendship from this person for a simple fee at the office.  Also to stop this happening during the bounty period you could make the buyout  =  to the cost of the bounty itself.  This would stop people completely from just relinquishing their friendships just for the sake of getting an easy bounty.  

Conclusion 

I think this is a wonderful starting point for a great discussion on meta game play.  Please give me feedback and lets keep this discussion going.  Lets be the first community that does bounties right!!

Edited by Ephdup
misspelled word
1 person likes this

Share this post


Link to post
Share on other sites

I like it, great idea!  My question is, what mechanism will there be for tracking/finding a bounty?  As it stands now you don't know who you're tracking/killing until they are dead.   Could be as simple as a map indication once the bounty is placed, but that seems too simple.  Maybe some type of "bounty tracking tool" that points out the direction to a bounty, similar to a compass, and maybe gives a distance to bounty also.

 

Edited by Bullitthead

Share this post


Link to post
Share on other sites
Advertisement

Thanks for responding and keeping this thread going. So far this is all figurative discussion. I think the best way to do it, would give general location around the player.  Maybe give it like a 1000 - 2000 square radius around the player.  Also you would want to make sure the script is right so that the circle center is not the exact location of the player.  

Also you could add a lot to the meta game play to the accomplices rap sheet for example.  Bounty hunter could pay mafia office boss for information about bounty.  For example accomplices and possible base. But this would need to be balanced and expensive to get this information.  There is one thing knowing you going after a bounty, but there another thing knowing how many friends he has.

Edited by Ephdup

Share this post


Link to post
Share on other sites

I like it, great idea!  My question is, what mechanism will there be for tracking/finding a bounty?  As it stands now you don't know who you're tracking/killing until they are dead.   Could be as simple as a map indication once the bounty is placed, but that seems too simple.  Maybe some type of "bounty tracking tool" that points out the direction to a bounty, similar to a compass, and maybe gives a distance to bounty also.

 

Personally I think this type of device would need to be extremely expensive, and hopefully it wouldn't be to accurate.  Items like these would end up being way to over powered. Hopefully tracking down you're bounty would need some sort of detective work, instead of some device just giving you the location of the mark.  

 

For example, you have the ability to see a huge general location of the mark, you watch them for a couple days and stake out some areas for ambush, and sooner or later you narrow down on their hideout!! DOESN'T THIS SOUND COOL OR WHAT!!

Edited by Ephdup

Share this post


Link to post
Share on other sites
Advertisement

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.