@xultanis-dragon said in Incentivizing PvP:
...strictly forcing PvP is not going to get a PvE player out of their shell. Instead it is going to alienate them even more. "Reward for sinking 10 player ships." Then the PvP'er goes out and tries to sink a ship and he sees 1 ship and sinks it over and over and over. That ship is full of people who just want to PvE and now you have just forced them out of the game because there are rewards in place to go after PvE players. You might see is as an incentive to PvP, but the PvE community will see it as an incentive to go after them. Lets face it, for completion of any reward that requires us to sink other players we will go after the PvE community since it is the quickest way to complete those quests. The PvE community will do what they always do to completely those quests, get together and with one another's permission sink each other till they have the requirements fulfilled.
Okay... not sure you've understood what I said. I haven't suggested anything of what you described above. Perhaps rereading my post will help clarify my point for you.
You continue : "If a PvE ship has been hunted or notices that a ship on the server has a high bounty they are going to leave the server because they know if that ship see's them they are going to leave and go to another server.".
This is indeed possible. That may happen. Or they may decide to just continue to play PvE and remain extra cautious, taking heart in the knowledge that a bounty is out for that aggressor. But some on that same server may be tempted by the bounty too. Certainly those who love to PvP and are good at it, may be willing to take on the bounty. So once again, the PvE player can ignore the bounty and do what he likes to do, knowing someone may take up the challenge. It may not happen, but now he can play knowing an aggressive PvP'r has a bounty on his head. Without that bounty, the PvE player will simply continue to be accosted by the PvP'r, and he may be forced to change servers.
You continue: "You incentivize them by making PvE Events where they can choose to go and possibly fight it out with another ship that might or might not be there, or decide to stay back and use that opportunity, where everyone is fighting over the Event, and do what they want to."
Indeed. That sounds like a possibility too. Yet even so, one can incentivize PvP without a secondary activity or goal. I see no reason why a bounty on overly aggressive players wouldn't ultimately work, for both the aggressive players, who want to fight, and the ones who just want to PvE. It at least helps mitigate both interests.
Those who want to avoid confrontation no matter what now have something to help in their favour. Players can choose to raise the Reaper's Flag, or not. Player's can also choose to PvP mercilessly... all the while understanding they may eventually get a bounty on their heads. A PvE'r won't get a bounty on their heads because they won't be attacking other players, so they have nothing to worry about.
You continue: " EDIT Also your bounty system has a lot of flaws in it. So you need to rework your idea. If you want to know what flaws I think you have I will let you know."
I haven't proposed a complete bounty system. My only suggestion was that whatever type of bounty system was implemented, that it be one where one of the parameters might be that PvP'rs whom are overly aggressive become the hunted ones. Of course over aggression would have to be defined and established by the devs. I wasn't suggesting this one aspect as a finished final bounty concept. It could be modified as Rare sees fit.
However, please, I welcome your criticisms.