Bounty system suggestion for official servers
- Space pirate players can put Marks (private bounties) on players (at certain cooldowns, limited marks / tracking crews available, maybe even a high cost of credits to hire a tracking crew)
- When a space pirate player marks a player, a bounty for the pirate player will appear on stations
- These bounty contracts can be taken once for each non-pirate player from an NPC station (Non-pirate players should have an easier time working together)
- Bounty/Mark GPS system gives location of pursuer and target, accuracy depending on distance (15 km - 1.5 km)
The more reputation players get with the pirate faction, the lower the Mark cooldown becomes, the more perks should be unlocked and the higher the reward should be for their bounty. Completing a mark should also give an extra reputation and credit reward for the pirate.
Now, what I'm imagining is, pirate players can hunt new players this way, but seaoned players can also obtain a bounty for the pirate at the same time and defend the new player if he calls for help. He will receive a warning message that he is being pursued and the GPS signal of the approximate location of the pirate, the same way the pirate does.
There should be a certain amount of time for a new player to be unmarkable or maybe even a certain condition (for instance, unlocking a certain threshold in the progression tree, i.e: built his first weapon block).
Attacking pirate player owned grids should increase reputation with other non player factions.
The duration of Mark should be around 30 minutes to an hour, this should give the marked player some opportunity of counterplay if the odds are against him, and dissapear from the radar after being chased for a while.
A little background information:
In my survival playthroughs on official servers I have seen multiple playstyles emerging. There are certain factions dedicated to helping new players and wiping out raiders (for example Guardians of Avalon) and there are certain factions who like to build an infamous reputation for themselves.
I think the system I'm proposing will seamlessly fit in the player-perceived game flow of Space Engineers Survival Multiplayer.