System for Bounty Hunters to Return Stolen Goods
What if, upon the death of a green player in a PvP scenario, any items they drop are flagged in a way that makes them "hot". I know Steven already said about a year ago that corrupted players will be prevented from P2P trading while corrupted, but this seems needlessly restrictive when corruption could potentially last a very long time. I still think corrupted players should be able to trade non-stolen goods with whatever allies they still have. What if instead of completely blocking off their trade capacity, they were instead prevented from selling or trading any items stolen from green players? The items are already singled out and identified by the system when they drop from the player, could they not theoretically be flagged as stolen goods and given a timed trade lock-out?
In the system I imagine, if a corrupted player carrying any of these "hot" items is killed, the entirety of them would be dropped from their person. If another corrupted player picks them up, the "hot" flag timer resets. If a green or purple player kills them, the "hot" flag would shift to a new flag: "Property of [victim], this/these [item name](s) may be returned to its/their owner for gold or additional bounty credits."
Once this new flag has been applied, whoever carries the victim's property may seek them out and return them via player trade, or perhaps just mail them back if there's a post system. The player returning the stolen goods will receive a gold reward for doing so. Not nearly as much as the items are worth (to avoid creating too much wealth out of thin air) but enough to incentivize being a "good samaritan". Maybe the percentage of the goods' approximate value paid out to the friendly player can be set by the government of the player's home node, almost like insurance for the mayor's citizens. For example, the local government could use taxes to pay 500 gold / week in order to pay out 25% of the returned items value, or they could pay 1000 gold / week to pay out 50%. The higher proportion of gatherers prone to PKing in a mayor's community, the higher their chances are of having lots of artisans and money in their community, and the larger tax pool they'll likely have to draw on to insure their community's stolen goods. If the player returning the stolen goods happens to be a bounty hunter, they can choose to instead receive additional bounty hunter credit/experience for their bounty hunter system progress relative to the approximate value of the items returned.
After this secondary flag has been applied, the new carrier can still choose to pocket the goods for themselves or choose to sell them elsewhere if they wish, the goods are not longer hot. However, I think it would add a touch of social encouragement to bring justice to non-PVP-flagged victims of PKing, perhaps giving some players a moral nudge when they're attempting to be the "good guy" by killing corrupted players, only to then consider selling off something marked as another player's stolen property. As it stands now, green players who lose their goods to corrupt players don't actually get any justice when someone else kills the thief. I think something like this could amend that. What do you think?
TL;DR: The current bounty hunter system doesn't do much to actually bring justice to green player victims of PKing. Stolen goods from green players could be flagged as "hot", making them untradeable for a certain period of time as long as they're carried by a corrupted player, then have their owner's name "stamped" on them when retrieved by a green/purple player who kills the thief. These items become tradeable/sellable again, but could instead be returned to their original owner for a small gold or bounty hunter "credit" incentive.