mental weight aspect to crimes

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

mental weight aspect to crimes

Postby ethan » Fri Nov 13, 2015 9:16 pm

I think the Vistor idea is brilliant in its simplicity,
and makes raiding less dependent on a villager doing something stupid.

However I don't think that it solves the real issue with raiding, which is logging in one day and EVERYTHING being gone.

I think getting through defenses should be easier, however the damage that can be done when inside needs to be reduced.
An idea is that committing crimes adds 'mental weight' something like a curio to the study box, and when you commit enough crimes you have no more mental space to carry the weight of the crimes and cannot commit any more. The raider will then need to go away and 'reflect' or on the crimes before more can be committed.

This will give the raided group time to mount defenses for the next raid or decide to take what they can and flee the area. It will also mean that the raiders will not commit as much petty vandalism because it consumes mental weight, which could be better spend on the theft of valuables.

The mental weight can be calculated by the type of crime, higher for murder, negligible for trespass.
Then have something like charisma of the claim owner increase the mental weight. As charisma I assume is a reflection of someones standing in the community, so chieftains should be charismatic and this encourages the chieftain of a village to invest in charisma.

The amount of mental weight a criminal can carry could use the same system as the curiosities, so the intelligence not only limits the amount of crimes that can be committed, but crimes also come with the down side of not being able to study as many curios/less LP gain.

I think a system like this would make the back and forth between raiding more interesting and it will have to play out over a wider time frame.
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Re: mental weight aspect to crimes

Postby spavaloo » Fri Nov 13, 2015 9:40 pm

I'm in support of this.

Perhaps, if the criminal has a higher charisma or maybe psyche than the claim owner's charisma score, it could afford them a buffer zone before the crimes start counting against their mental capacity, representing a resistance to guilt.
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Re: mental weight aspect to crimes

Postby CloudJhi » Sat Nov 14, 2015 1:38 am

This actually sounds like a neat idea.
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Re: mental weight aspect to crimes

Postby Archiplex » Sat Nov 14, 2015 2:09 am

Re-voicing my opinion

I LOVE this.

Jorb, please consider.
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Re: mental weight aspect to crimes

Postby Sevenless » Sat Nov 14, 2015 8:57 pm

I like the theory, but I see a gaping flaw.

Ultimately, murder carries an incredible penalty for the murderee. Making claims penetrable but limiting crimes? That makes it much easier for people to get in and murder you.

Although this solves one issue, it creates one that is essentially as bad.
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Re: mental weight aspect to crimes

Postby Archiplex » Sat Nov 14, 2015 9:49 pm

Sevenless wrote:I like the theory, but I see a gaping flaw.

Ultimately, murder carries an incredible penalty for the murderee. Making claims penetrable but limiting crimes? That makes it much easier for people to get in and murder you.

Although this solves one issue, it creates one that is essentially as bad.


Battery should then have a much softer penalty, whereas theft should be very minor - with trespassing nonexistent.

Vandalism and Murder should be huge.


This would ALSO create a reason to not kill people, and prefer to KO them and steal.
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Re: mental weight aspect to crimes

Postby Tamalak » Sat Nov 14, 2015 10:15 pm

I think getting through defenses should be easier, however the damage that can be done when inside needs to be reduced.


10x this. Right now everything is safe, harmonious and boring, until suddenly you die or your village is destroyed. I want much more frequent, much less disastrous PvP events in general.
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Re: mental weight aspect to crimes

Postby Sevenless » Sun Nov 15, 2015 1:09 am

Archiplex wrote:Battery should then have a much softer penalty, whereas theft should be very minor - with trespassing nonexistent.

Vandalism and Murder should be huge.

This would ALSO create a reason to not kill people, and prefer to KO them and steal.


No penalty matters when it comes to war though unless it's absurdly extreme. And I don't see anyone supporting that either. A dead enemy character is well worth sitting it out for a while. But for the most part, fighting types would rightly complain that said type of murder penalty would mean successful fighters have to effectively sit the game out for a while after a kill. I don't think the answer is that simple, as much as I would prefer it to be.

(this all hinges around pairing this with making claim entry easier)
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Re: mental weight aspect to crimes

Postby Archiplex » Sun Nov 15, 2015 3:25 am

Sevenless wrote:
Archiplex wrote:Battery should then have a much softer penalty, whereas theft should be very minor - with trespassing nonexistent.

Vandalism and Murder should be huge.

This would ALSO create a reason to not kill people, and prefer to KO them and steal.


No penalty matters when it comes to war though unless it's absurdly extreme. And I don't see anyone supporting that either. A dead enemy character is well worth sitting it out for a while. But for the most part, fighting types would rightly complain that said type of murder penalty would mean successful fighters have to effectively sit the game out for a while after a kill. I don't think the answer is that simple, as much as I would prefer it to be.

(this all hinges around pairing this with making claim entry easier)



Oh, well if we're talking war- then wartime can easily reduce the penalties for this overall.

I like this in context of non-kingdom scale pvp, and when in a war, you'd obviously feel less sorrow/guilt about killing your enemies.

But if you're a person raiding a small village or hermitage, then this would come into play much harder.
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Re: mental weight aspect to crimes

Postby rye130 » Sun Nov 15, 2015 3:41 am

This would be an okay system if it were easier to raid places. Increase the frequency of raids occurring but decrease the damage done by a single raid. Right now the only way to raid a place is to ram it, and rams are ridiculously easy to stop.
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