View Poll Results: Add Bounties to the Game?

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Thread: Setting Bounties!

  1. #21
    Forum Veteran Ninja352's Avatar
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    Quote Originally Posted by Ninja352 View Post
    Ok ok. What if setting the bounty is a very low cost of gold, but the amount a player gets for winning by he bounty is 1.5x the amount of loot they took from the person who set it? That way more people have an incentive to set a bounty after getting a lot of loot taken, people have incentive to go for bounties, and the cool down would still be in place so people can't spam bounties.

    Any thoughts??

    Edited OP to include this info.

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  2. #22
    Forum Veteran Ninja352's Avatar
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    I am thinking the cost to set a bounty should be 15-20k gold, also the cool down for how long you have to wait to set another bounty should be extended.

    | Town Hall: 9 | Level: 103 |
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  3. #23
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    Quote Originally Posted by Ninja352 View Post
    I frequently look through my possible revenges to see if I can raid back loot I lost. Occasionally I will come across a revenge that I would not be able to even make a scratch on their base, let alone get my loot and trophies back. That leaves no way of getting back at that person.

    So I thought of a possible solution to this. Set Bounties!
    How it works:

    Setting Bounties:
    1) on every possible revenge, there will be a separate button that says "Bounty" (if you cannot revenge then you cannot set a bounty on this person).

    2) if you decide a revenge would not be worth the trouble and want to set a bounty, then you click bounty and a screen pops up that would read something like:

    Cost: xxxx Gold (a small amount)
    Set Bounty (clicking this button sets the bounty)

    3) Once a player sets a bounty, they will not be able to set another bounty for.. A day? 2 days? That can be debated. But a player will no longer be able to revenge someone they place a bounty on. Also, I don't spend gems but some people may want to spend gems to be able to set another bounty before the cool-down ends. If players want that, the gem price would have to be established as well.

    4) A bounty will be available for the same time of the cool-down (a day or two).

    5) Who should bounties be available to: every player? Or only players in the league of the player who set the bounty?

    6) If a player wins the bounty before the cool-down time is up, the player who set the bounty still has to wait out the rest of the time before setting another bounty.

    Finding Bounties:
    1) Another icon on the edge of the main screen will bring up the bounty list. The list will consist of the players name and the pay-out amount on that player.

    2) Clicking on a name on the bounty list will bring up the buttons Visit and Attack.

    3) When a player is visiting the base of a bounty it will look similar to clan wars: No timer yet and a button on the bottom of the screen that says Attack.

    4) Attack time is normal.

    To Win The Bounty:
    1) The attacking player MUST destroy more than 50% of the base. Just destroying the town hall will not reward the player the bounty loot.

    2) Once a player successfully completes a bounty, the loot will immediately be stored in their storages.

    3) Players with bounties set on them can only be raided up to 5 times from the bounty list. No cool-down in between attacks.

    4) Players with bounties set on them will only lose up to 1.5x the amount of loot they took from the person who set the bounty on them.

    5) If a player with a bounty on them is defeated, they will have a 4-5 day shield from bounties.

    Surviving The Bounty:

    1) If a player survives the bounty placed on them, they will be rewarded .25x the amount they took from the person who set the bounty on them.

    Achievements:
    1) Winning bounties will be recorded under achievements and will reward experience and gems at the 3 levels:
    Level 1: Claim 10 bounties. Gives 100 xp and 10 gems.
    Level 2: Claim 150 bounties. Gives 1500 xp and 100 gems.
    Level 3: Claim 500 bounties. Gives 3000 xp and 250 gems.

    2) Surviving bounties will also be rewarded in 3 levels:
    Level 1: Survive 5 bounties. Gives 100 xp and 10 gems.
    Level 2: Survive 50 bounties. Gives 1500 xp and 200 gems.
    Level 3: Survive 200 bounties. Gives 4000 xp and 300 gems.

    That is what I have so far. Let me know what you think!

    I tried checking to see if this idea has been ruled out.. AND IT ISN'T! Original idea right here!
    ^^^^^^
    Best idea on thats been on here ina while

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  4. #24
    Forum Veteran Ninja352's Avatar
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    Quote Originally Posted by EasyE View Post
    ^^^^^^
    Best idea on thats been on here ina while
    Thank you! Yea people seem to be attracted more to ruled out ideas than fresh new ones haha. I really hope this idea makes it in the game, it would generate more loot and more fun.

    | Town Hall: 9 | Level: 103 |
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  5. #25
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    I dont understand what the person who sets the bounties gets?

  6. #26
    Forum Veteran Ninja352's Avatar
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    Quote Originally Posted by TribalPrince View Post
    I dont understand what the person who sets the bounties gets?
    They get the good feeling that the person they set a bounty on is going to get loot taken away. Misery loves company haha.

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  7. #27
    Junior Member Seth1299's Avatar
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    Great idea!

    I like this idea.


    "You're like a car crash in slow motion. It's like I'm watchin' ya fly through a windshield." -Scout
    http://fc04.deviantart.net/fs71/f/20...er-d5aaeze.jpg

  8. #28
    Forum Veteran Ninja352's Avatar
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    Quote Originally Posted by Seth1299 View Post
    I like this idea.
    Thank you!

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  9. #29
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    Quote Originally Posted by kallampavan365 View Post
    As far as i understand, a player who got defeated/looted have to place a bounty on the attacker if he cant revenge himself... why would any one wants to waste more loot in placing bounty on a person who already looted you, making u to waste the loot more!!!!!
    My initial thought as well, however, I think it might work, although with some restrictions:
    • There has to be something to win for the player setting the bounty. 50% return on what's looted would make it so. The other 50% goes to the bounty hunter.
    • Money can't come from nowhere. To prevent abuse, max loot has to be set at what was stolen initially and if the coffers are empty, you'd better postpone that revenge.
    • Looting has to follow standard level rules, i.e. if I at th8 raid a th9 for 400/400, then a th10 trying to claim the bounty, would only be able to recover 50% of the loot, whereas any th8 or lower would be able to recover the full amount.
    • Bounty has to be set so high that they are mostly set after a substantial loss.
    • Bounties would have to expire at some point, but running for a week or two should be fine.
    • Would make more sense to attack the current base while owner is offline.
    • An indicator on bounty list as to online / shielded status would be useful, although it might also be overpowered, seeing as this wouldn't be anything you can opt out of participating in, once someone has set a bounty.

    A slight worry as to whether or not this will make it difficult for players to save up, as constantly being hunted somewhat forces you to be online constantly. Doing one raid and going offline while cooking soldiers, will get you raided.

    The risk for the player setting the bounty is that someone raids a base with no funds, trashes it and 50% of nothing is returned, whilst the bounty is claimed. Well, money doesn't matter, it was all about getting revenge, right...?

    -w-
    Last edited by Wilfy; August 3rd, 2014 at 05:34 PM.

  10. #30
    Forum Veteran Ninja352's Avatar
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    Quote Originally Posted by Wilfy View Post
    My initial thought as well, however, I think it might work, although with some restrictions:
    • There has to be something to win for the player setting the bounty. 50% return on what's looted would make it so. The other 50% goes to the bounty hunter.

    I like this idea, I'll probably add it to the OP


    • Money can't come from nowhere. To prevent abuse, max loot has to be set at what was stolen initially and if the coffers are empty, you'd better postpone that revenge.

    Money comes from nowhere in War, why not with Bounties?


    • Looting has to follow standard level rules, i.e. if I at th8 raid a th9 for 400/400, then a th10 trying to claim the bounty, would only be able to recover 50% of the loot, whereas any th8 or lower would be able to recover the full amount.

    Yes I don't want that to change, only Bounties loot will be different.


    • Bounty has to be set so high that they are mostly set after a substantial looses.

    This will most likely happen on it's own since players will (probably) only set a bounty after losing a lot of loot.

    • Bounties would have to expire at some point, but running for a week or two should be fine.

    I had already stated this in my first post, bounties will expire and surviving bounties can be an achievement.

    • Would make more sense to attack the current base while owner is offline.

    Kinda hard to do, I think it would make more sense to have a snap-shot of the base at the time the bounty was set. That way they can't stay on for hours and not let people attack them.
    • An indicator on bounty list as to online / shielded status would be useful, although it might also be overpowered, seeing as this wouldn't be anything you can opt out of participating in, once someone has set a bounty.

    Having a time stamp of someone's shield is ruled out. That is why a snap-shot of their base would work better.

    A slight worry as to whether or not this will make it difficult for players to save up, as constantly being hunted somewhat forces you to be online constantly. Doing one raid and going offline while cooking soldiers, will get you raided.
    They don't lose much if they do have a bounty on them, most of the loot goes to the person who successfully wins the bounty.

    The risk for the player setting the bounty is that someone raids a base with no funds, trashes it and 50% of nothing is returned, whilst the bounty is claimed. Well, money doesn't matter, it was all about getting revenge, right...?

    Could set the bounty quickly, but yes this is another reason why I think most of the loot should go to the person who wins the bounty.


    -w-

    ​My comments in blue.

    | Town Hall: 9 | Level: 103 |
    IGN: Oatmeal | Clan Tag: #Q2C9GC2 | War Log: 337wins/67losses |
    ​| Clan Level: 12 |
    | GG: 160M | EE: 177M | ​HH: 504K | FIN: 40.8K ​| War Stars: 722 |


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