Bounty Hunting Ideas (For Long Term Development)
Most of these ideas are already out there, I am simply organizing for the sake of ease-of-use and so that the bounty hunting side of things can be critiqued and improved.
Please refer to Websterandy42's "A Possible Bounty System."http://starmadedock.net/threads/a-possible-bounty-system.645/ for a theoretical system on how bounty hunting could work. Perhaps it could be connected to the future Quest system?
Please also refer to http://starmadedock.net/threads/mis...lenges-goals-quests-scenarios-etc.1021/page-2 for some interesting food for thought on missions and quests.
Besides how it could work a couple things for bounty hunting have come to mind:
Ship Ideas:
Tracking Block – a block that is possible to be discreetly placed onto another player’s (or even NPC’s?) ship allowing you to track it with a sensor on your ship. These would be able to be removed by anyone, and should be if the player does not want to be followed (or his/her whereabouts known).
Sensor Block – similar to http://starmadedock.net/threads/sensor-blocks.302/#post-15088 and http://starmadedock.net/threads/long-range-sensors-and-navigation-old-forum-repost.324/#post-15351 this block would allow you to scan for the locations and stats of nearby things and scan for Tracking Blocks that you have placed, even across the galaxy. These could also possibly be used to see what direction someone has jumped using FTL.
Radar Jammers – the same familiar blocks we use now could be used to counter Sensor Blocks, more are needed to block larger arrays of Sensor Blocks.
Station/Planet Ideas:
Shops could be larger and have a cantina sort of idea that has many NPC’s and players so that it is possible to lose a bounty hunter in a crowd when fleeing from one. They would then need to be more rare, causing people to meet at the same locations. Shops could also be on planets, then again, hopefully by the time these ideas (or something similar) gets implemented there will be settlements and colonies on planets.
Astronaut Ideas:
Customizable Weapons – Just read this thread: http://starmadedock.net/threads/han...r-decorative-items-repost-from-old-forum.830/
Grapple Hooks/Jetpacks – Grapple Hooks could be limited with the length that they reach, and Jetpacks could have a limit of how high/how far they could fly before landing.
Cuffs/Paralyzer Beam – This is the one that I truly want to hear discussion about: some kind of item that can be used when the bounty has a “no disintegrations” label attached, when somebody doesn’t just want DiCkWaD98 dead, but instead wants to kill them personally, or do whatever it is that people like doing to captives. Once cuffed a bounty hunter can then take them aboard their ship and return for their bounty.
- This item should probably only work when the opponent's health (or maybe shields) is down thus not making it an instant win of any kind. Think Pokemon, it should be a fine line of getting the opponent damaged and not killing them before you can use the item.
- This needs to not abuse the system too badly, there must be a way for the captive to “break free” or some way for them not to give up on playing Starmade ever again
Most of these ideas are already out there, I am simply organizing for the sake of ease-of-use and so that the bounty hunting side of things can be critiqued and improved.
Please refer to Websterandy42's "A Possible Bounty System."http://starmadedock.net/threads/a-possible-bounty-system.645/ for a theoretical system on how bounty hunting could work. Perhaps it could be connected to the future Quest system?
Please also refer to http://starmadedock.net/threads/mis...lenges-goals-quests-scenarios-etc.1021/page-2 for some interesting food for thought on missions and quests.
Besides how it could work a couple things for bounty hunting have come to mind:
Ship Ideas:
Tracking Block – a block that is possible to be discreetly placed onto another player’s (or even NPC’s?) ship allowing you to track it with a sensor on your ship. These would be able to be removed by anyone, and should be if the player does not want to be followed (or his/her whereabouts known).
Sensor Block – similar to http://starmadedock.net/threads/sensor-blocks.302/#post-15088 and http://starmadedock.net/threads/long-range-sensors-and-navigation-old-forum-repost.324/#post-15351 this block would allow you to scan for the locations and stats of nearby things and scan for Tracking Blocks that you have placed, even across the galaxy. These could also possibly be used to see what direction someone has jumped using FTL.
Radar Jammers – the same familiar blocks we use now could be used to counter Sensor Blocks, more are needed to block larger arrays of Sensor Blocks.
Station/Planet Ideas:
Shops could be larger and have a cantina sort of idea that has many NPC’s and players so that it is possible to lose a bounty hunter in a crowd when fleeing from one. They would then need to be more rare, causing people to meet at the same locations. Shops could also be on planets, then again, hopefully by the time these ideas (or something similar) gets implemented there will be settlements and colonies on planets.
Astronaut Ideas:
Customizable Weapons – Just read this thread: http://starmadedock.net/threads/han...r-decorative-items-repost-from-old-forum.830/
Grapple Hooks/Jetpacks – Grapple Hooks could be limited with the length that they reach, and Jetpacks could have a limit of how high/how far they could fly before landing.
Cuffs/Paralyzer Beam – This is the one that I truly want to hear discussion about: some kind of item that can be used when the bounty has a “no disintegrations” label attached, when somebody doesn’t just want DiCkWaD98 dead, but instead wants to kill them personally, or do whatever it is that people like doing to captives. Once cuffed a bounty hunter can then take them aboard their ship and return for their bounty.
- This item should probably only work when the opponent's health (or maybe shields) is down thus not making it an instant win of any kind. Think Pokemon, it should be a fine line of getting the opponent damaged and not killing them before you can use the item.
- This needs to not abuse the system too badly, there must be a way for the captive to “break free” or some way for them not to give up on playing Starmade ever again