Criminals and owning scents

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Criminals and owning scents

Postby kaysaari » Thu Apr 07, 2016 6:34 pm

Perhaps if you right-click the murder scent it could leave a Revenge scent? Then players could either choose to escalate the situation or, if they feel that the act was fair, simply "wash" the scent away by using water on it.
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Re: Criminals and owning scents

Postby Granger » Thu Apr 07, 2016 8:28 pm

kaysaari wrote:Perhaps if you right-click the murder scent it could leave a Revenge scent? Then players could either choose to escalate the situation or, if they feel that the act was fair, simply "wash" the scent away by using water on it.

This.
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Re: Criminals and owning scents

Postby springyb » Sat Apr 09, 2016 1:06 am

Teleskop wrote:if you kill a murderer the amount of murderers stays the same :roll:


Only the first time.
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Re: Criminals and owning scents

Postby Granger » Tue Sep 13, 2016 8:12 am

Bringing this up a bit with a slight twist:

What about '<scent> of revengeful <crime>' that is generated should you have a scent of that crime from the one you're currently committing against?

This would work for all types, trespass/theft/vandalism would be created on (both personal and village) claims of the original culprit, assault/battery/murder on the character. Every revengeful scent left will reduce the scent that it is generated from (at the original place and all tracked from it in inventories) so you can't clear out a place after having found a single theft and tracking it repeatedly.

Difference to normal scents: lower strength of Nidbanes, (maybe) a reduced duration of outlaw and (most interesting) informing others tracking the revengeful scent that this action wasn't totally unprovoked.
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Re: Criminals and owning scents

Postby Ysh » Tue Sep 13, 2016 4:00 pm

Granger wrote:Bringing this up a bit with a slight twist:

What about '<scent> of revengeful <crime>' that is generated should you have a scent of that crime from the one you're currently committing against?

This would work for all types, trespass/theft/vandalism would be created on (both personal and village) claims of the original culprit, assault/battery/murder on the character. Every revengeful scent left will reduce the scent that it is generated from (at the original place and all tracked from it in inventories) so you can't clear out a place after having found a single theft and tracking it repeatedly.

Difference to normal scents: lower strength of Nidbanes, (maybe) a reduced duration of outlaw and (most interesting) informing others tracking the revengeful scent that this action wasn't totally unprovoked.

Will vengeful scent trigger further vengeful scent?
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Re: Criminals and owning scents

Postby jordancoles » Thu Sep 15, 2016 3:44 am

I like the original idea
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Re: Criminals and owning scents

Postby jordancoles » Thu Sep 15, 2016 3:44 am

jorb wrote:I'll consider that, actually.

Have you considered it long enough?
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Re: Criminals and owning scents

Postby jorb » Wed Sep 28, 2016 12:52 am

Not quite.
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Re: Criminals and owning scents

Postby Redbenny » Thu Sep 29, 2016 4:10 pm

you could also just make it a title or position granted by a realm, like calling someone a sheriff, thus giving them the "right" to investigate such crimes and bring justice to the wicked, have it cost 50 - 100 authority per RL day.
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