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Set bounties on players in KitPVP

Discussion in 'Denied' started by shiroppy, Apr 17, 2016.

  1. shiroppy

    shiroppy Celebrity Meeper

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    Well it would last forever, when the guy finally dies then the meebles are rewarded.
     
  2. Burritoh

    Burritoh Popular Meeper

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    /bounty [name] [amt] cancel

    ^^ would have to be added
     
  3. metr0n0me

    metr0n0me Legendary Meeper

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    to give a better incentive for people to come and kill the guy
     
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  4. Burritoh

    Burritoh Popular Meeper

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    You're misunderstanding probably but it's okay :) they mean it's a lot more, like if you want to actually place a 1m bounty you'd have to set it as 1250000 bounty and spend 250k extra :((
     
  5. metr0n0me

    metr0n0me Legendary Meeper

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    But if you're rich enough to throw that much money away on a kitpvp bounty, you can afford a percentage-based tax on the bounty as well. Percentage-based bounty taxes would be more effective in taking money out of the eco.
     
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  6. Burritoh

    Burritoh Popular Meeper

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    Yup, I agree 100%
     
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  7. junelawnchaired

    junelawnchaired neat-o!

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    What if the bounty was chosen randomly? Like every 15 minutes or so there's a bounty that's based on how many people the player has killed in that time. So if I killed 5 people, the next bounty happens to be me (it's by chance), then there would be a 500 Meeble bounty on me (1 kill = 100 meebles for bounty purposes). I think that would fix this issue of a player choosing it and it would be kind of fun.

    And so we aren't adding money to the eco it could be a choice to participate in the bounty or not. Like /bounty go to join the next one, and that would take X amount of meebles from your account (so that it adds up to the bounty amount).

    Is that too confusing? Too different? I just think having the players choose the bounty could be easily abused. Like if you know someone is bad, put a 1mil bounty on them, you just made a super easy 1mil from no where. Maybe just having the same system as /warp pvp does is the best option?
     
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  8. Burritoh

    Burritoh Popular Meeper

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    It'd also be cool to do /bounty raise [playername] [amount] and still take 25% give or take
     
  9. shiroppy

    shiroppy Celebrity Meeper

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    Yeah but, you have to pay the bounty once you set it, while still have some of the money taken out of the eco. Why would someone set a bounty on someone if they are bad? It would be a waste of time. But I do like the idea of it being randomly chosen
     
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  10. metr0n0me

    metr0n0me Legendary Meeper

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    No, the 1 mil bounty would come from you--and if you read my post above, this would take money out of the economy.

    Metr0n0me puts a bounty of 750,000 Meebles on Legendcaleb.
    1,000,000 meebles have been withdrawn from your (metr0n0me's) account.
    Legendcaleb has been killed by Bluapol, and 750,000 meebles have been added to Bluapol's account.

    Does this make sense?
     
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  11. Burritoh

    Burritoh Popular Meeper

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    I was thinking they'd set a thing of 1mil and 750000 go to winner and 250k go out. :p because u could just think you're paying 750k total not a mil, which would cause problems
     
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  12. Lord_Walrus

    Lord_Walrus Popular Meeper

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    +1 for a flat rate, a $250,000 fee would be insane.
     
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  13. CluelessKlutz

    CluelessKlutz Badmin

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    Flat rate would be better, in my opinion. I think random bounties would be cool if it came from the server, and we also had the option to put bounties. It'd be so much fun to get extra money from bounties for killing a hacker.
    +1 to the main idea
     
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  14. FunGUY

    FunGUY Popular Meeper

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    Yes if a player is hacking maybe the server will say like 5k bounty on klitcher (sry dude I just really feel like u hate me) and then it adds suspicious movement if like they teleport or have a hack or something then+5k
     
  15. junelawnchaired

    junelawnchaired neat-o!

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