Crime and Punishment

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

Crime and Punishment

Postby Encephalon » Thu Aug 26, 2010 12:55 am

So I was on IRC when someone began discussing method of punishing people for crimes aside from killing. Lengthy imprisonment, permanent or temporary debuffs, and other methods.

I would like this be the forum thread of discussing such ideas.
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Re: Crime and Punishment

Postby aso11 » Thu Aug 26, 2010 2:11 am

As said before, imprisonment would NEVER work.
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Re: Crime and Punishment

Postby DatOneGuy » Thu Aug 26, 2010 3:55 am

Encephalon wrote:I would like this be the forum thread of discussing such ideas.

You could like it all you want but the thread's been made several times, use the search button next time.
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Re: Crime and Punishment

Postby TheDreamstalker » Sat Aug 28, 2010 6:48 am

Maybe, the ability to handcuff people in combat if you get a higher advantage while having metal crafted handcuffs equipped. And for jail time wise, well... I think it should be maybe an hour or so IRL just to give the player a break, and allow the captors to take items from the captured. Then the captured person would be released either back out of the village or to their hearthstone.
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Re: Crime and Punishment

Postby dra6o0n » Mon Aug 30, 2010 2:17 am

Tying up a criminal with rope and leaving him in a spot might do, but they can easily log out and meh.
So here's a more specific idea:

Requirements:
- Rope QL 10+
- [Law Enforcement] Skill (For those who doesn't need Lawspeaker, but does operate under one)
- Is appointed as an officer by a Lawspeaker or Chieftain

Unlike animal taming, this is instant and doesn't require initiative point.
When tying up a criminal, you have a chance that you may fail to catch them and they'll break out of it, causing you to miss.
It is a "Arrest" skill. You can only arrest those who break the law in some ways, like if they left behind scents from their crime.

Successful Arrest will tie them up, making them forced to follow you. Force log off will not change anything, and fast travel is disabled until release or escape.
So basically, a dummy character will be implemented for the criminal, and in a way, tied to the criminal's character. The criminal is tied up, now will be kept in a "cell" made out of wood or iron.

The criminal can break out, depending on several variables:
- Strength (If the criminal has enough strength, he can attempt to break out of being tied up, you can attempt once per 30 STR per arrest) (the criminal also needs to break open the cell, otherwise someone would have to be a accomplice and let them free)
- Tools (If the officer didn't dismiss the criminal's items, which provides bonuses to the criminal when attempting to break out of being tied up, and allows them to break or destroy the cell)

The criminal is then sentenced to a timed punishment, or if it is a grave crime, then sentenced to death by hanging (yes you can hang their bodies like in medieval times).
Death by punishment will rob the criminal of his/her being able to remake the character, and thus you attempt a great risk by doing crimes.

Of course, the opposite can be true with the rope.
Criminals can also take people hostage if they are successful. It will be a separate skill, called "Dastardly" which allows you to pull off Heists and Hostages.
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Re: Crime and Punishment

Postby DatOneGuy » Mon Aug 30, 2010 1:38 pm

Decent idea, things that might be changed for the better:
1)Can only tie them up when they are knocked out (Need to knock them out first)
2)Requires a skill, at the least murder to 'interact' with them while knocked out
3)Require certain IP (Maybe 5+, should be in a way where it's hard to get without using something like Feign Flight ; So that if he gets up he has a chance to beat you up as you are 'gettin the rope ready')
4)The 'forced' to follow you sounds wrong, they should be able to try and go away, making you follow them should work just like it does IRL it's not a 'mechanical' solution, it's a solution you as the player must add, you can tell them "Run and I'll kill you" but they stil have the option to run, just like real life.
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Re: Crime and Punishment

Postby Wirt » Mon Aug 30, 2010 1:51 pm

I like the last two posts.
dra6o0n wrote:It is a "Arrest" skill. You can only arrest those who break the law in some ways, like if they left behind scents from their crime.

Better yet, you simply need a scent left behind by the guy you're arresting.

DatOneGuy wrote:1)Can only tie them up when they are knocked out (Need to knock them out first)

I'm not very familiar with combat rules, but shouldn't having a large enough advantage and/or initiative allow you to pull it off on a conscious victim? Makes sense to me and you've mentioned it yourself in your #3.
DatOneGuy wrote:2)Requires a skill, at the least murder to 'interact' with them while knocked out

Shouldn't tying up people without killing them logically be before or at least alongside murder in the ladder?
DatOneGuy wrote:4)The 'forced' to follow you sounds wrong, they should be able to try and go away, making you follow them should work just like it does IRL it's not a 'mechanical' solution, it's a solution you as the player must add, you can tell them "Run and I'll kill you" but they stil have the option to run, just like real life.

Well, they are being led by a rope. I'd say the battle doesn't end the tied up guy gets to use some escape actions or something like that.
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Re: Crime and Punishment

Postby dra6o0n » Mon Aug 30, 2010 5:57 pm

Well you typically can hold a criminal in a jail area by making Palisade and keys.
A "dummy" character would be needed to manage player characters, like how you can force summon players even while logged off.
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Re: Crime and Punishment

Postby Wirt » Mon Aug 30, 2010 6:07 pm

Imprisonment is generally a bad idea. Not only does it take away control from a player (Bad), it's also controlled by other players (Double bad).

Branding might work: adding a *THIEF*, *MURDERER* or *VANDAL* before his name, even if he isn't known to you (Resulting in "*THIEF*???"). Killing with a penalty to successors isn't that bad, as well, as long as the penalty is serious enough to try to avoid.

Anyway, these should only be carried out by a lawspeaker, only for crimes against his village, and for a decent amount of authority so griefers don't start provoking people into comitting a minor crime, than branding them.
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Re: Crime and Punishment

Postby GalacticCow » Tue Sep 28, 2010 2:44 am

There's something wrong with what dra6o0n said:

Well you typically can hold a criminal in a jail area by making Palisade and keys.


I've heard of this method. It's completely useless, since they can simply teleport back to hearth fire.
You should be able to make individual jail cells. Also stocks would be fun. I agree about the "lawspeaker only" rule though, it seems reasonable and fair.
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