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DazTroyer

Bounty hunters

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I was thinking, in the standalone version that we should all have a permanent id, at least for the life of that game character. Then players, the good guys, could set up bounties on particularly evil bandits. Bounties being paid in goods, top bits of kit that players donate etc. Then if you choose to be a bandit, you take the risk of being hunted down from server to server.

This would mean you could hunt them down but still be a good guy... :)

Edited by DazTroyer
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Like the idea and seen it before....

Now that humanity has been returned to us, I suggest that the bounty will contribute to +Humanity maybe like 1% of bandits total -humanity so for example you kill a a bandit with -100000 you would get +1000 humanity

I dont think being rewarded with items is the way forward :)

AJ

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dude, not a bounty being placed by the system, go to the survivors camp and go there and put a bounty into a certain person, then the answer would, why? the dying means you jsut lose your loot, also the hero already hunts bandits

PS; STFU go to warZ you newblet, stop whinning

Edited by indominator

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You would need some kind of evidence that the character was actually killed. Some kind of database with access for players to verify, and to use it for tracking down the target. Sounds like fun to me, but don't know if it would be worth the effort. And what do you think will happen to you, when the assasinated player finds out that you put a bounty on his head?

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I think this needs tweaking but I love the core idea.

In real life, descriptions of serial killers would be passed via word of mouth quite quickly, so something along these lines could work well and add authenticity, though I think rewards should have a cap such as 1 tool, or 1 gun + ammo, or a few medical supplies etc.

But then players donate beans, so the more notorious the bandit, the bigger the reward in beans.

Otherwise it will sort of get a bit ridiculous, and can be exploited and the like

Edited by Haplo

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And what do you think will happen to you, when the assasinated player finds out that you put a bounty on his head?

i think they refer to that as player-driven emergent gameplay (ftw)

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Sounds great... Any bandit that decides to kill a character that isnt already a bandit should be able to be tracked (maybe by the map?) and any heros (bandit kills only) have the ability to track and kill the bandits. I dont think you should really get a reward because you already got whatever stuff they have... And bandits have some nice stuff.

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I like the idea of a +1000 reward to your humanity, that would work well. I'm sure the system could be set up to track it, it could be simply a change of name colour once your humanity sank below a certain point.

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I'll take a step away from the concept here since this is a splinter cell of the root topic of adding a class system to the game. I don't think such a feature fits with the survival simulation of the mod as hosted under the umbrella of Arma. Its not a bad idea though it just needs to be tweaked to fit in with other features that either currently exist or are on the table.

Instead of making it a class in its own rite it could be included in the identifier features that Rocket has already discussed adding to the game. While offering no benefit or detriment to a player other than their ability to be identified at a distance a player would need to fulfill a few criteria to get the bounty hunter skin. Players [heros] who actively hunt bandits or bandits[villains] who hunt players in groups (karmicly good/neutral clan members)

also as Blinkshot added, the reward players get from either killing bandits or neutral players is their loot and maybe a few bullet holes. The challenge should be its own reward.

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Any bandit that decides to kill a character that isnt already a bandit should be able to be tracked (maybe by the map?) and any heros (bandit kills only) have the ability to track and kill the bandits..

You best just be trollin' son..

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