Sometimes is hard not letting your imagination to fly and start thinking how things can work in this amazing project that we have follow for so many years. Only for fun I have write how I imagine bounty hunting. If you are bored and want to read it only for fun , Ill be glad. Hope you like enough to make a good commentary, but careful, is long. I think that whit the economic system that star citizen is creating whit quantum simulation, is quite easy to develop a system that create procedural missions. How? Just giving enough background to the enemies you got to Hunt. First part, background: The characters shall be created procedurally whit the information coming from the quantum simulation. The system Will create small companies which Works in different trade routes or different markets (ill speak about trade routes to put examples, but it shall work all market that is in the game). I think every trade route shall add a coefficient of market concentration, so that way we shall know how big companies are in that route, it would add a lot to the game, I`ll explain later why. Now, the system would create for bounty hunting a character that could work on that company. Then will see the work he could do in that company and the places he would be as he works. That way, the system will create the relatives. Family, friends, and the people he sees around in his daily life. That also includes the services, like the bar he goes to drink and where he buys the food. This secondary people will be poorly detailed, only a name and place, until player finds him on the game. Then the system will create background for those characters also. You don’t need to create thousands of characters that will never be used, so only names are ok. That way we got 3 levels of characters: level 1, only a name in a scheme. Level 2 a simple character like the one described, if he dies, he will affect the economy in a small way ( maybe his company get a little of money lost, or maybe he is a ceo and affect realy hard) level 3 are important characters that give you missions and all players can see, maybe they know some level 2 characters like the bartenders knowns everybody so they are useful in this bounty hunter missions. Maybe one character of level 2 can go to level 3, but I don’t see a way to make it procedural. Second part, finding information: Whit this created, I think we could make a good gameplay loop. When you receive a mission of bounty hunting, you will receive little information about the character you got to hunt. You work is to find more. So maybe you only receive information about how he uses to go to a bar somewhere, or he use to buy in any specific shop “he drop a coupon of certain bar in lorville, maybe you shall start investigating there”. Then you go to that bar, and start asking the bartender, he is maybe cooperative (or not) and he gives you information about how to get the next piece of information “he told me that he use to go to buy burritos in area 18 when he drops the cargo”. The point is that this trail could not lead you direct to the character you are hunting, maybe it gives you information about his background, where he is from “yea he buys burritos here whit his wife, I think his wife lives in a building not really far away from area 18”, which is his work or his company. Its randomly created, so where the trace is going to lead you will be different in every mission you make. Maybe you will see the character on a bar, but you can’t hunt him in that bar without the police attacking you, maybe you need to follow him to a dark alley or ambush him in the space. So, you need to get the information of when he will be alone in an ambushable place. Of course, is slow. This kind of mission will take a long time, maybe some days, so you will need to receive a lot of money for this kind of missions. But will be a deep, deep missions. Third part, gameplay: At this point is about meet people and ask them which person is the next to ask. Is a simple way, but it will make this more interesting. Still, I think that this way, could add more interesting game loops. One of them that I think is really a amazing add about role playing. Is about a system that tells you how much attention you draw. If you jump or run, you increase you attention bar. So, you have to role play when you get inside a bar. And depending of that, you get some answer or another. But you can draw attention depending on how you are dressed. If you got a space suit, maybe the people will look at you. But if you wear local clothes, you will not draw attention, so you can ask different questions. So maybe before going to a planet, you got to make an investigation about how they dress, talk, or do things, maybe there are rules in that planet about what you can wear or not. This will be hard to do automatically, maybe its something developers will need to add when they make a new planet but as they are doing sets of clothes for every planet, I don’t think is that hard to add and creates a more complex universe. I don’t want players just goes there, see how they dress and buy it, maybe before going there they have to ask in other planet about the people and how they are. So, to make that that ill put another (and last one) bar. Recognition bar. If you draw attention, people will keep your face, so if they recognized you in the future, your attention bar will be higher. This will work whit your ship also. Certain hats or helmets would reduce your recognition bar, but maybe will increase the attention bar (a cowboy hat in a cowboy bar, will not, but if you wear a military helmet it will) and maybe getting attention will increase recognition you lose whit the helmet, so the bad choose of clothes will not help too much to hide you. Recognition only will work to increase the attention bar and will be decreased slowly by time, also if your recognition is too low, your criminal records would not be known by authorities (literally, they will not recognize you). You will not be able to see this bar, only asking people or seeing the reaction when you go into an area. But you will be able to see how much percentage of recognition will reduce the clothes you are wearing. Adding to this, some questions can draw attention or recognition, so it’s also another point of gameplay. Attention is another bar that you will not see. You will see it on the reaction of the people. And of course in the answer they give you when you ask something. 0-10% people will not even look at you, like if you where a neighbor. 10-25% people will take some looks at you each certain time, but they don’t give you much attention, you almost don’t increase recognition. 25-50% you are calling some attention, people will look openly to you, you will get some recognition. “this weird guy whit pink space suit and helmet jumping and running around, my god foreigners are weird” 50-75% you are being noticed, you have to intentionally do something serious to be at this point, like wearing armor and weapons, punching someone or some questions that goes too far, people will recognize you surely. In some areas it will be a red flag and people would be aggressive against you. In a criminal bar, criminals maybe attack you, or can make you and ambush later, or in a far away colony, local authorities will prosecute you. You will see people don’t want to look at you, but if you are not looking at them, they will look at you, if you look directly to someone he will looks scared. 75-100% if you are this high, you had to cross some red line, you are a criminal somehow and this will give you criminal record. People would act openly scared, maybe will scream, and run away. Police will prosecute you. Of course the attention is different according to the place, in grim hex, maybe is not weird have your weapons in your back, but in Lorville only having your face cover will give criminal record. Maybe in a cosmopolite area 18, pink space suit doesn’t draw attention, but in a conservative faraway colony of Piro, people would be aggressive against you. Some fancy suit will be the best at Microtech, but you will draw attention whit a dirty suit, something that maybe is as good as local clothes at Lorville but will not draw too much attention. High recognition does not need to be bad. People scared can be more informative. I’m sorry for this long, and I’m sorry for my broken English. Hope you enjoy this as I do. I know star citizen crew will not read this, so it got no future,