Potjeh wrote:Well murder could take a RL year to release the mental weight it took

I realise your post is tongue in cheek, but I will explain how I see it working.
All numbers pulled out of my ass for the sake of argument.To make defense breach easier, you have a siege weapon that has a large resource cost to breach walls, it only lets 6 people breach then return back over it without being able to lift/carry anything over, with no mental weight penalty.
The siege weapon that breaches palisade will require 60 hard leather, among other cosmetic stuff like wood and rope.
The siege weapon that breaches brick walls will require 60 steel.
That way you will want to raid people that will give you a return on investment of the siege engine. In the case of war, it will likely be the side with the largest economy that would win.
So now we have 6 people who have breached a wall. Lets make them 100 int characters, early tier brick wall village.
They breach a palisade claim that has a shit load a mulberry bushes, in the hopes of getting some silk. The claim owner has 80 charisma.
The raiders have 100 points to fill with mental weight. The mental weight multiplier will be 80 charisma/100 int = 0.8.
Base Mental weight for each crime:
Trespass: 1
Theft: 10
Battery: 15
Vandalism: 25
Murder: 35
Reflection time for each crime (fixed doesn't change):
Trespass: 1 hour
Theft: 8 hours
Battery: 12 hours
Vandalism: 24 hours
Murder: 40 hours
Again, all numbers pulled out of my ass for the sake of argument.So back at the silk factory our raiders will be able to loot 12 items each (100/(10*0.8)), for a total of 72 items between 6 of them.
They start taking what ever they desire, when silky mcfarmer logins in.
Raider 1 tries to attack by has reached his mental weight limit, raider 2 has only stolen a couple awesome dandelions so has the (15*0.8) points to spare, and happily engages Mr mcfarmer.
raider 3 helps raider 2, poor old silky is knocked out and the (15*0.8) is split between them.
raider 6 who has been stuck between a plow and a rock this entire time, comes along and decides to murder old Mcfarmer for his stupid plow placement, and receives (35*0.8) points of mental weight.
The raiders piss of back where they came from, chuffed with their trade of 60 hardened leather for 47 dandelions and 1 silk cloth.
Raider 1, whose most heinous crime was theft, only has to weight 8 hours from the time of his last theft to be back to full mental capacity.
Raider 2, is no longer burdened by the guilt of theft after 8 hours, but is still suffering from the guilt of battery (15*0.8/2), which will take another 4 hours.
Raider 6, will have to wait 40 hours before the (35*0.8) points of mental weight are returned.
The penalties stop the silk farm from being leveled in 1 night, and the raiders have no real desire to go back there straight away as everything valuable was taken.
The little silkfarmer lost a lot, but all his infrastructure remains, he can stay and hope he doesn't get raided again, take what he can and flee or contact another faction asking for help.