Personally, I think bounties would be a refreshing addition to the PvP community of MassiveCraft. Not only would it offer more motivation for PvP, it could help cycle money through the continously inflating market. It'd also be a fun pass time for all the people who constantly ask in ally chat "any raids?".
Here's a rough outline for how a bounty plugin could work. It starts with the patron placing the bounty (For example with a command /bounty <Name> <Price>). Then the bounty would appear in an "avaliable bounties" list accessable with a command like "/bounty list". This could either be some sort of gui that organizes bounties by price, faction, etc, or it could just be a list like "/t l". After the bounty is placed, it's avalible to bounty hunters whom are rewarded the money on kill. In terms of economics, perhaps when a bounty is placed there could be a fee/tax. Now this could be a fixed amount, like 100 regals. However, I'd recommend the fee be something like 15% of the bounty itself. So if i place a 100r bounty, it'll cost me 15 regals. If I place a 10000 bounty it'll be a cost a bit more, at 150r. This makes placing bounties a bit more affordable for all ranges of wealth. Also, bounties would stack, so if I put 100r on someone, and my friend puts 100r on them as well, then the current bounty of them would be 200r.
Ideas to play around with:
So, if you'd like to get a little bit more in depth, perhaps bounties could only be collected if you decapitate the player. This could lead to traits like "BountyExpert" that increase the chance of a head drop or "BountyResistant" that decrease the chance. The choice to include a feature where the player has to accept a bounty is also an option. Perhaps doing /bounty inspect <Player> you could see the current bounty on them as well as who's accepted their bounty (if it's decided to go down that road). Finally, if you'd like to explore the pay to win possibilities, this gives more potential premium perks. (The ability to take or place bounties, the ability to add bounty hunter related traits like the potential head dropping ones, etc).
Food for thought.
Here's a rough outline for how a bounty plugin could work. It starts with the patron placing the bounty (For example with a command /bounty <Name> <Price>). Then the bounty would appear in an "avaliable bounties" list accessable with a command like "/bounty list". This could either be some sort of gui that organizes bounties by price, faction, etc, or it could just be a list like "/t l". After the bounty is placed, it's avalible to bounty hunters whom are rewarded the money on kill. In terms of economics, perhaps when a bounty is placed there could be a fee/tax. Now this could be a fixed amount, like 100 regals. However, I'd recommend the fee be something like 15% of the bounty itself. So if i place a 100r bounty, it'll cost me 15 regals. If I place a 10000 bounty it'll be a cost a bit more, at 150r. This makes placing bounties a bit more affordable for all ranges of wealth. Also, bounties would stack, so if I put 100r on someone, and my friend puts 100r on them as well, then the current bounty of them would be 200r.
Ideas to play around with:
So, if you'd like to get a little bit more in depth, perhaps bounties could only be collected if you decapitate the player. This could lead to traits like "BountyExpert" that increase the chance of a head drop or "BountyResistant" that decrease the chance. The choice to include a feature where the player has to accept a bounty is also an option. Perhaps doing /bounty inspect <Player> you could see the current bounty on them as well as who's accepted their bounty (if it's decided to go down that road). Finally, if you'd like to explore the pay to win possibilities, this gives more potential premium perks. (The ability to take or place bounties, the ability to add bounty hunter related traits like the potential head dropping ones, etc).
Food for thought.