Deployment of cluster warhead with suggestion payload authorized.
Tracking and Hunting
At the moment, the 'offical' method according to the board is to drive around and hope you run across them. The 'unoffical' method is not easily known to knew folks, but is basically emoting via whisper what you do to look for information and then rolling. Based on the success of the roll, you get either a clue or a location straight up back.
This pretty much should be adopted as the offical set up, perhaps with some refining and streamlining though it doesn't quite need it. One idea would be having a set amount of chances to obtain clues to where the mark might be, since this also allows additional perks in this area.
An example: By standard, a hunter has three chances to get a clue via 'tracking' rolls. If they are a tier 3, they could take perks such as a Hunter Seeker to provide them a modifier to their roll or 'Reputation' which allows them an additional chance at getting a clue.
To counter, Marks could get something like 'Blending in' which could reduce the amount of clues they have to provide down to two or 'loose lips sink ships' where they bribe locals and get a modifier to their rolls.
An Additional perk idea is a tracker which one could place on the mark during a fight, which should they defeat the hunter/escape, would allow the hunter to find them easily after the defeat timer is up. This, of course, also allows the mark to maybe find it and turn it against the hunter...
Hunter Tiers and Groups
First suggestion here is redoing how tiers are gained based upon completing contracts - creating a risk and reward system to help balance out those working in groups and those going solo, so the advantage is not purely in the group favour.
Change how you advance tiers to a 'points' system. In a lore stance, this could borrow from somewhere else as a show of reputation - say, John Wick and the gold coins. Lets say to reach Tier 2, you must aquire 30 gold coins. Now before anyone goes 'But thats way more than five completed contracts!' - there is a method to this madness.
A solo hunter upon completion of a single mark bounty earns six of these coins.
A group of two hunters doing the same bounty earn three each.
A group of three would thus only earn two each.
And thus you have a way to make going solo more risky yet rewarding, both mechanically and IC wise - while the advantages of groups being safe in numbers is kept while making a reputation is slower, as you are a group.
Additional coins could be earned for beating defenders as well, so if a group of three beat a group of three - they could earn four each, an extra coin for each defender. This value could be kept the same or increased if the odds are stacked against the hunter - A single hunter beating three people could earn a full ten coins, perhaps. The main purpose of all this is to create a con to being in a group, because as of right now there really isn't any con to just ganging up on everyone beyond the limit.
It could also be used to create a currency for those in the trade, in a similiar style to John Wick, where the coins became a way to earn services and tools to help you do your job. And with the main way to earn them being completion of bounties or aiding other hunters perhaps - the job pays for itself. Want another hunter to help? Offer them a few gold coins for their assistance. Need intel on a new bounty? Information brokers could now have a way to offer their services!
Using the coins would not drop you down a tier if you went under the requirement. But perhaps multiple defeats or escaped marks might, as it would appear as if the hunter is rusty or losing their touch?
Another suggestion I'd like to offer is upping the number of people allowed in a group to four on each side. From personal experience, this is the highest number on each side that retains a fairly quick fight without being too bloated by people, plus it also helps against that entire issue of 'OOC effecting IC because I would defend this person but I can't!' - another way to help that would be if there are defenders for a mark, the mark doesn't fight straight away and the defenders must be defeated. Sort of like how an escape roll can go for marks as it is where the defenders get left behind to fight on.
One of the main reasons I wish to suggest this is to help handle bounty hunter groups a tad - Only Tier one can go in a group of four. If the group has a single Tier 2, only a max of three hunters is allowed. At tier 3, only two can work together. This could be for 'Reputation' reasons IC, as throughout the Star wars comics of past, it was unusual for most infamous hunters to partner up with even just one other hunter, let alone a group. A perk, perhaps, could be taken to allow another if they so wished.
For marks - A very simple method of countering large groups can be done. Large groups are easier to track. In a group of four? Hunters will get quite the positive modifier to their tracking rolls as you would be relatively easy to find, even with perks. If you're trying to hide, going around with a whole bunch of people isn't always the best option. Someone always notices...
Combat and the dice rolls
Straight off, my first suggestion is again about the massive cons of going solo. A solo person vs three people, unless they're the luckiest SOB alive, will lose. Three attacks vs one. No HP increase can really aid against those kinda odds. This is why I'd like to suggest that when a person, hunter or mark, is fighting more than two people - they earn the ability to attack two people at once. This would drastically increase not only their chances but is a better offset than just stacking HP without instantly making it a sure thing. When this is allowed would be need to defined exactly, but I think the general rule of thumb should be anything like 1vs3 or 1vs4 is where it should really apply.
A second suggestion is a change to criticals both for offense and defense. Instead of Critical attacks doing 2 damage and critical defences doing... well, nothing, they could both a bit more interesting.
A attack 20 shouldn't automatically do 2 damage, but instead grant a secondary action - either you can attack again (same or another target) and roll (Perhaps the target gets a -2 modifier to their def?) or another action, such as taking cover to up their defences?
A defence 20 should do something if an attack 20 does. I suggest either allowing a counter attack or providing a defensive boost to an ally (Smoke grenades, deployable shields, etc).
While in writing this may sound like it would draw combat out, I've used these in my own things and I honestly feel they make things go faster and a little more smoothly.
THIS IS ALL BUT SUGGESTIONS, BASED ON PERSONAL EXPERIENCE. I REALISE A LOT OF THIS MIGHT SEEM COMPLICATED AS FUCK BUT I FELT IT ADDRESSED A FEW OF THE ISSUES PRESENT WITH THE CURRENT SYSTEM.
And honestly, the best way to see if something works is to see if it even floats first.
So, yeah. Discuss away?
There was also a lot more but I forgot about this a few weeks about and lost most of the ideas I had... soooo better late than never?