Corpses, mass graves, and proper cemetaries.

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

Corpses, mass graves, and proper cemetaries.

Postby CG62 » Tue Sep 29, 2009 1:04 pm

It seems odd to me that we just leave our fallen comrades/foes lying about our village, their somehow auto-rotten bones bleaching in the mid-day sun.

So I propose something like this:
-Player A kills Player B
-Player B is now dead, and a corpse is left.
-Player A must now bury the corpse or suffer a potential debuff (some sort of disease)

Mass graves would cause the deceased to have no alterations to their LP inheritance other than whatever they had to begin with, however a proper burial could increase the LP inheritance if the new player ventures out to visit his ancestors grave.

Perhaps this could also apply to animal corpses? Only, no proper burials for animals. They have no souls :twisted:
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Re: Corpses, mass graves, and proper cemetaries.

Postby Pacho » Tue Sep 29, 2009 4:13 pm

Why would the attacker bury his foe? And why would he get a debuff from not doing it?
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Re: Corpses, mass graves, and proper cemetaries.

Postby Jeff » Tue Sep 29, 2009 4:24 pm

Pacho wrote:Why would the attacker bury his foe? And why would he get a debuff from not doing it?

Well, there could be diseases spreading from the rotten corpse or even a ghost.
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Re: Corpses, mass graves, and proper cemetaries.

Postby Peter » Tue Sep 29, 2009 4:42 pm

How about if corpses can be examined for scents? Perhaps it's easier to get a murder scent off of a corpse than merely the ground where he was killed.

That way, a murder has to hide the body somehow, and given enough time would probably go for an unmarked grave.

I imagine that improving the grave of an ancestor might provide some kind of bonus, as would reincarnating when a nice grave like that already exists. So, for instance, if a community had a helpful member who was mauled by a fox, that community might work together to make a nice tomb for that character, because then the player could reincarnate with a higher percentage of LP or something.

This would also be nice as a way to offer a "last chance" to those who died with very high levels of change. A nice tomb might make someone go from loosing 100% of LP to a loss of merely 90%
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Re: Corpses, mass graves, and proper cemetaries.

Postby Axehilt » Tue Sep 29, 2009 7:07 pm

Definitely like Peter's idea about the corpse being an easy source of scents. That's a lot more logical than randomly debuffing a murderer just for murdering someone. (in a sense you're still "debuffing" them, but in a much more logical fashion.)
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Re: Corpses, mass graves, and proper cemetaries.

Postby CG62 » Tue Sep 29, 2009 9:27 pm

Pacho wrote:Why would the attacker bury his foe? And why would he get a debuff from not doing it?


Human corpses, once their immune system has been erased by death, are highly infectious. The bacteria decomposing the flesh causes many deadly diseases.

That, and I'm tired of seeing these damned skeletons lying about.

EDIT:

As for the foe burial, the foe in this case has been killed within the player's city walls and therefore presents a health hazard.
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Re: Corpses, mass graves, and proper cemetaries.

Postby Potjeh » Tue Sep 29, 2009 9:35 pm

Ooooh, maybe you could play a ghost if you don't get a proper burial, and haunt your murderer. Downside would be that you're not gaining any LP while you're ghosting it up, and reincarnating would end your ghostdom for obvious reasons. And maybe you could get exorcised by priests so that your murderer isn't completely defenceless. What you could do as a ghost needs some thinking, but rattling chains and moaning should definitely be on the list of ghost abilities.
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Re: Corpses, mass graves, and proper cemetaries.

Postby LegendaryPancake » Tue Sep 29, 2009 9:41 pm

CG62 wrote:-Player A kills Player B
-Player B is now dead, and a corpse is left.
-Player A leaves, since he was a raider, leaving the corpse to rot by itself, spreading disease to noone.
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Re: Corpses, mass graves, and proper cemetaries.

Postby sami1337 » Tue Sep 29, 2009 10:13 pm

Burying a corpse should result into a buff, not a debuff if not buried.
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Re: Corpses, mass graves, and proper cemetaries.

Postby CG62 » Tue Sep 29, 2009 11:31 pm

Buff for proper burial= Respect for the dead; Effects?
Buff for burial of high-ranking village member (of your own village)?
Mass grave buffs?

And of course, coffins could be pretty good LP producers, especially luxurious ones lined with silk cloth and painted with some sort of varnish.

But the debuff for leaving a corpse to rot (for those in the immediate vicinity) would be something like halt SHP regeneration for the duration of your stay within the debuff's effective radius, and corpses would eventually rot on their own.

EDIT:

Was reading the thread about the current authority system, the banners being underpowered, and the general lack of authority items. Perhaps a cemetery could be an authority object that grew in power with the amount of dead buried there? It sounds rather disturbing, but it could be an interesting mechanic. Perhaps after X amount of villagers died, you could also build a memorial to them, in some form of monastery or shrine?

Also, shameless bump.
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