You are now wanted!

Started by Sephiroto, October 29, 2008, 07:22:27 PM

Well, I was just thinking about the raider thread.  I wanted to figure out some alternatives to raiding out in the wild.  I started thinking about mugging people in the cities.  I thought how if we attack a person we are automatically wanted.  If we fail a steal on an NPC we're usually automatically wanted.  If we attack an NPC we're certainly wanted under most circumstances.  But, if we botch a thieving attempt on a PC we're never wanted, right?

How come if a thief tries to grab coins from a nobody NPC they stand the chance to become automatically wanted and automatically identifiable by every soldier in the city-state, but if a more influential PC is stolen from they can not point out criminals in the same manner?  How is this fair?  Well, I thought about that a little bit.

I started thinking about why the wanted code so inconsistant for PC to PC thievery but not PC to PC violence?  I began to understand why it is so strict for NPC's.  That's because they don't have brains.  They can't go talk to a PC templar like a PC can.  If a PC can go tell a templar or solder that someone stole from them, can they not do the same for assault?

That being said, should we consider lowering the probability for being wanted or even consider completely removing wanted flags comitting assault against other PCs?  I think that if an NPC soldier is in the same room or within sight then they should be hauled off to jail.  I don't think that they should be automatically wanted.  I also think that if they're in a room full of VNPC's that they shouldn't be wanted.

Discuss.

That'd be swell.
Quote from: H. L.  MenckenEvery normal man must be tempted at times to spit on his hands, hoist the black flag, and begin to slit throats.

Well, I agree and disagree.

I wouldnt mind seeing the whole..."The entire city state of soldiers now recognize you on sight."...thing go away. I agree there.

I dont want to see PC to PC wanted flags go away. Mainly because if I'm in a tavern and some small starving little girl tries to pick my pocket and I catch her red handed, I want to be able to legally cut her little head off.
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The young daughter has been filled.

Quote from: Sephiroto on October 29, 2008, 07:22:27 PM
Well, I was just thinking about the raider thread.  I wanted to figure out some alternatives to raiding out in the wild.  I started thinking about mugging people in the cities.  I thought how if we attack a person we are automatically wanted.  If we fail a steal on an NPC we're usually automatically wanted.  If we attack an NPC we're certainly wanted under most circumstances.  But, if we botch a thieving attempt on a PC we're never wanted, right?

How come if a thief tries to grab coins from a nobody NPC they stand the chance to become automatically wanted and automatically identifiable by every soldier in the city-state, but if a more influential PC is stolen from they can not point out criminals in the same manner?  How is this fair?  Well, I thought about that a little bit.

I started thinking about why the wanted code so inconsistant for PC to PC thievery but not PC to PC violence?  I began to understand why it is so strict for NPC's.  That's because they don't have brains.  They can't go talk to a PC templar like a PC can.  If a PC can go tell a templar or solder that someone stole from them, can they not do the same for assault?

That being said, should we consider lowering the probability for being wanted or even consider completely removing wanted flags comitting assault against other PCs?  I think that if an NPC soldier is in the same room or within sight then they should be hauled off to jail.  I don't think that they should be automatically wanted.  I also think that if they're in a room full of VNPC's that they shouldn't be wanted.

Discuss.

At night? Definatly. I think it should be dangerous off the main roads at night. I'm not sure but this might be in place already.
Now you're looking for the secret. But you won't find it because of course, you're not really looking. You don't really want to work it out. You want to be fooled.

I'd like to see a GTA-style crime code, but that's probably beyond the capabilities of the current snarl of code.

Quote from: a strange shadow on October 29, 2008, 07:48:04 PM
I'd like to see a GTA-style crime code, but that's probably beyond the capabilities of the current snarl of code.

I haven't played GTA since GTA 3, but this is how I'd imagine that....

The tall, muscular criminal shouts as he drops to his knees, "Okay! Okay! I give up!"

The inix-drawn carriage comes in from the west.

The inix-drawn carriage promptly tramples the tall, muscular criminal.

The massive, half-giant soldier steps out of the inix-drawn carriage.
The massive, half-giant soldier steps out of the inix-drawn carriage.
The massive, half-giant soldier steps out of the inix-drawn carriage.
The massive, half-giant soldier steps out of the inix-drawn carriage.

Cradling his mangled arm, the tall muscular thief shouts, "Please! It was just a piece of bread!"

The massive, half-giant soldier attacks the tall, muscular criminal.
The massive, half-giant soldier attacks the tall, muscular criminal.
The massive, half-giant soldier attacks the tall, muscular criminal.
The massive, half-giant soldier attacks the tall, muscular criminal.

A hail of arrows fly in from the east, aimed at the tall, muscular thief.
A hail of arrows fly in from the west, aimed at the tall, muscular thief.
A hail of arrows fly in from the south, aimed at the tall, muscular thief.
A hail of arrows fly in from the north, aimed at the tall, muscular thief.


Har har har.

You know what I mean. Varying levels of wanted-ness.

I think if every path to a safe haven or the labrithn wasn't lined with packs of 3-4 HG soldiers it wouldn't be so bad the way it is now.

Be nice to remove the packs and replace them with more patrols.
If you gaze for long enough into the abyss, the abyss gazes also into you.

www.j03m.com

Quote from: jmordetsky on October 30, 2008, 12:04:23 AM
I think if every path to a safe haven or the labrithn wasn't lined with packs of 3-4 HG soldiers it wouldn't be so bad the way it is now.

Handle it IC, is the most I think I'm able to say.


  • attempted commoner theft = 1-2 soldiers
  • commoner theft = 1-4 soldiers
  • attempted commoner murder = 4-6 soldiers
  • commoner murder = 4-8 soldiers, 1 Templar
  • attempted noble theft = 8-10 soldiers
  • noble theft = 8-12 soldiers, 1 Templar
  • attempted noble murder = 13-18 soldiers, 1-2 Templars
  • noble murder = the city
Wynning since October 25, 2008.

Quote from: Ami on November 23, 2010, 03:40:39 PM
>craft newbie into good player

You accidentally snap newbie into useless pieces.


Discord:The7DeadlyVenomz#3870

Templar murder???
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Oh my god he's still rocking the sandwich.

Quote from: musashi on October 30, 2008, 02:09:07 PM
Templar murder???

You get promoted. (i know I am not suppose to posting, but I couldn't resist!) bye bye now.
Quote from: Twilight on January 22, 2013, 08:17:47 PMGreb - To scavenge, forage, and if Whira is with you, loot the dead.
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Quote from: musashi on October 30, 2008, 02:09:07 PM
Templar murder???

Templars are nobles.
Quote from: Vanth on February 13, 2008, 05:27:50 PM
I'm gonna go all Gimfalisette on you guys and lay down some numbers.

Quote from: Gimfalisette on October 30, 2008, 02:13:54 PM
Quote from: musashi on October 30, 2008, 02:09:07 PM
Templar murder???

Templars are nobles.

If you can pull that off, either the templar you killed wasn't well-liked, or you have the connections and resources to make a Red think twice about recruiting you. This is a good thing, because if said Red decides against it, woe betide you.
There is no general doctrine which is not capable of eating out our morality if unchecked by the deep-seated habit of direct fellow-feeling with individual fellow-men. -George Eliot

Quote from: The7DeadlyVenomz on October 30, 2008, 01:43:54 PM

  • attempted commoner theft = 1-2 soldiers
  • commoner theft = 1-4 soldiers
...

Perfect.

When crime happens, form an NPC team from the nearest soldiers and have them start searching systematically: patrolling all the streets, scan on, asking other NPCs or VNPCs if they've seen the criminal.

Other NPC soldiers, if they cross paths with the Interdiction Team, will tell them if they've seen the criminal, and, in turn, will be on the lookout themselves as they stay on their regular patrol.  But soldiers all over the city will generally not have heard about it.

The bonus for criminals is that crossing paths with NPC soldiers doesn't necessarily spell disaster.  The penalty is that those NPCs searching for them are doing so with a frightening level of diligence, approaching that of PCs.

One more thing: give soldiers a random chance of trying to stop and search someone running helter-skelter through the streets.  This turns escaping from a crime into a much slower, more agonizing, more interesting experience, not a twitch game.
The sword is sharp, the spear is long,
The arrow swift, the Gate is strong.
The heart is bold that looks on gold;
The dwarves no more shall suffer wrong.

I just posted numbers and didn't explain anything, but ... the idea is that these crimes would net you a hunted list that contained those numbers. In other words, instead of the insta-response to everything, soldiers in the room where the crime was committed would be the most likely to join that list, and to chase you. Soldiers would still respond like they do IN THE ROOM THE CRIME HAPPENS IN, but outside of that room, the numbers above would reflect your chances for getting away.

The Tavern
A grim Allanaki soldiers stands here.
A human Allanaki soldier stands here.
A human Allanaki soldier stands here.
A human Allanaki soldier stands here.
A human Allanaki soldier stands here.
The Bartender glares at customers.
The massive man sits at a long bar.

steal coins massive
You slip a few coins from the massive man's belt, but you slip and alert him.
You are now wanted in Allanak.

A grim Allanaki soldier attempts to subdue you, but fails.
A human Allanaki soldier attempts to subdue you but fails.
A human Allanaki soldier shouts, in Sirihish:
  "Halt, thief!"

flee self
You run west.
A half-giant soldier stands here.

A grim Allanaki Soldier has arrived from the east.
A grim Allanaki Soldier shouts, in sirihish:
  "Halt, thief!"

west
You run west.
A grim Allanaki Soldier has arrived from the east.


In other words, I suppose, you could say that if you lose the initial chasers, you get away with the crime. Of course, crimes stack. If you get in a fight with a soldier, that's attempted commoner murder. Now you have 1-4 soldiers chasing you for theft, and 4-8 soldiers AND a templar chasing you for attempted murder.
Wynning since October 25, 2008.

Quote from: Ami on November 23, 2010, 03:40:39 PM
>craft newbie into good player

You accidentally snap newbie into useless pieces.


Discord:The7DeadlyVenomz#3870

Quote from: brytta.leofa on October 30, 2008, 02:18:36 PM
When crime happens, form an NPC team from the nearest soldiers and have them start searching systematically: patrolling all the streets, scan on, asking other NPCs or VNPCs if they've seen the criminal.

Other NPC soldiers, if they cross paths with the Interdiction Team, will tell them if they've seen the criminal, and, in turn, will be on the lookout themselves as they stay on their regular patrol.  But soldiers all over the city will generally not have heard about it.

The bonus for criminals is that crossing paths with NPC soldiers doesn't necessarily spell disaster.  The penalty is that those NPCs searching for them are doing so with a frightening level of diligence, approaching that of PCs.

One more thing: give soldiers a random chance of trying to stop and search someone running helter-skelter through the streets.  This turns escaping from a crime into a much slower, more agonizing, more interesting experience, not a twitch game.

I don't know if I like the numbers really but this kicks ass. I'm sure it'd be hard to code but would kick like -mondo- booty. All the soldiers in that room and maybe surrounding rooms react and try to get you. They track you down, asking around, though I think if they pass other soldiers they should join in on the chase. Of course, the shear amount of NPC soldier packs around does need to be toned back a bit in certain areas. Certain places it makes sense but other places its kinda weird to see them guarding like it's a Templar's favorite water fountain.
Quote from: fourTwenty on June 11, 2007, 08:08:00 PM
Quote from: Rievroleplay damn well(I assume Kazi and fourTwenty are completely different from each other)

Did you just call one of us a dick?

Have a script that routes the path the regular NPC soldiers take when they initiate the chase, and after a certain amount of time without sighting or capturing you they will return to where they originally were stationed. 'Summoned' soldiers will, "... heads off for his previous station." and disappear.
It matters not how strait the gate,
How charged with punishments the scroll,
I am the master of my fate:
I am the captain of my soul.

Ah, the age old wanted flag dilemma.

This has been going on for over 14 years. Since then I've discovered that it takes some brains to do crime, whether that be stealing or murdering. I'd always welcome changes that encourage PC crime. My ideal would be virtual anarchy. But is that going to happen? Nah.

Some slight changes that encourage criminal behavior would be awesome though. I think that the recent change to psionics and cloaks is a very positive step in this direction.

What would be interesting was if certain rooms or regions became more dangerous at NIGHT. Especially on a particularly dark night, but for the sake of simplification lets say any night. You'd get wanted in bars and main roads, or near soldiers, but a large swath of the cities would become quite a bit more dangerous at dusk, late at night and before dawn. That gives us 30 minutes, a third of the IC day.

Combine this with an option to put time in the prompt perhaps?

KIA
"The perfect police state has no police." - William S. Burroughs

How come allanak has no npc criminals that come out at night, unlike other.. places.
For FantasyWriter:
Never again will I be a fool, I will from now on, wrap my tool.

Quote from: KIA on November 04, 2008, 05:00:41 AM
What would be interesting was if certain rooms or regions became more dangerous at NIGHT. Especially on a particularly dark night, but for the sake of simplification lets say any night. You'd get wanted in bars and main roads, or near soldiers, but a large swath of the cities would become quite a bit more dangerous at dusk, late at night and before dawn. That gives us 30 minutes, a third of the IC day.

Quote from: cyberpatrol_735 on November 04, 2008, 06:19:29 AM
How come allanak has no npc criminals that come out at night, unlike other.. places.

I would dearly, dearly love to see non-rough-and-tumble characters of both sexes asking gritty people to walk 'em home.

Dearly love.

Dearly.


Is there anything you want, Morgenes?
The sword is sharp, the spear is long,
The arrow swift, the Gate is strong.
The heart is bold that looks on gold;
The dwarves no more shall suffer wrong.