Justice

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

Justice

Postby ThirdEmperor » Sun May 02, 2010 12:01 pm

I have been reading about the recent wipeouts of so many cities, about griefers destroying everything "fer lolz", this is sickening, the to main problems I see are these:

1: Scent tracking is hard: A griefer can walk into your village, kill you and port back to his hearthfire two supergrids away behind a brick wall, making it nearly impossible for the simple farmers he griefed to get revenge.

2: Griefers usually have full tradition, meaning they lose far less then those they kill.
Here are my solutions for this :

Lawspeakers Totem: Lawdpeakers totem is a special object that can only be built within a village, by placing crime scents left by the same person with a combined QL of 200-Totem QL you can summon whoever left them without needing to find his hearthfire, making it easier to hunt criminals who have done serious damage to your village.

Book of Law: A book on a pedestal, also must be built within a village claim. A book of law allows you to store crime scents without decay but costs authority points, run out of auth and the scents vanish.

Gallows: You can bind the hands of somonewith a peice of rope as long as you have a crime scent of theirs, you can then lead them to a gallows and hang them, using up a crime scent left by them, any character inheriting the hung characters stats gets less of the dead hearthlings skills and lp, how much less depends on how serious tge crime was. Gallows can only be built on village claims and drain auth when used.
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Re: Justice

Postby Riou1231 » Sun May 02, 2010 12:08 pm

They all seem like great ideas! But the Gallows thing seems a bit unbalanced, I mean, you simply just walk up to the griefer with his scent and then tie him up? The griefer should only be able to get "arrested" after he's knocked out.
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Re: Justice

Postby Onionfighter » Sun May 02, 2010 12:45 pm

:roll:
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Re: Justice

Postby ThirdEmperor » Sun May 02, 2010 12:47 pm

Riou1231 wrote:They all seem like great ideas! But the Gallows thing seems a bit unbalanced, I mean, you simply just walk up to the griefer with his scent and then tie him up? The griefer should only be able to get "arrested" after he's knocked out.


Accidently left that out. :?
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Re: Justice

Postby Brickbreaker » Sun May 02, 2010 12:50 pm

The problem with this idea is the fact that the damage would already have been done and scents are only revenge.
What we want to stop is the damage itself from happening.
This guy had a great idea on how to tackle this though viewtopic.php?f=5&t=7140
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Re: Justice

Postby Potjeh » Sun May 02, 2010 12:51 pm

Furthermore, this would be used more often on rangers than on raiders.
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Re: Justice

Postby ThirdEmperor » Sun May 02, 2010 1:05 pm

How would this be used on rangers? I was under the impression you don't leave crime scents on the claim of the person you're tracking?

I admit these ideas would not actually stop raiders and theives, but ocassionaly your defenees fail, and that's what thes are for. Essentially they would allow justice to be dealt out efficiently instead of the "maybe you'll get lucky" way it works now. Defenses are all well and good, but justice is the basis of any working society.
Last edited by ThirdEmperor on Sun May 02, 2010 1:11 pm, edited 1 time in total.
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Re: Justice

Postby Potjeh » Sun May 02, 2010 1:08 pm

They do leave scents when they do something about those crimes, though.
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Re: Justice

Postby ThirdEmperor » Sun May 02, 2010 1:13 pm

Seriously? That's F'd up. Rangers shouldn't leave scenrs when they kill their quarry. The devs should fix that soon.
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Re: Justice

Postby Onionfighter » Sun May 02, 2010 1:37 pm

Sigh. SIGH.

Justice isn't the basis of a working society.
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