Crim Code- Zones

Started by Sam, January 01, 2011, 08:40:00 PM

Is this possible? Good?? Bad???

Basically, my idea boils down to this.
Instead of Allanak or Tuluk being one zone for CRIMCODE, what if there were multiple zones?
For Allanak there would be: a magicker quarter zone, commoner quarter zone, market zone, merchant house zone, noble house zone

Now if you commit a crime in the commoner quarter and escape to the bazaar you would be off, scot-free. The wanted flag would follow you if: you were chased by a soldier into the new zone, if you were seen by a templar in the new zone, you commited a crime that caused you to get wanted in all quarters. I don't know what the code is capable of to continue talking specifics, but is this even possible?
You lift ~ with all your strength.
A long length of bone doesn't move.

Neat idea.  It might get abused pretty bad: in the system you've described, for instance, someone could easily sit on the border of one "crime zone," commit mayhem, and then scoot across into an area in which he isn't flagged.  You can dream up fixes, and I'd love to see something more detailed in place, but you have to remember that people can move from one part of the city to another pretty darn quick.

What about this one: change the on/off flag to a severity.

- When you commit a crime, you're flagged with a certain Crime Severity Index (CSI).
--- Say, unarmed assault gives you a CSI of 30; theft or assault with a weapon give you a CSI of 50; murder gives you 80; and assaulting soldiers or casting magick give you 120.
--- Multiple crimes stack.  A string of thefts will get you catched reel quick.
- For every room you move away from the scene of the crime, your CSI is decremented by 1.
--- This has to be path-finding distance, not just moves.  Moving back and forth doesn't do you any good.
- Every hour, your CSI drops by 10.
- When you encounter law enforcement with a high CSI, you're certain to be pursued; with a low CSI, you have a chance of escaping notice.
--- NPC templars are more likely to notice you than soldiers.
--- Officers are more observant than privates. (Heh?)
--- Half-giant soldiers are less observant than humans.
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Love the GTA-style proposal by brytta. Yes please. Someday?

Quote from: brytta.leofa on January 02, 2011, 12:00:16 AM
- When you encounter law enforcement with a high CSI, you're certain to be pursued; with a low CSI, you have a chance of escaping notice.
--- NPC templars are more likely to notice you than soldiers.
--- Officers are more observant than privates. (Heh?)
--- Half-giant soldiers are less observant than humans.

I like this part the most of all.

Overall, I am a supporter for longer wanted periods with increased chances to avoid detection.

Serious crime-code overhauls probably aren't going to go in until 2.arm.

That being said, the recent (okay, recent if you've been playing as long as I have) sneak+hide (invisibility lite) and night exemptions have made it pretty easy to commit crimes.

Back in the day, you had to have a buddy who you could shadow to safety (this still probably isn't a terrible idea, since your buddy can drop subtle hints if you fail a hide check), or you had to fight your way through the half-giant soldiers (which was a lot easier before the defense nerf, let me tell you).
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QuoteThat being said, the recent (okay, recent if you've been playing as long as I have) sneak+hide (invisibility lite) and night exemptions have made it pretty easy to commit crimes.

That cracked me up because it's true.  Crime in the city is...-easy-, compared to what it used to be.

A failed theft used to be like dying on the spot unless you stood perfectly still.
She wasn't doing a thing that I could see, except standing there leaning on the balcony railing, holding the universe together. --J.D. Salinger

CSI idea sounds cool.

I'm not a fan of how sneak and hide (mainly hide) works either. It's like you either totally fucked by the brutal efficiency of the law or you're immune from it if you have the right magick spell. Skill, I mean.

We could easily include the CSI in the original idea.
Theft could be a one zone CSI.
Assault could be a two zone CSI.
Murder/Magick/Assault on Soldiers could be a three zone CSI.

The zones themselves could overlap in certain areas and if you commit crimes in those areas, your CSI would default to -atleast- two.

Quote from: Sephiroto on January 02, 2011, 12:31:54 AM
Quote from: brytta.leofa on January 02, 2011, 12:00:16 AM
- When you encounter law enforcement with a high CSI, you're certain to be pursued; with a low CSI, you have a chance of escaping notice.
--- NPC templars are more likely to notice you than soldiers.
--- Officers are more observant than privates. (Heh?)
--- Half-giant soldiers are less observant than humans.

I like this part the most of all.

Overall, I am a supporter for longer wanted periods with increased chances to avoid detection.
You lift ~ with all your strength.
A long length of bone doesn't move.

I think it's okay right now but Brytta's idea is pretty danged cool.
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January 03, 2011, 08:33:31 PM #9 Last Edit: January 03, 2011, 08:52:38 PM by Thunkkin
Edited due to brain cloud.
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You go south and one of the other directions that isn't north.  That is seriously the limit of my geographical knowledge of Arm.
Sarge?

Uh yup. Wrong thread Thunkkin.
You lift ~ with all your strength.
A long length of bone doesn't move.

Quote from: Sam on January 03, 2011, 08:44:52 PM
Uh yup. Wrong thread Thunkkin.

Huh.
Quote from: Synthesis
Quote from: lordcooper
You go south and one of the other directions that isn't north.  That is seriously the limit of my geographical knowledge of Arm.
Sarge?

Might be pretty neat in Tuluk, since each part of the city have different governors (i might be slightly wrong here). Can create sweet conflicts between Highborns or Houses, enhancing the RP opportunities.
It is pretty much like the province system in U.S. America, right?

Quote from: najdorf on January 04, 2011, 01:13:11 PM
Might be pretty neat in Tuluk, since each part of the city have different governors (i might be slightly wrong here). Can create sweet conflicts between Highborns or Houses, enhancing the RP opportunities.
It is pretty much like the province system in U.S. America, right?

Would make sense if each province required a governor to form his own militia-- which could be pretty interesting.

I think just having crim code expire after some time is acceptable until arm II rolls around and we have something more complicated.
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What if instead of doing it by quarter, it was done by a specific grid area as per the severity of your crime?  A theft, you'd only have to make it past 4x4 or 6x6 rooms of soldiers, assault would be like around half the city, casting/a murder would be most of if not all the city.

I do not see what is the point of that change. I mean it's not like cities are huge. You can cross them from edge to edge within 2-3 minutes at longest.  Is it just to be able to commit crime in one quarter and be able to tavern sit in another, without needing to idle for hours and hours, waiting for the wanted flag to wear off? As far as I recall, both major cities have taverns which are not frequented enough by soldiers to make that possible.


Honestly. I just dont see the 'need' for the OPs idea, and a lot of negatives of it.

The crime-code is already stupidly easy to avoid if you have a bit of patience and don't try to commit crimes with your fail-ready noobskills.  Your noobie coins will last long enough for you to (master) hide.  Work that shit before you start trying to gank fools in the bazaar, and 99% of the time you'll get away with it.
Quote from: WarriorPoet
I play this game to pretend to chop muthafuckaz up with bone swords.
Quote from: SmuzI come to the GDB to roleplay being deep and wise.
Quote from: VanthSynthesis, you scare me a little bit.

i see a TON of potential for code abuse that i would have trouble being tempted by, if me and my character knew that saving one's life meant a few spamwalks south or east.


the only difference i can see that might work would be a different set of rules for the rinth and southside, except for the fact that, wait a minute, the rinth is lawless, completely and utterly lawless--- though a character who stole something southside not being followed into the rinth makes sense from an IG standpoint.
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April 07, 2011, 05:29:05 PM #19 Last Edit: April 07, 2011, 05:30:40 PM by Zoan
What should happen if you commit a crime:

1. 'Enter the Animus' by Jesper Kyd starts playing (http://www.youtube.com/watch?v=es35weeXQU4)
2. You can climb up the side of buildings
3. >e (with parkour!)
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Quote from: Armaddict on January 02, 2011, 05:26:34 AM
QuoteThat being said, the recent (okay, recent if you've been playing as long as I have) sneak+hide (invisibility lite) and night exemptions have made it pretty easy to commit crimes.

That cracked me up because it's true.  Crime in the city is...-easy-, compared to what it used to be.

A failed theft used to be like dying on the spot unless you stood perfectly still.

What these gentlemen said.  Edited to Add - I think its nicely balanced at this point in time however.