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Mechanical Bounty System


BurgerBB

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Posted

Aurorastation, in the past, has had problems with excessively sized bounties. Every time I bring this topic up, people mention the one character who literally had a 1,000,000 credit bounty and was the target of every antagonist with an uplink. Obviously that has been dealt with, but the problem still persists today. This isn't about their character, so I won't mention names, but every time there's a ninja or a raider round, people go after this one character with a very high bounty. I've literally had a Ninja abandon me mid kidnapping before just to chase down that specific person because their 10,000 alive bounty was more appealing than my 2,000 credit alive bounty. It's an awful feeling and I don't want to be the type of person who matches that bounty level just to have fair chances.


I suggest that a mechanical bounty system is put in place that automatically determines the bounty for someone based on race, current occupation, and the conditions for bounty completion such as whether or not they should be brought in alive or dead. There should never be a situation where a bounty for a security officer is 3 times lower than a service worker, no matter the backstory.

Posted

Uh this person might be my character Eleanor Shen. Someone put a large bounty on her to basically capture and torture her and I've been having many many antags try to claim it. Kinda annoying.


I support this.

Posted

Perhaps if we get a persistant economy eventually have it tie into that, to be able to put bounties on people you dislike.


"unga bunga muh realism" - it's not like there's going to be actual uses for money otherwise, might as well make it a metacurrency so people have reason to want it ICly.

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