Remove the Cap on Bounty Hunters for Jedi Player Bounties

Remove the Cap on Bounty Hunters for Jedi Player Bounties
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
Remove the current cap on the number of bounty hunters who can take a player bounty on a Jedi.

Allow any number of bounty hunters to take a Jedi bounty mission from the terminal, enabling hunters to group up and engage high-skill Jedi targets without artificial restrictions. The existing reward system — where only the hunter or group that lands the kill gets credit — can remain unchanged.
Justification
High-skill Jedi require coordination to take down. Many experienced Jedi are simply too strong to take out solo. Between Force heals, stuns, movement abilities, and damage output, it often takes two or three well-prepared bounty hunters to succeed.

Jedi can hide indefinitely. They’re able to retreat into player housing — and unless you’re carrying a breach charge (which are rare and expensive), there’s nothing you can do. They pop out to farm XP, then vanish into safety. The system favors their protection, not the pursuit.

Friends abuse the system. It’s common for Jedi players to have their friends take and hold their bounty missions — not to hunt them, but to block others from being able to. This creates an artificial shield around them that has nothing to do with gameplay or balance.

They’re not hiding anymore. Jedi are seen in large sprinting XP groups, farming right alongside regular players. The "rare, hidden, and hunted" theme is gone — yet the bounty system still acts like Jedi are a rare encounter that only one or two people should chase.

Lore supports multiple hunters. In Empire Strikes Back, Darth Vader hires six bounty hunters to go after a single target (the Millennium Falcon). If Vader doesn’t mind stacking high-powered hunters for an important target, why are we limiting bounty access in a game where Jedi are actively and openly engaging in combat?
Motivation
Right now, the galaxy doesn’t feel dangerous for Jedi. Instead of hiding in fear as they should in this era (between Episodes IV and V), they dominate openly. If we’re going to accept that Jedi are active in large numbers, we also need to embrace the natural counterbalance: bounty hunters working together to track and eliminate them.

This isn’t about nerfing Jedi. It’s about restoring balance and immersion.

Let bounty hunters do what they were designed to do:

Hunt high-value targets.

Work together when needed.

Enforce consequence in a galaxy where walking around with a lightsaber should carry weight.


Right now, Jedi are operating like invincible front-liners with little risk. That’s not Star Wars. That’s not balance. That’s not fun.

Let’s fix it.
Hey everyone,

I've been thinking a lot about the current state of bounty hunting in SWG Restoration — especially when it comes to Jedi player bounties — and I believe there's a fundamental issue holding the system back. Jedi are no longer rare or hidden. They're out in the open, sprinting in XP groups, farming side by side with regular players, and yet the tools we have to counter them as bounty hunters are artificially limited.

I want to propose a change that I think would bring more balance, tension, and fun to both sides of the equation. Below is a structured breakdown of the issue, the reasoning behind it, and why it matters to the overall experience of the game.
 
We tested this last night and even tho there were between 3-5 bounty listings on a jedi target only 2 of us could accept it before it stopped showing up, this only applied to the jedi bounties as when we tried an operative it worked as supposed.
 
I've not played since weeks, and I spend most of my time trying to picking up the same bounty. We were unable to be more than 2 on every jedi bounty (we tried several different), so I was even wondering if something changed.

I'm not sure if we should not capp the number of hunters as it was before, but at least we should have a countdown (edit : a timer) on missions to avoid people keeping the bounty and log out.

I think this idea has already been shared on discord.
 
I support this.

Jedi seem WAY too comfortable in general, which goes against what playing as one is about. They were supposed to be a high-risk high-reward profession, yet it doesn't seem like they feel enough fear to stop them from doing stupid things at the moment. I've literally watched a Jedi walk into the Mos Eisley cantina and stand around letting an inquisitor beat them to death and make a show out of it, for whatever reason. At some point that stuff gets ridiculous, so something like this would be a good step towards bringing back the balance.

I've had a discussion about this general issue in the #jedi-discussion channel on Discord, but it's hard to discuss anything there when people who are active on that channel are mostly Jedi themselves, so biased and trying to save their own skin by deflecting any sort of change proposal as a "nonissue", and that's including the current Force Sensitive Senator. They use PvE-only players as a cover for not making things harder for them. Listen, if you don't like being hunted by players, then simply try to avoid raising your visibility bar for once. I mean, that's what the whole thing is supposed to be about, and you knew this was part of the deal when you signed up for it.
 
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To what end? Full groups of bounty hunters coming after one Jedi just for them to lock them out their character for 18 hours is not a fun mechanic for anyone. You all earn next to no credits unless the bounty is in the millions. Its meant to be challenging for all.

Besides, 90% of the Jedi on this server can be killed with 2 bounty hunters. 3 Bounty hunters can easily kill 1 Jedi right now so long as your builds compliment eachother and aren't braindead.

Only 2 people being able to pick up a mission seems like a bug if there genuinely is no other person holding the mission. The real fix for this issue is just having the mission expire after 1 hour if you haven't used a probe droid in that time to track them.