Well for me, that's just simple bullshit, calling NPCs because you can't pwn back player, or run away.
This is not some kind of charity of wasteland, to help getting rid of PKs, it's damn wasteland world, not sims after great war.
Why not view it as ANOTHER WAY to "pwn" other players? I think its pretty fitting for the wasteland..
If you were a person that had no fighting abilities, but were rich as hell, wouldn't you hire some goons to protect yer ass (already there, called "mercs") or get rid of someone you don't like with your money instead of a gun? Capitalism already exists in this game, bounty hunters would just be a new way to apply it.
People would still pwn players, escape from bounty hunters encounter, and xplode and burst players, without any consequences, that's why I think this idea is bad and abusable as fuck.
And nobody says that they shouldn't keep PKing. It's part of the game.
The escaping from encounters could be solved simply by this:
The ordered attack will repeat as long as the hunted either gets killed by the npcs or kills them himself. No running allowed.
And please, I didn't use argument wasteland is harsh, but tht I'am playing it for more than 3 years there, and nobody was whinning so hard on PK's than now, is it some kind of new way of expressing yourself, that you can't adapt to game, or this is just to hard for you to play this, eventually you can try playing some game alike quake or Call of Duty, this is pretty simple.
Does it really bother you THAT much, that the game could actually become a real RPg, where you have to face some consequences for your actions? There is already player driven bounty hunting, what's the big difference when some player grinds the money to send some weak-ass npcs after you? Not "honorable" enough? Bounty hunting would just add a bit of gameplay depth, nothing more.
You pay,he just doesn't log in for a week,boom problem solved.
Better just keep it player driven bounties.
You didn't get that right. I meant that on one character a bounty can be put 5 times a week. Doesn't mean that that character wouldn't keep all bounties from before on him. So if he wouldn't log for a week his problems could even get bigger because his bounties and therefore the downhunting units stack up.
He goes on bluesuit, wanders around towns, get killed by some npcs, boom, you lose 5k caps.
Yeah that's true. So how about this then:
The bounty hunter attacks only seize when you have lost a certain amount of equipment worth a certain base value to them OR you kill them. Then it hurts enough i think
Also.
That's abusalbe too, many characters on TC have less than 150hps, while big gunners got even 280 hps, and what, then some TC player can set bounty on that player? That's just pure trolling, and could become annoying as fuck.
What's the big deal? Those tanks wouldn't have much problems fending off a few bounty hunters, would they.
Annoying, maybe. Or challenging and fun because you get to shoot more stuff and can laugh at the player that tried to off you with bounty hunters.
The whole game is one big trolling and re-trolling complex. This would just be a new variation of the trolling.
I would have raised those numbers quite a bit, but otherwise it looks ok, except for one thing; What if say the undergro has pk'ed, say, 50 pc, and ALL of them want his head? Does this also raise the bounty, or does it dilute the bounty? (I was going to say something about making the bounty SO high that no one person can pay it entirely on their own, until I saw what kind of cash was needed for bases, and then realized there IS no such number.......)
No, no, no. If the undergro PKs 50 players the first 5 of them can put a bounty on him. The others will have to wait their chance until the following week or do what is done now – PK the undergro back the classic way.
The prices could be set higher, important was the part that you could order bounty hunts with different strenghts.
It shouldn't be an overwhelming force you send after a PK, just enough to piss him off and maybe make him loose some stuff too.