Nightly crime detection

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

Nightly crime detection

Postby ray » Wed Dec 23, 2009 10:57 pm

If on a given claim no one is awake (e.g. offline) and at least one person is sleeping in a bed, then, while a crime is in progress, the game makes a skill-check at short intervals (for example the Trespasser's/Thief's Stealth against the Sleeper's Perception).
If the skill-check failed the criminal is considered detected and is thrown out of the claim. He might also be K.O.ed and/or will be unable to enter the claim again for say 1 hour.
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Re: Nightly crime detection

Postby Chakravanti » Wed Dec 23, 2009 11:03 pm

In another thread we talked about traps and shit. I think traps need to deal grevious damage in significant amounts depending on QL to be a considerable deterrent forcing the thief to face death.
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Re: Nightly crime detection

Postby burgingham » Wed Dec 23, 2009 11:16 pm

Also, this idea is stupid, because it does not take into account the strength of the one detecting and the one intruding. Just create shitloads of alts and put them into beds, one of them will detect the thief...great
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Re: Nightly crime detection

Postby sonerohi » Wed Dec 23, 2009 11:49 pm

Burgingham, it looks like he suggests that only one check is made at each interval, so numbers greater than 1 = useless. Also, perhaps instead of covering the whole claim, the ability to block doors to thieves? It would make hoarding your things up for the night viable.
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Re: Nightly crime detection

Postby Chakravanti » Thu Dec 24, 2009 3:34 am

No burg is right. The idea is stupid. Mostly because it uses arbitrary mechanics. As I said before, traps are more realistic and ALSO add valuable game mechanics in that there is a something against which a thief can make a check against checking for an disarming traps.
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Re: Nightly crime detection

Postby Caradon » Thu Dec 24, 2009 6:58 am

Chakravanti wrote:In another thread we talked about traps and shit. I think traps need to deal grevious damage in significant amounts depending on QL to be a considerable deterrent forcing the thief to face death.


Traps should never kill the first time it knocks an invader to 1HHP. The only time a trap should kill someone is if they are at 1HHP and activate another.
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Re: Nightly crime detection

Postby Jfloyd » Thu Dec 24, 2009 7:03 am

I think claims should work how they did before. 8 HHP damage!
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Re: Nightly crime detection

Postby Chakravanti » Thu Dec 24, 2009 2:23 pm

Jfloyd wrote:I think claims should work how they did before. 8 HHP damage!

This is lame because It's a direct damage that involves no effort on the claim owners part. Moreover, I could violate your claim hundreds of time before having to heal whereas another thief might destroy a cupboard of yours and suicide.

Also, nothing about this gives any sense of what's there.

Caradon wrote:
Chakravanti wrote:In another thread we talked about traps and shit. I think traps need to deal grevious damage in significant amounts depending on QL to be a considerable deterrent forcing the thief to face death.


Traps should never kill the first time it knocks an invader to 1HHP. The only time a trap should kill someone is if they are at 1HHP and activate another.

That's just fucking ridiculous dude.Seriously. I mean I can see GOOD traps dealing 50-200 HHP. Also Each trap should be unique Some should be capable of dealing more damage than others but are harder to construct and have limit applicability.

We should start a Trap thread discussing Various types of traps.
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