Rogue15 Posted June 17, 2006 Share Posted June 17, 2006 i put them over at the sony forums but thought i would post them here to see what everyone thinks.... To place a bounty... You must aquire a biosignature of the person you want taken out from a Spy player, once you have the biosignature, you click on it and select the bounty amount, then take it to an Officer, who must turn that into a Bounty Contract and drag and drop that into the Bounty Hunter Mission terminal. The officer gets a percentage of the total bounty once it is completed. ONLY Biosignatures taken from Special Forces members and Smugglers can be turned into bounty contracts. With THIS way, you don't NEED to be KILLED in order to take out a bounty on someone. Spies: Under stealth, they can 'aquire' biosignatures, when a biosignature is acquired, it is turned over to an item, when a bounty contract is taken by a bounty hunter on that player with the biosignature, the spy gets a system messege like 'Boba Fett has accepted the bounty on Han Solo' except, the bounty hunter doesn't know who his target is, so the Spy has the option of contacting the Bounty Hunter and selling him the aquired information, OR he can blackmail the Mark, by selling back the biosignature. The Bounty Hunter should NEED the biosignature in order to verify the kill as legit (paint the target reticle red) In order to get a biosignature from a special forces player, you also must be Special Forces in order for officers to turn it into a Bounty Contract. Player Bug-Tracking, a spy can also set a bug on a player, like a seeker droid, but reports planet and waypoint every 5 minutes. Has a 24 hour timer, or until a smuggler finds and debugs it. Could be helpful if someone is trying to avoid a bounty hunter. Spy does not need to be special forces enabled to place a bug. Smugglers: Can Alter a player's 'biosignature' for a certain amount of time, messes with droid's tracking ability. Locates and Debugs seeker 'bugs' placed on players by Spies RADAR Jamming, cloaks player from RADAR for a certain amount of time Smuggle spices. Smugglers have a greater chance of evading biosignatures and identification searches Officer: Accepts Special Forces Biosignatures from players, turns them into Bounty Hunter contracts, then puts that item on the Bounty Hunter Mission Terminal and collects 5% of the profit once the bounty is completed. Locate enemy special forces, sends out a droid, which in turn locates nearest enemy special forces player's waypoint Distress Call sends out a planet-wide signal from a position (ie; jundland wastes, eastern plains, etc) requesting for help, sends it to members of the same faction, and can only be used once per hour. Medics: Send out droid to locate nearest Player Corpse Seeker bug rejection, gives the player a temporary buff that rejects bugs that spies attempt to place on them Commandos: Rig-Terminal; Commandos can set terminals to overload when used by a special forces member Identification Search: Commandos can sniff out stuff that smugglers alter; such as biosignature, radar jamming, and spices, if the player is successfully caught in the search process, with spice or smuggler alterations, a timer is set for the Commando to take the biosignature to an officer before it becomes void, the more alterations/spice you have on you, the longer the Commando has to turn you in, the timers should also factor in to it. The bounties contracts placed from biosignatures taken from Commandos and placed on the Bounty Hunter Terminals are set by the Galactic Commission. i did forget to write down stuff about Jedi...but wanted stuff for combatants to do (other than those evil jedi) Link to comment Share on other sites More sharing options...
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