by Lunarius_Haberdash » Wed Sep 02, 2015 7:52 am
It was revealed to me earlier that they did in fact implement the mechanic where you cannot hearth if you have a major scent on the map. There are two things I would see done to make the spirit of this rule come to fruition.
Issue #1 - The Wingman
As I understand the current system, a Wingman could easily hearth home with a boat full of ill-gotten gains while the raiders themselves begin the long walk home. This undermines a significant portion of the point of this rule, to make sure that distance matters. To that end, the wingman issue can be solved handily.
Objects currently locatable by a theft scent can't be hearthed with. If it's in a container you're lifting, in your inventory, or being worn, you can't hearth with it on you.
Issue #2 - The Long Walk Home
Again, as I understand it, a raider who is has recently committed a crime is unable to hearth home, but nor can he be summoned anywhere but AT his hearth fire, meaning he could just quietly log out until the scents fade. To that end, I suggest the following mechanic.
When a raider logs off, an incorporeal hearth fire with a red fire is placed at his location. Scents track to this point, and can be used to summon them at this temporary hearth fire. If you want to be safe, have a place to hide.
This means that tracking a raider across the map is possible, you can intercept him before he's in the safety of his hold, and cannot simply log off to avoid justice. Additionally, his ill-gotten gains cannot be transported home either.
This will encourage raiders to create bolt-holes all over the map, in places they can hide from unwanted invaders. The canny raider will now have to make sure he has a place to hole up until the hate wears off, while still granting him the mobility to be on the map.
Lesser Issue #3
Additionally, the 'stolen' attribute should be inheritable. If an item is crafted from stolen goods, the results are now trackable by the same scent, and cannot be hearthed with until such a time as the scents wear off. Additionally, if you should consume stolen food, even if you had no part in stealing it, you are now unable to hearth until the scent wears off.
Yes, this allows the underhanded to feed stolen food to possible victims unknowingly. As stolen goods can be shared without alerting the receiving party, I don't see this as an issue.
Last edited by Granger on Wed Sep 02, 2015 8:30 am, edited 1 time in total.
Reason: merged back in here since it was yjust double-posting
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.