Stacking scents & Memorizing them

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

Stacking scents & Memorizing them

Postby Chakravanti » Tue Nov 01, 2011 8:30 pm

Bear with me, it's not what it seems. It has been proposed before to create some connection between scents, such as a 'scene'. It occurs to me that it's really just not that important where the crime occurs. If you go through the trouble of connecting an individual character's scents from one location and another within a time frame window then the 'evidence' is really rather 'equally incriminating'. If there are not such social relationships to establish that an individual is committing crimes in multiple locations then kudos to that badass who should naturally benefit from such RP'd stealth. Anyway, it could be as simple as picking up a scent and right clicking on another. They can even evolve into combo scents depending on the severity of the crime. Rates shouldn't allow the 'combo scent' to decay any less slowly and should still retain the nature of all the scents added to it. You might have to have the skill and spend a point on it (through and action on its flower menu or whatever) to verify owner and be capable of noting that particular scent's similarity to any other that has likewise so been analyzed (and maybe even run another skill check like psy, ha)

In the end the player who is benefiting is the ranger by having more inventory and more tracking capability reflecting that character skill and the loser is he commits more crimes. Also, this creates a method of dispute resolution and also creates the possibility of memorizing a scent in order to identify the character the nexrt time you smell them on your screen. I'm not sure how well a person could describe a scent to another person, but i imagine it'd be similar to the requirement to smell them in the first place (Ala psy as i suggested, or *whatever* makes sense).

It doesn't really solve any major problem other than identifying criminals and making inventory management for dealing with them a lot easier.

It might sound horrible if you abstract it as actually putting the scents together and not as it reperesting the act of camparison and the denotation that these small thing taking up inventory is less due to their size then their mental value which becomes more condensed as they are compared and so they take up less space to sort and identify them individually.

It might even be an object that requires you to store the scents in with leather wool or linen or silk (as progressive capacity) and not making them reusable.
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Re: Stacking scents & Memorizing them

Postby Adriax » Wed Nov 02, 2011 5:28 am

Personally I think permanent aura scents would be a good idea.
As crimes are committed the character racks up points towards their permanent scents, based on the difference in power and time played between them and whoever they sinned against. As their evil auras get more powerful, rangers can detect them from further away without needing a crime scene scent.
Inheriting from a character with a permanent scent would inherit the scent too, modified by tradition/change.

A mass murdrer who targets every new character he can would eventually have an aura of murder so powerful a decent ranger could smell them an SG away.


Course then you'd have pissing contests over who has the strongest theft/murder scent and people gaming the system by slaughtering alts, but that would be hilarious (especially when the runner up gets the bright idea of eliminating his competition).

Programming wise it shouldn't be bad, just parse areas by the area size groups picking the strongest scent in each group as the prevalent one for that group, then go up a group size till you get to SG.
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Re: Stacking scents & Memorizing them

Postby Chakravanti » Wed Nov 02, 2011 2:48 pm

What? No. We've had permanant scents before and they sucked. Wtf are you talking about. In terms of the game. Because what you're talking about just sounds like an account kill count./
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Re: Stacking scents & Memorizing them

Postby ImAwesome » Wed Nov 02, 2011 3:17 pm

I don't like the idea of perm scents, but I do think more crimes/scents should make a person easier to track since they're leaving behind more clues to follow...and I like the idea of those scents lasting longer based on time between crimes(as in: small crime you may get away with, but a few serious crimes then a manhunt starts)
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Re: Stacking scents & Memorizing them

Postby Adriax » Wed Nov 02, 2011 5:44 pm

Chakravanti wrote:What? No. We've had permanant scents before and they sucked. Wtf are you talking about. In terms of the game. Because what you're talking about just sounds like an account kill count./

Permanent scents as in you pick one up and it never goes away?
I'm not talking about a "Kill one person and branded for life, hunted by any ranger within a supergrid of you", but a way for chronic criminals to build up an identifying aura scent. Kill 10 characters fresh from creation and you'll be detectable from a minimap away, keep it up and you'll be detectable from further away.
The main benefit would be a group could identify a major criminal showing up at their gate. Kinda like the mongol hordes advancing, you could tell where they were by their stench (well probably, the average peasant wasn't exactly a bed of roses at the time).
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Re: Stacking scents & Memorizing them

Postby sabinati » Wed Nov 02, 2011 5:55 pm

no that's dumb, stop posting in c&i and play the game long enough to understand it
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Re: Stacking scents & Memorizing them

Postby cobaltjones » Wed Nov 02, 2011 5:58 pm

Adriax wrote:Personally I think permanent aura scents would be a good idea.
As crimes are committed the character racks up points towards their permanent scents, based on the difference in power and time played between them and whoever they sinned against. As their evil auras get more powerful, rangers can detect them from further away without needing a crime scene scent.
Inheriting from a character with a permanent scent would inherit the scent too, modified by tradition/change.

A mass murdrer who targets every new character he can would eventually have an aura of murder so powerful a decent ranger could smell them an SG away.


Course then you'd have pissing contests over who has the strongest theft/murder scent and people gaming the system by slaughtering alts, but that would be hilarious (especially when the runner up gets the bright idea of eliminating his competition).

Programming wise it shouldn't be bad, just parse areas by the area size groups picking the strongest scent in each group as the prevalent one for that group, then go up a group size till you get to SG.

Under this system the best helpful ranger would also have the biggest "criminal aura".

"Crimes" in this game are amoral. There's no one to decide bad or good but the characters themselves.
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Re: Stacking scents & Memorizing them

Postby AnnaC » Wed Nov 02, 2011 6:02 pm

And all crime scents are is excuses for murderers to murder a murderer! :lol:

I like the ideas though, about being able to stack scents if they are a related perp. Also being able to memorize them would be great, so the HF is more accurately identified. Either that, or why not have it you can memorize people from their hearthfire, like you can with their claims?
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Re: Stacking scents & Memorizing them

Postby Onionfighter » Wed Nov 02, 2011 6:06 pm

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Re: Stacking scents & Memorizing them

Postby Adriax » Wed Nov 02, 2011 6:18 pm

Onionfighter wrote:Better idea IMHO: viewtopic.php?f=5&t=9403&p=103845

Ooo, yeah, much more elegant and has room to expand. Like cold cases (instead of closed) with a chance of reopening if new evidence is added, and a work table for storing notebooks that gives an int boost while working at it.
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