Bounty system rework and bounty hunters and "killing"

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BayZ
Posts: 10
Joined: Mon Dec 23, 2013 6:04 am

Mon Dec 23, 2013 7:02 am

Well bounty system is cool for now but it lacks some... How to put it right... Logic... No its fine really you wound a bandit boss (Or a guard does it for you) and carry him to a police station. It's cool. But it's not logical that guard doesn't pick that bandit and take it in custody. Why wouldn't he? He would get the bounty. He does that work for a living (coin) right? And holy servants are giving full bounty if you give them the person I guess. Never used that function really. I'm kind of settler. And why do they do that(If they do)? Don't they carry them to home too? Shouldn't they gain something because they carried a body all the way home?

But what if when there's a person with bounty on his head lying on ground the patrols near it would run to capture it? And what if there were bounty hunters? Attacking only people with bounty on their heads? Carrying them to towns to earn the bounty? Even attacking someone that is carrying a person with bounty? (I mean YOU not the guards of course) Or trying to negotiate for the bounty if you are strong for them? Like "Hey you! I see you got a bounty for yourself. How nice. But you know it's hot around the desert and you seem like you are tired of carrying him. How about we give you half the bounty(or more if you are very close to a town/less if you are not) and carry him for you. So we both do something to bring this rascal to the law?"


And I suggest Dead/Alive - Dead or Alive bounties to be added. I mean not everyone is worth a bounty when they are dead right? Or maybe some trinket or stuff to show that you killed that bounty? So you dont have to carry a large meatbag to a town.

And now getting trinkets to show you killed someone presents another problem. "Killing". Yes I mean hitting someone until they no longer breathe. We can't do this in game. Why? When I attack a group of "Holy Servants" and loot their stuff, I don't want to see them like 20 days later running around naked. NPCs heal each other time to time. So this really upsets me when I see naked dudes running around when they are meant to be dead.

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EvilTea
Posts: 188
Joined: Sun May 26, 2013 11:31 pm
Location: United Kingdom

Mon Dec 23, 2013 2:11 pm

I strongly agree with you the bounty hunting system needs some rework and the ideas you have said I entirely!
Something that would additionally be cool would be to lock them up In you own cages and barter with them offering their freedom for cats, weapons or peace and if they refuse you drag them screaming to the police.
Additionally something that would be cool would for bounty's to be more unique perhaps like randomised names for the leaders of gangs police give you a random name and a random crime for what he is wanted foe, for example you go their and ask if theirs any bounty's up for grabs in which he could respond "Sure, bring us Hairy Phil wanted for Grand Theft" and he would have a unique item such as "Hairy Phil's sandals" that you could buy from hairy Phil to take to the police and claim half the bounty as evidence of his demise when really he is still on the loose :)

Red7x
Posts: 7
Joined: Thu Dec 19, 2013 1:29 am

Mon Dec 23, 2013 8:03 pm

These are all neat suggestions, I agree for the most part.
A sandbox game with many elements of realism needs also to take care of things like these.
Specifically, about the passed out npcs after a fight: when you knock out an npc, there should be an option to land the killing blow. That would solve the issue of people wandering around naked afterwards, and adds a moral choice, which is always a welcome addition, in my opinion.
"Shall I land the finishing blow and end his suffering? Hmm, I do feel merciful today... Maybe I should let him live, to teach him and his comrades a lesson, to never step again on my land!"

BayZ
Posts: 10
Joined: Mon Dec 23, 2013 6:04 am

Thu Dec 26, 2013 4:57 am

I didn't think of the moral consequences but hey, you are right! That should be added too! Thanks for the suggestion. :)

And the scam is also a good addition. But i don't think at the state of the game that will have a moral consequence if "Hairy Phil" is found alive :/ But we are talking for future here right? :D

dustbiter
Posts: 24
Joined: Thu Sep 19, 2013 5:39 pm

Thu Dec 26, 2013 6:14 am

I think the bounty should be larger for taking the guy alive, while a smaller bounty be given for killing the guy, but you'd only need to lug his head as proof. Also I'd like to be able to restrain captives, kinda like in commandos. It's annoying when you put down your bounty and he starts sprinting off.

Marilous
Posts: 140
Joined: Thu Dec 20, 2012 4:54 am

Thu Dec 26, 2013 4:35 pm

The bounty already is different for a dead guy, the game makes it very hard for things to die, but if you have a guy who is strong enough with a good weapon he can kill them in a hit or two to actual death.

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arthoz
Posts: 92
Joined: Thu Aug 08, 2013 8:03 pm

Thu Dec 26, 2013 7:27 pm

Yes, I agree..death should be easier so that you even need to plan carefully for battle since your own preacious squad member can also got killed too...

I had several bad experience where the battle became a three sided or four sided batle between many different faction that some that fell unconcious woke up and healed the others and all...on the plus side it looked like one hellish battlefield where I need to rotate my wounded men for healing at the back while the stronger lured enemies away...but with just a dozen or two people in battle that was annoying enough...what happen when we got mass battle of hundreds in battle?

Yeah not to mention naked soldiers...at some point due to my looting everyone I end up with all the gate guards being naked and even ninja or bandits could easily defeat them...

I think there's a balance of nation's strength should be implemented like if the faction is rich and strong, their units should be able to re-equip with better suff. War and raid would reduce their wealth and over time we could see them use shabbier equipment to reflect this...so if you must allow them to go unconscious, allow them to re-equip with lesser/basic stuff and upgrade it into something better over time according to their skill level.

dustbiter
Posts: 24
Joined: Thu Sep 19, 2013 5:39 pm

Fri Dec 27, 2013 8:29 am

Well support me here:

http://www.lofigames.com/phpBB3/viewtop ... =16&t=4996

With such slider options, it becomes possible to turn up things like bleed rate and ease of amputations, to suit the player's preferences.

I'd also like a simple restraint system, hold right click, choose "bind" instead of "pick up" and you don't have to worry about naked enemies running freely. Hold right click and choose "untie" to free captives. No bindings item management necessary. Like how it was done in commandos.

Simple restraint system suggestion:
http://www.lofigames.com/phpBB3/viewtop ... =16&t=5403

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f03n1x
Posts: 112
Joined: Fri Apr 05, 2013 11:46 am
Location: New Zealand

Tue Dec 31, 2013 4:12 am

About the Bounty Idea, I haven't found out a way to half the bounty price unless of course the bounty is dead, but in the later case of Bounty hunters coming to talk to you, while asking to take the bounty from you, I made it a bit different:

if you have a 0-20 relationship with the Bounty hunters, you get just the bounty amount and it increases for 20-40 being +500 cats and increases but 500 for amounts in 20 every time you talk to them and give them the bounty the relationship increases.

Only problem I can't seem to get the Bounty Hunters themselves to spawn using the FCS the dialogue is all there though:

But aside from that I guess its sorta working (Aside from not being able to test it that is), though the dialogue editor does I made a small mistake of attacking the samurai and instead of slaughtering them randomly I thought okay I'll make a dialogue that charges cats for them to give you, sorta like a bribery, and it works it needs a few slight adjustments (like the conversation is threatening even while having an alright relationship),

So yeah dialogue works, bandit hunter spawner doesn't (unless of course I set it up wrong but have tried a couple ways to no avail).
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1337
Posts: 944
Joined: Fri Oct 28, 2011 11:18 am
Location: Luxembourg

Tue Dec 31, 2013 3:59 pm

f03n1x wrote:you get just the bounty amount and it increases for 20-40 being +500 cats and increases but 500 for amounts in 20 every time you talk to them and give them the bounty the relationship increases
I don't get it, why would the bounty hunter give you more than the bounty? How is he supposed to make a living out of it if he gives you more than what he will get at the police station?

You should always proofread carefully to make sure you didn't any words out.

Need help? pm me or any other mod.

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f03n1x
Posts: 112
Joined: Fri Apr 05, 2013 11:46 am
Location: New Zealand

Wed Jan 01, 2014 2:40 am

Well like I said until the FCS is further improved I can't make something where I could give a % of the bounty I could do something like you start with 500 per bounty going up to 2500 but I mean even something like that would just make most players think "I'd get more for bringing in a Jounin bounty by myself", I'd love to do more but yeah I guess we have to wait.
Weapon Concepts
So far I'm working on Buster Sword, Auron's Masamune, Bows, Mace, Dark Knight Halbred, Zangetsu, Guts' Dragon Slayer, Zweihander, Baselard, Daedric Two handed axe, and more to follow.

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