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.
 
Just to be fair I have also had a few people tell me that the boards have been bugged since the Petra tourney and no idea if they were and/or still are. Another thing is that there are folks who maybe only play on weekends or for short periods of time, etc that take the bounty and it is held for long periods because they are not on all the time. I suggested one solution to this being they should let as many people as they want take the bounty BUT only 3 can actually take part in it. After the 3rd person attacks it turns it off for others. This can be adjusted for Knight etc.

If they did this change it would eliminate the issue and any possible abuse of it in that manner.
 
Just to be fair I have also had a few people tell me that the boards have been bugged since the Petra tourney and no idea if they were and/or still are. Another thing is that there are folks who maybe only play on weekends or for short periods of time, etc that take the bounty and it is held for long periods because they are not on all the time. I suggested one solution to this being they should let as many people as they want take the bounty BUT only 3 can actually take part in it. After the 3rd person attacks it turns it off for others. This can be adjusted for Knight etc.

If they did this change it would eliminate the issue and any possible abuse of it in that manner.
I'm not sure what this would require from a technical standpoint, but it seems like a creative solution. Just so long as the 4th, 5th, and 6th BHs can't just stand in line and tag team in as soon as one of the active BHs dies lol