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Old 04-26-2007, 05:59 PM   #1
DarthDie
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Bounty System

This thread is for you guys to post what you think of this idea: In my mod(ZFX-Mod--sometime i might continue work on it) i was creating a new feature which i called a bounty system it worked(or would work) like this: (this is a example) I place a bounty on Maxstate for 100 credits(my credits are deducted), Hockney looks for wanted people(in console) and sees Maxstate is wanted so he assigns himself to hunt down Maxstate, he finds maxstate and he could either: kill maxstate or hit/shock him(which would knock him out); he chooses to kill and he succesfully does -- he is credited 100 credits and Maxstate is no longer wanted. Hope this makes sense...if it doesnt tell me what doesnt make sense of course.
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Old 04-26-2007, 06:01 PM   #2
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Yeah but we don't have credits currently. And converting it to skillpoints would just get people to abuse it.

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Old 04-26-2007, 06:04 PM   #3
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Ok i am currently thinking out loud. Oh and Note: You couldnt hunt someone of you were the "owner"(person that placed the bounty)
: Maybe we should add credits...and 10 credits = 1 skill point or something.


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Old 04-26-2007, 06:14 PM   #4
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So beyond revenge, do bounties really do anything?


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Old 04-26-2007, 06:19 PM   #5
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Other than you roleplaying as a Bounty Hunter(which is mostly why i made it...i always wanted to be one at least ingame) and/or revenge...no.
But we can always make it do something.


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Old 04-27-2007, 05:14 AM   #6
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Well this is an interesting idea, but I'm afraid I don't see a place for it in OJP...
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Old 04-27-2007, 06:28 PM   #7
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I think it could have a place, but it does need more of a gameplay role. Maybe make it a way to earn more skill points for both players (the bounty hunter and the person who hired him) and make it only give the players more points if the hunted person is higher skill then both of them, and the amount of points will be based on how much more he has. Basically, it would work like this:

A player hires a bounty hunter to kill a higher skill player. The player gives the bounty hunter maybe 5 or so of his skill points to help complete his mission. If the bounty hunter kills the hunted player in 5 mins or so, the bounty hunter gets a bunch of skill points relative on the hunted players skill and the hiring player gets his skill points back plus a few extra. If the bounty hunter doesnt kill him in time or gets killed, the hiring player loses the skill points he gave the bounty hunter. And the bounty hunter loses some too or something like that.

Just an idea. Heck if we create a bunch of minigames like this, we could rename our mod Grand Theft Speeder: Tatooine


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Old 04-27-2007, 09:00 PM   #8
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Quote:
Heck if we create a bunch of minigames like this, we could rename our mod Grand Theft Speeder: Tatooine
lol :P.
Not a bad idea....it makes it fit OJP more.What do the other people out there think?


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Old 04-27-2007, 09:36 PM   #9
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Now now, we don't need to appease those Role Playing freaks now do we?

Just sayin', don't mean to be offensive to any of u OJP players who are role players in JA. It just doesn't suit this at all.


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Old 04-27-2007, 11:19 PM   #10
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Quote:
Originally Posted by ensiform
Now now, we don't need to appease those Role Playing freaks now do we?

Just sayin', don't mean to be offensive to any of u OJP players who are role players in JA. It just doesn't suit this at all.
I'm no RPG nut either, but they are A crowd and OJP has never really had that big of a crowd. As annoying as it will be to go to servers that mostly only have RPGers, at least we'll be going to servers that actually have players. There will still be plenty for action gamers to chew on, but we need to do whats best for the mod in the long run.


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Old 04-28-2007, 05:15 AM   #11
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Isn't that a bit too much work for what it would bring? There is more important stuff to sort out... or to complete, like the skills, this will bring much more to OJP than a bounty system.
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Old 04-28-2007, 03:51 PM   #12
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Quote:
Originally Posted by TheShaman
Isn't that a bit too much work for what it would bring? There is more important stuff to sort out... or to complete, like the skills, this will bring much more to OJP than a bounty system.
Darth die would probably do most of it, so we wouldn't be spread very thin at all. Besides, He already has some of the code ready and I'm sure he could come up with something simpler.


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Old 04-28-2007, 04:39 PM   #13
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Yep i have all of the code - I just have to clean it up(big time) and convert it to work with OJP. ....So go ahead and start work on this?


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Old 04-28-2007, 04:45 PM   #14
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This sounds like an interesting and unique feature! I think that having skill points as a currency may prove to be the start of something big...it'd be neat to see how this can integrate into CoOp at some point in the future.


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Old 04-28-2007, 06:56 PM   #15
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That sounds like an all clear to me.


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Old 04-28-2007, 07:24 PM   #16
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Ok great!I had been about to start on it but i realized i didnt have an all clear yet...but yay now i do.Btw since your not online i have a question: Can you have a array of a char that is 10 chars long? Does that even make sense?


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Old 04-29-2007, 02:48 PM   #17
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Sure.

char charNames[NUM_OF_CHARS_MAX][MAX_NUM_OF_CHARS_PER_NAME];


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Old 04-30-2007, 02:33 AM   #18
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Quote:
Originally Posted by Tanqexe
This sounds like an interesting and unique feature! I think that having skill points as a currency may prove to be the start of something big...it'd be neat to see how this can integrate into CoOp at some point in the future.
I had this old idea of having 2 seperate skill/gadget currencies.

First, whenever you killed someone with force, lightsaber or melee you got Jedi skillpoints that you could use for force powers and (later) jedi abilities.

Second, if you killed someone with guns, explosives or gadgets you received credits for which you can buy guns and gadgets.

It would solve some balance issues and be original if anything but it would be quite hard to code.

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Old 04-30-2007, 06:16 PM   #19
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Do you guys think in order to be able to hunt a wanted person you need to assign your self to them or make it so anybody(without having to assign that is) can hunt them?

Well Tanquexe brought up a good point:
"that seems more like contract killing than bounty hunting
iirc bounty hunting is like...whoever gets to the target first takes home the prize"
So for now i'll go with no assigning.


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Old 04-30-2007, 06:54 PM   #20
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I think no assigning would be faster and easier for players.


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Old 04-30-2007, 07:16 PM   #21
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So exactly how do we want this to work? Do we want it to work like hockney suggested? So if hockney or someone other could put together how we want this to work in the end that would be great.


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Old 04-30-2007, 07:26 PM   #22
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My suggestion to DarthDie was to copy the format of the scoreboard, except it's a list of wanted players with corresponding bounty. This bounty board can also be where you can have a scrollable text field to select player names not already on the board and also an input text field (or maybe numerical selector) for the bounty value, which gets deducted from your skill points pool.


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Old 05-02-2007, 05:50 PM   #23
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Ok -- how do we want the bounty to work(as in how much they are wanted for)? Do we want it to a set amount....based on kills +- some stuff? Or what? Oh and btw i finished Tanqexe's idea...though its not a new scoreboard its the regular TAB one.


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Old 05-10-2007, 10:18 PM   #24
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I think that it should have someting to do with how hard the person that has a bounty on there head is to kill. The harder a player is to kill the more the player putting a bounty over their head has to pay(give credits,skill points,ect. however u decide to make the mony used in this system to be).
This way would make the want-to-be bounty hunters think about who on the bounty list there going to go after and how to kill them.


I got an idea: maybe on the bounty list it could say how the person that put the bounty on some1 wants that player killed and he could pay more for killing the player with melee weapins or with guns and ect.

This is just a thought.
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Old 05-11-2007, 10:49 AM   #25
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Wouldn't that be too difficult to implement? And how to know who is hard to kill and who isn't? Score doesn't mean much... so it can't be this way...
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Old 05-16-2007, 04:50 PM   #26
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Bump -- read above posts of mine...pretty much asking how we want this to work. Untill we figure out how we want it to I wont be able todo anything on it.


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Old 05-16-2007, 06:45 PM   #27
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We could just add a +2 skillpoint bonus if you kill the leading player.

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Old 05-16-2007, 07:09 PM   #28
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I think you'd have to have a point spread condition in there. Otherwise, you might almost turn the game into a "hunt the leader" gametype.


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Old 05-16-2007, 07:48 PM   #29
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I think the hiring person should get should get 1 point and the bounty hunter get 2 points if the bounty hunter is successful, but the if the hunted kills either the bounty hunter or the hiring person, they get 2 points. Thats the easiest setup I can think of right now thats entertaining. If you can code somebody to lose points that would be cool too. Maybe the hunted gets 1 point if they arent killed in a certain amount of time?


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Old 05-17-2007, 01:33 PM   #30
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Would it be possible to turn this into a seperate gametype from FFA? Then we could turn this into a hunt the leader style game and still allow those who want to play a normal FFA play a normal FFA or perhaps make this toggleable as I like the idea but would personally not like it to be active all the time.
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Old 05-17-2007, 01:50 PM   #31
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Its toggable by: ojp_bountysys ...or something like that.


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