Difference between revisions of "Bounty Hunter (Game Mechanics)"
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== Analysis of Mission Details == | == Analysis of Mission Details == | ||
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+ | There are a number of important bits of information to know about a mission which are viewable through the mission details on the mission terminal or on the mission itself in the player's datapad. | ||
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+ | The parts of a Destroy mission details are: | ||
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+ | * Target | ||
+ | * Start | ||
+ | * Creator | ||
+ | * Reward | ||
+ | * Difficulty | ||
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+ | '''Target''' | ||
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+ | The target is the name of the lair object that will be spawned when the player accepts the mission. This is the object that will need to be destroyed in order for the player to obtain their reward. | ||
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+ | '''Location''' | ||
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+ | This is the coordinate of the initial waypoint created to where the lair spawner is supposed to appear at. | ||
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+ | '''Creator''' | ||
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+ | The name of the mission creator. | ||
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+ | '''Reward''' | ||
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+ | This is the payout to the player in credits for successfully completing the mission. Mission payout reward formula is currently unknown. | ||
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+ | '''Difficulty''' | ||
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+ | Challenge rating of the mission depends on the player's current challenge level. If the player or group challenge level is 25 then the missions seen on terminals will be difficulty 25. The mission difficulty affects the size of the mission lair spawns as well as the condition of the lair. A higher difficulty level raises the condition of a lair as well as the amount of spawns it produces. | ||
+ | As mentioned before, players must meet a minimum level to acquire certain mission types to begin with. Following this, the player must then also meet another criteria being that the amount of creatures spawned at the mission lair is a variable based on the player or group having reached certain cutoff points. Once a cutoff point is reached, the mission will spawn a particular amount of mobs. Cutoff points are created based on a multiplier applied to the minimum difficulty level of the mission. Once the player or their group meet or passes this cutoff point then the amount of mobs that spawn for that particular mission will be set to the amount linked to attained cutoff value. The cutoff point multipliers are as follows: | ||
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+ | * 1.00 - 1.28 gives 2 mobs per mission | ||
+ | * 1.29 - 1.68 gives 3 mobs per mission | ||
+ | * 1.69 - 1.98 gives 4 mobs per mission | ||
+ | * 1.99 - 2.23 gives 5 mobs per mission | ||
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+ | For example if a creature type became available on terminals at mission difficutly 100, the player must achieve a difficulty level anywhere between 129 through 168 to get 3 mobs for that mission. To get 5 mobs they must achieve a a difficulty level of 199-223 | ||
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+ | Mission payout ranges presumably are also affected by the mission difficulty level although information on how this works is not known. | ||
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+ | See [[Combat Difficulty Rating (Game Mechanics)|Challenge Levels]] and [[Lairs (Game Mechanics)|Lairs]] for more information about lair spawn size determination and affects from group challenge level. | ||
== Bounty Mission STF Analysis == | == Bounty Mission STF Analysis == |
Revision as of 20:02, 10 August 2009
Game Documentation - Bounty Hunter Mechanics
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Bounty HuntingInformantsBounty hunter missions reward players by requiring them to track down and kill npc and jedi player targets. Bounty hunters obtain their missions from exclusive Bounty Hunter mission terminals to which only they can have access to. Bounty hunter missions come in 3 tiers - Novice, Intermediate, and Advanced. Which tier a bounty hunter is in depends on the hunter's Bounty Mission Difficulty modifier. Each level of bounty mission difficulty modifier pushes the bounty hunter into the next subsequent tier. The bounty mission difficulty modifier also affects the mission payout cap and minimum payout range for each tier's missions. In order for the player to be able to seek out a bounty mark, the player must first obtain a mission from the bounty hunter terminal and then seek out a special npc called a Spy Net Operative. Once a player has interacted with the Spynet Operative, they may now begin their mission.
Bounty Informant Types: Mission TypesThere are three types of bounty hunter missions available to a bounty hunter, depending on what level of the investigation tree they are currently trained in.
Bounty Mission StfsBounty Hunter Mission Terminals
Analysis of Mission in Datapad DetailsAnalysis of Mission DetailsThere are a number of important bits of information to know about a mission which are viewable through the mission details on the mission terminal or on the mission itself in the player's datapad. The parts of a Destroy mission details are:
Location This is the coordinate of the initial waypoint created to where the lair spawner is supposed to appear at.
Creator The name of the mission creator.
This is the payout to the player in credits for successfully completing the mission. Mission payout reward formula is currently unknown.
Challenge rating of the mission depends on the player's current challenge level. If the player or group challenge level is 25 then the missions seen on terminals will be difficulty 25. The mission difficulty affects the size of the mission lair spawns as well as the condition of the lair. A higher difficulty level raises the condition of a lair as well as the amount of spawns it produces. As mentioned before, players must meet a minimum level to acquire certain mission types to begin with. Following this, the player must then also meet another criteria being that the amount of creatures spawned at the mission lair is a variable based on the player or group having reached certain cutoff points. Once a cutoff point is reached, the mission will spawn a particular amount of mobs. Cutoff points are created based on a multiplier applied to the minimum difficulty level of the mission. Once the player or their group meet or passes this cutoff point then the amount of mobs that spawn for that particular mission will be set to the amount linked to attained cutoff value. The cutoff point multipliers are as follows:
For example if a creature type became available on terminals at mission difficutly 100, the player must achieve a difficulty level anywhere between 129 through 168 to get 3 mobs for that mission. To get 5 mobs they must achieve a a difficulty level of 199-223 Mission payout ranges presumably are also affected by the mission difficulty level although information on how this works is not known.
Bounty Mission STF AnalysisStep By Step Progression of Tier 1 Bounty MissionStep By Step Progression of Tier 2 Bounty MissionStep By Step Progression of Tier 3 Bounty MissionUsing Arakyd Probe DroidsUsing Seeker DroidsBounty MarksBounty marks are the bounty hunter's target that is required to be killed in order for them to receive credit. There are two types of bounty marks -
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Mission Difficulty
Bounty Mission difficulty ideas:
I think the missions have some sort of base cap to them that gets added onto by the difficulty modifier. This may explain why a novice bh that has difficult 31 missions with LLC 4 tree gets 8k missions and an investigation 3 bh with LLC4 gets 22k doing the same difficulty 31 mission.
Second, i think there is a payout range (like with other missions) that is increased based on difficulty. Players have a base payout range at a certain difficulty and that payout range or min/max range is increased based on their personal difficulty modifier. So this affects the payout as well as the modifier. Example, 8k novice mission with no llc equiped turns into a 10k mission with llc with the only changes being the difficulty of it. The payout ranges for a diff 31 mission may be 10k-10600 or something like that.
Jedi Bounty Missions:
Once you have gained enough visibility you will appear on the Bounty Hunter Terminals, where up to five BH's can pick up the mission and try to hunt you down to kill you.
Bounty Hunters with a mission will gain a BH TEF that allows them to freely attack the Jedi that they have a mission for.
Once the BH attacks the Jedi the BH TEF will be shared, allowing the Jedi to attack the BH back.
At this point both players will be put in a healing “lock down” situation, where outside parties (including group members) cannot perform healing or beneficial actions on either player. You can still be attacked though if you are PvP Enabled - Special Forces.
The healing “lock down” is supposed to be removed once the battle ends.
If the BH kills you he will complete the mission and receive the reward. Your Visibility should be reset after this and all other BH’s with your mission should fail it.
If you kill the BH, then only that BH will fail the mission and lose the BH TEF on you. All other BH’s with your mission will maintain it and your Visibility will still remain the same.
Jedi must deathblow BH’s in order to make them fail their mission.
FRS Jedi will gain Force Ranking experience from killing Master Bounty Hunters.
There are currently many problems with BH Jedi Missions, such as triple incapping a Jedi to avoid losing the BH TEF, the BH TEF not clearing after killing the Jedi, healing being allowed through the “lock down”, entering private structures during combat, and so on...
Death Penalty
Upon death Jedi now suffer Jedi XP loss.
If you clone you will lose an amount of Jedi XP based on your skill level:
- -4,500 XP if you are only a Jedi Initiate or below (haven’t completed Padawan Trials yet).
- -5,000 XP if you have no novice boxes in any of the Jedi Disciplines (new Padawan).
- -15,000 XP if you have any novice boxes in any Jedi Discipline.
- -30,000 XP if you have any level 1 boxes in any Jedi Discipline.
- -50,000 XP if you have any level 2 boxes in any Jedi Discipline.
- -100,000 XP if you have any level 3 boxes in any Jedi Discipline.
- -200,000 XP if you have any level 4 boxes (a full branch) in any Jedi Discipline.
- If you use Regain Consciousness you will lose -50,000 Jedi XP (but not the -200K).
- If you get rez'd by a doc you do not lose any Jedi XP (unless DB'd by a BH of course).
The cap for negative XP is -10 million and it will not 'decay', so be careful!
The death penalty from Bounty Hunter missions changed in Publish 10.3, it is now calculated as follows:
- Payout for Jedi Missions is now 1000 times the number of skill points the Jedi has devoted to Jedi and Force Sensitive skills. The minimum payout is 25,000 and the maximum (for a Padawan) is 250,000.
- If a Jedi is defeated by a BH their payout will default to the minimum (25K) for a few days (3?).
- Jedi experience loss for dying from a BH with a mission is twice the payout of the mission, or rather 2000 times the number of skill points the Jedi has spent on Jedi and FS skills (unless they've been killed by a BH recently, then it's the minimum loss). The minimum XP loss is -50,000 and the maximum is -500,000.
- This penalty is incurred at the moment the BH deathblows the Jedi, so Cloning and Regain Consciousness penalties still apply as well. (I feel this is a little harsh...)
Jedi do not suffer a death penalty from dying in space (except in the case of Multiplayer Ships as passengers).
FRS Jedi remain PvP Enabled - Special Forces on cloning, unlike regular players.
Data Sources
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