I would like to attempt an expansion of the bounty hunting system that also expands open world pvp in a meaningful way. Before I can do that I will first post all that we currently know about the bounty hunting system, simply a quote from the wiki.
Wiki quote here.
With that out of the way I now go to my suggestions.
I would like to introduce the Bandit as a more normalized opposition to the bounty hunter as I feel that corruption will not be as rampant as one might think. This gives players the ability to play more often and progress as a bounty hunter, or choose to be more disruptive but not to the degree that they kill and gain corruption.
Similar to the bounty hunter title that you can gain via questing, I would like to see a similar Bandit title that you can unlock within the thieves guild.
A Bandit would be a player that can activate the Pillager ability making their attacks against another player non-lethal
as well as making you hostile to node guard npcs. This means when they making a player hit 0 hit-points the player does not die and goes unconscious for 30 seconds.
Bounty Hunters will instead be killed when they reach 0 hit-points, increasing the bounty on the bandit by a moderate amount. Attacking another player while using the Pillager ability gives you the "Wanted!" debuff, allowing nearby bounty hunters to track you. While downed in this manner the player can be looted, giving the bandit a portion of any certificates or materials on the player in the form of a stolen goods bag.
This portion should be slightly less or equal to the amount of goods dropped when killing a combatant player, and increases in percentage the higher rank the bandit is. This bag has the downed players name on it and can be returned to the thieves guild and exchanged for the contents of the bag and progression as a bandit. However if the bandit is attacked and killed by a bounty hunter, the bag can be looted along with the bandit's head and the normal combatant loot drops.
The bag can be returned to the original player for a Fee equal to 20% of the vendor value of the items (via CoD mail or trade) granting progression to the bounty hunter while the head can be taken to the inn to complete the bounty quest.
To prevent camping, a downed player will gain a "Penniless" debuff that prevents them from being attacked by a bandit for
5 or more minutes (this time would need testing.) Bounty Hunters lose this debuff if they activate their Pathfinding ability.
Knocking down a player that is 10 or more levels lower than your own level will give you some amount of corruption (TBD).
Bandits gain an increasing bonus to the percentage of certificates and materials they can loot from a player by progressing their ranking.
Now, for how this affects bounty hunters specifically.
Bounty hunters will be able to track down both bandit and corrupted players using the Pathfinder ability. While the Pathfinder ability is activated you will be automatically flagged for both corrupted and Pillager-activated players. Bounties will be posted for players that have the "Wanted!" debuff, but will give less rewards than dealing with corrupted players.
The fee system from returning stolen goods could offset this, thus making tracking down bandits just as worthwhile as corrupted players in some instances.
The bounty placed on a bandit will corollate with the ranking of the bandit
and a loose estimation of the goods stolen. This bounty goes away if the bandit manages to return to a thieves guild hideout and turn in the stolen goods.
Thief Hideouts would be secret locations throughout the map that are difficult to get to, most likely within or near highly contested zones. Making these instanced will make it easier to sprinkle around the map and make sense that only a bandit could find/enter such a place. However I am not against making non-instanced. This is up to the developer, whatever works best.
Now this is all I have so far, and I would love to hear any ideas to improve upon this. The goal in this system is to provide another form of freedom to how players interact with each other within a certain degree that should not cause too much inconvenience to players that do not wish to participate in it. Allowing players the freedom to play the bad guy within reasonable bounds feels like a good idea to me from both an open world PvX standpoint and an RP one.
This also allows players to more often just play as a bounty hunter rather than doing it ever so often when a corrupted player comes waddling about.
Anyway, if you are fully 1000% against the entire idea then it really doesn't add much to the conversation so please just say you dont like it and move on or provide some feedback so I can flesh this out a bit more. I am not here to argue you if you dislike the entire concept.
The bold parts are edited/new information.