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Post Re: Official proposal on a change in the PvP system
Yes. We've done some of that in the Nexus revamp. There are now several missions there that give a whole level, rather than an amount of XP. I was also thinking of reducing the XP you get from killing guys in there, too, but not totally decided on that, yet.

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Sun Aug 07, 2011 11:17 pm
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Post Re: Official proposal on a change in the PvP system
why not just, on death, deduct the cost of a tow and teleport the ship and spirit automatically?

it would mean killing a player would remove them from a battlefield, making it much more important in terms of galaxy sieges and PvP

the easiest way to make it function as intended without teleporting the wrong people is to make it only teleport when killed by another player

this would allow players to effectivelly fight over DGs and galaxies, with the individual fights actually having an impact on the outcome (rather than being inconsequential, thanks to a nice big ada base dropped by a SSphere that died 15 times in the last hour)

it would force attackers to lay their kits before being killed or face the trip back to their target

it would fix PvP AND PvB

as opposed to just fixing PvP...


as you said, simplicity is key

optional teleporting of ship and spirit for PvAI deaths

and compulsory teleporting of ship and spirit for PvP deaths

simple.

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Sun Aug 07, 2011 11:47 pm
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Post Re: Official proposal on a change in the PvP system
Jeff if the bounty was randomly assigned, chances are the person you kill wont be your friend

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Sun Aug 07, 2011 11:51 pm
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Post Re: Official proposal on a change in the PvP system
JeffL wrote:
The issue with bounties is currently that a player can just hop into a zebucart and get his friend to kill him and collect the bounty. What I'm thinking is that after we add item damage, we can make the collected bounty from a kill be limited to some percent of the item damage caused by the kill. This way the person killed will lose more in item damage than his friend can collect on the bounty, so there will be no reason to game it that I can think of.



If it does item damage it would still work to do the same thing hop in a zebu with some cheap AI baase gear and have someone pop it, thus damaging the cheap AI base gear which doesn't matter anyway as you'll just hop back into your main ship.

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Sun Aug 07, 2011 11:59 pm
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Post Re: Official proposal on a change in the PvP system
shawn_mccall wrote:
JeffL wrote:
The issue with bounties is currently that a player can just hop into a zebucart and get his friend to kill him and collect the bounty. What I'm thinking is that after we add item damage, we can make the collected bounty from a kill be limited to some percent of the item damage caused by the kill. This way the person killed will lose more in item damage than his friend can collect on the bounty, so there will be no reason to game it that I can think of.



If it does item damage it would still work to do the same thing hop in a zebu with some cheap AI baase gear and have someone pop it, thus damaging the cheap AI base gear which doesn't matter anyway as you'll just hop back into your main ship.


That's a good point, and why I think the "item damage" incurred by death should be a general stat nerf (a curse) to your player that you pay to remove. Dying multiple times would compound the effect until you simply had to accept the tow.

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Mon Aug 08, 2011 12:23 am
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Post Re: Official proposal on a change in the PvP system
No. For example, someone puts 1b bounty on you. If you hop into a zebucart with only 10m worth of equipment and have your friend kill you, your equipment will lose maybe 10% of it's value (1m) and he will get up to half of that from your bounty (500k). You would then have 999,500,000 left on your bounty. You can keep doing that, but you'll never get more back in bounty than you'll lose in item damage which you had to pay for in the first place. If you're flying your real ship with 10b "cost" value of stuff on it and you get killed by someone, you'd suffer maybe 1b of item damage and the person who killed you could get up to 500m of your bounty. You could be killed twice in that ship before your bounty would be cleared off.

This system would prevent exploit as far as I can see, and also has the nice effect that if you kill someone in their travel ship, you don't get as much as if you kill them in their real ship. If we can figure out a way to add additional bounties onto people, like, whenever you kill someone outside of war you get a bounty put on you, or something, then that could make PvP start to get really interesting.

(10% cost in item damage artificially high in this example just for convenience.)

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Mon Aug 08, 2011 1:08 am
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Post Re: Official proposal on a change in the PvP system
How would you value gear which has stupid ai base prices and extremely high worth to players...

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Mon Aug 08, 2011 1:23 am
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Post Re: Official proposal on a change in the PvP system
Do that, and I'll just use high valued gear that I don't use that sits around in my thatch to get rid of bounties... I probably have at least enough to last me a year of bounties.

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goett wrote:
All oly ships look way to geometrically conservative for my tastes.

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Mon Aug 08, 2011 1:25 am
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Post Re: Official proposal on a change in the PvP system
Two good reasons why the damage inflicted by dying should be a negative stats tweak that you pay to remove, where the cost is a function of your level and maybe the tech of your gear.

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Mon Aug 08, 2011 1:47 am
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Post Re: Official proposal on a change in the PvP system
So i could put a bounty of 100bil on someone, and essentially make them lose 100bil. What's in it for the people killing the person with the bounty, another 100bil?

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Mon Aug 08, 2011 3:12 am
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Post Re: Official proposal on a change in the PvP system
biggee531 wrote:
So i could put a bounty of 100bil on someone, and essentially make them lose 100bil. What's in it for the people killing the person with the bounty, another 100bil?


As I understand it, you would pay 100bil down and your target, which would be dispensed to people who killed them as it was being paid off. The reward for killing the target would be less than the cost of death for the target, or else it would be economical to arrange your own death.

As much as the current bounty system is abusable, this would hardly be a fix in my opinion. With some care, it could still be used as a death subsidy with your enemy picking up the tab.

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Mon Aug 08, 2011 3:34 am
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Post Re: Official proposal on a change in the PvP system
as i understand this, you could basically use, on a SD, a high-val wep, an undead*amp/ext/reso[for arguments sake] which would probably be worth sfa, same for the energy and radar, and capacitor..


Mon Aug 08, 2011 10:49 am
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Post Re: Official proposal on a change in the PvP system
What about a bounty on a specific ship of the player you want dead?

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Mon Aug 08, 2011 12:15 pm
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Post Re: Official proposal on a change in the PvP system
Battlecruiser23 wrote:
What about a bounty on a specific ship of the player you want dead?

This would work, since to evade it you'd have to buy a new ship and augs. But if the bounty is high enough, that's probably what some people will do...

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Mon Aug 08, 2011 12:22 pm
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Post Re: Official proposal on a change in the PvP system
JeffL wrote:
item damage


Sorry, I only vaguely remember talk of item damage. Could you go into that or link me to the relevant thread which I was unable to find?


Mon Aug 08, 2011 2:36 pm
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