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Most rats have an associated bounty tied to them. This value is static, based on the type of ship (as opposed to the class). For example, an Angel Hijaker (a frigate) will always have a bounty of 4,000 ISK, while an Angel Ambusher (also a frigate) will always have a bounty of 10,000 ISK. | Most rats have an associated bounty tied to them. This value is static, based on the type of ship (as opposed to the class). For example, an Angel Hijaker (a frigate) will always have a bounty of 4,000 ISK, while an Angel Ambusher (also a frigate) will always have a bounty of 10,000 ISK. | ||
Bounty pay-outs in a system are affected by the Dynamic Bounty System. Player deaths in a system increase that system's Bounty Risk Modifier, which acts as a multiplier on the base bounty rate for NPC kills in that system. NPC kills slowly cause that modifier to fall. Over time, the modifier will drift towards a equilibrium rate. | |||
Bounties are not paid out immediately, but are instead paid out every 20 minutes. This timer starts once you kill your first rat of a session. Any rats killed within that 20 minute window will pay out after the 20 minute window has expired. Any rats killed at T+21 to T+40 will pay out in the next window, and so on. If you do not kill any rats in 20 minutes, your timer is reset. | Bounties are not paid out immediately, but are instead paid out every 20 minutes. This timer starts once you kill your first rat of a session. Any rats killed within that 20 minute window will pay out after the 20 minute window has expired. Any rats killed at T+21 to T+40 will pay out in the next window, and so on. If you do not kill any rats in 20 minutes, your timer is reset. | ||
Bounties are split between anyone on grid ''and'' in fleet with you. | Bounties are split between anyone on grid ''and'' in fleet with you. In instances where multiple players not in the same fleet are killing rats, only the player (or fleet) that lands the killing blow is awarded the bounty. | ||