- 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.
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.