NPC Bounty Hunters dispatched when a player reaches -5000 faction points with a named group.

NPC Bounty Hunters dispatched when a player reaches -5000 faction points with a named group.
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
Proposal
NPC Bounty Hunters dispatched when a player reaches -5000 faction points with a named group.
Example: As a player you reach -5000 faction points with Jabba. This would result in Jabba placing a bounty on you. Someone like Bobba Fett would randomly track you down and attack.

Lesser know factions would send their own Bounty Hunters.

Kill him: You get rewards and your faction reset to zero.
He kills you: Faction is set back to zero.
Justification
Immersion and fun
Motivation
Seems like a cool idea that fits well within the star wars lore.
Just a cool idea I have always wanted to see in SWG.
 
Downvote simply because losing all negative faction points for killing an NPC sounds like far too big a reward. I wouldn’t mind the idea of factions populating BH terminals with bounties on players for the same reason but there’s also an issue with that in the way that people getting negative faction points aren’t necessarily equipped or willing to participate in PvP. I’d see all this as more of a nuisance for players than a “fun” addition to the game. Nobody wants to be mid badge collection and be randomly ranked by Bobba Fett and have to clone cause they weren’t ready for combat.
 
The faction reset kinda does not make sense, if you want it to be immersive you would probably get stronger bounty hunter next time instead over and over again until you die.
Why would they suddenly like you because you killed their bounty hunter.
Also why would you get a reward for surviving an encounter like this from an immersion perspective."
One could argue about rare loot drops from the NPC however.
 
I think just adding x positive points to simulate a "cool down" before another bounty hunter is dispatched is better. So down to -5000, bounty hunter dispatched. Bounty hunter killed, +1000 points, now at -4000. Gives the player breathing room but the faction still doesn't "like you" they just have to "re-evaluate their dispatched bounty hunter."


This breathing room forces the player to either go and get all that negative rep again, try to improve rep, or ignore it.
 
While idea sound fun, how do we power level the NPC Bounty Hunters?
Like would their combat level be based on the player or planet they're on?
The new player might have a nasty experience if suddenly they run into CL 80 silver hunter simply because they killed swoopers at the Legacy tutorial and maxed their negative reputation.

And which factions would hire a bounty hunter to teach you a lesson?
Like hard to imagine the Tuskens hiring a bounty hunter, considering their common hate for everybody in the lore.
 
While idea sound fun, how do we power level the NPC Bounty Hunters?
Like would their combat level be based on the player or planet they're on?
The new player might have a nasty experience if suddenly they run into CL 80 silver hunter simply because they killed swoopers at the Legacy tutorial and maxed their negative reputation.

And which factions would hire a bounty hunter to teach you a lesson?
Like hard to imagine the Tuskens hiring a bounty hunter, considering their common hate for everybody in the lore.
The tuskens can send tuskens.
They all can go after the player.
It should be exponential, level wise; levels shouldn't really climb above the player until a median point (like level 40), and starting with three low level bounty hunters, progressing to two similarly leveled bounty hunters, to a single bounty hunter over leveled (lv60 player, lv65-70 bounty hunter; lv80 player, lv85 bounty hunter).

To reach -5000 a player really has to intentionally do it. I think the most I got in 10 days was -2500 with Rebels and I was participating in a lot of imperial stuff.

If you reach -5000 with a swoop gang, you are quite literally begged for it.


It also de-incentivizes the afk farmers, because they could wake up to their player being dead. A nice, passive system, that gives PvE players a challenge for their intentional misdeeds, is immersive for roleplayers, and slows or kills incentive for afk farming.

Heck, you could even put a few fortitude tokens on it at high levels if you want.
 
To reach -5000 a player really has to intentionally do it. I think the most I got in 10 days was -2500 with Rebels and I was participating in a lot of imperial stuff.

If you reach -5000 with a swoop gang, you are quite literally begged for it.

How the system currently works you will reach -5000 with multiple factions in no time without even noticing.
 
The tuskens can send tuskens.
They all can go after the player.
It should be exponential, level wise; levels shouldn't really climb above the player until a median point (like level 40), and starting with three low level bounty hunters, progressing to two similarly leveled bounty hunters, to a single bounty hunter over leveled (lv60 player, lv65-70 bounty hunter; lv80 player, lv85 bounty hunter).

To reach -5000 a player really has to intentionally do it. I think the most I got in 10 days was -2500 with Rebels and I was participating in a lot of imperial stuff.

If you reach -5000 with a swoop gang, you are quite literally begged for it.


It also de-incentivizes the afk farmers, because they could wake up to their player being dead. A nice, passive system, that gives PvE players a challenge for their intentional misdeeds, is immersive for roleplayers, and slows or kills incentive for afk farming.

Heck, you could even put a few fortitude tokens on it at high levels if you want.
If this were to be implemented, I think a warning pop up some time before they get to you might be worth it “you spot a probe droid nearby, somebody has taken an interest in you” so people don’t get caught with their pants down.
 
As a new player I have not once even looked at my faction reputations, perhaps this is my fault, however I never felt like it was ever something shown to me as important. I feel that it is a good idea to make faction standings mean something and interact with your character and things you do. However, going from what I see as a system devoid of larger meaning, to something that negatively affects the player, is a wrong place to start. I have only played for ~2-3 weeks, so perhaps there are reputation systems I am unaware of, but I feel that it makes much more sense to begin implementation of a meaningful reputation system in ways that assist, or neutrally affect the player, than start with something hostile.
 
Faction points don't matter on Resto, but it's super easy to reach -5000 with any decent playtime without trying. It's an interesting idea but would require a lot of new programming and I just don't see this adding enough to the game to warrant it. Developers time would definitely be better spent on most anything else imo.
 
Really? Then I'm mistaken, perhaps it's because I craft a lot or do legacy.
My alt is level 36 and has -5000 with Valarian faction due to the legacy quest. Pretty much every NPC you kill in game has a faction tied to it.

I could see this working with Rebel/Imperial since you have to turn that on with a recruiter,. But hard no with any other factions.
 
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If there was a faction increase (-15000 | 15000) then maybe. But as stated you can get capped really quickly. A factional overhaul would be nice for the non-pvp factions.
 
I like the idea but it needs work for sure. Give the NPC a decent loot table and reduce the faction wipe to a fractional amount of the total and it would be interesting.
 
I certainly like the core concept of the idea, but- I think the only valid code to base such a thing off of, would be patriots and inquisitors Jedi get for Visibility. I do agree with the above, that wiping out the negative faction, is too much of a payoff, But, +500/ 1000 for losing would prevent non-combatant characters from getting stuck in a cycle. I'll upvote it on principle, but I don't think it's really workable, at this stage.