Download link: http://ifile.it/3x2f4au/Intrusion.zip
Updated version with explanation is in this post.
I am waiting for feedback. Thanks

Have fun.
For those first time here, explanation of this system is below.
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Claim affairs
Explanation of used terminology:
Host - Owner of compromised claim
Intruder - Person which forcefully enters claim with criminal or revenge intentions.
I pondered for some time about possibilities to make claim defense more realistic (and exciting).
Currently, there are two major ways of claim intrusion:
1. Intruder (able and well equipped) attacks claim openly without consideration of whether host is online or offline. This approach is characterized by massive grief, property destruction, outright theft, frequently murder. This is a serious blow to host, leaving him/her very few options during and after attack.
2. Intruder intentionally enters claim while host is offline. Grief and theft are main motivations for this approach. During intrusion host does not have any option (as he is offline). Later, he has option to kill intruder (leaving scents) or pretend that nothing happened.
In both cases (especially in second) intruder has a sort of risk free move in which he can do everything he likes. Later, he risks permadeath.
Too black and white in my opinion.
Thats why I am proposing introduction of the following elements and mechanics:
Ill first enumerate elements, then explain how it might work all together.
List of elements
Detection bar - Visual part of UI which appears whenever intruder enters host's claim. It spans from 0% to 100%.
Detection increment - Its calculated by host's perception and intruder's stealth. Used for filling of Detection bar.
Formula for detection increment could be: 1 / (intruders_stealth/hosts_perception)
Here is a small sample of random values and results:

Action multiplier - Used together with Detection increment. Its a sort of action weight factor. For example: opening door must have much higher action multiplier than picking piece of straw from the ground.
Here are some suggested values for Action multiplier:
Entering claim 1
Opening doors 4
Opening containers 2
Transfer of items from containers to inventory 1
Transfer of items from inventory to containers 1.5
Lifting objects 10
Picking items from ground 0.5
Dropping items to ground 0.7
Attacking people 50
Killing chicken 8
Killing cows and sheep 15
Cutting trees 40
Demolishing objects 40
Leaving claim with liftable object 30
Leaving claim 2
Scent multiplier - Adjusts final value of any given action. More unique scents (in intruders inventory) of host's serious criminal actions, make this multiplier smaller. Serious criminal actions are all except trespassing.
Formula for Scent multiplier could be: amount_of_unique_scents / (amount_of_unique_scents^2)
Another graphic showing this element's values in action:

Those are elements. Now I will explain how it would work.
Every action (except walking and reshuffling inventory) first gets calculated on server, then executed if it passes Detection bar value.
Example:
Intruder's stealth : 50, Host's perception 30
Intruder (without host's criminal scents) moves to host's claim.
On tile before entering claim, server does the following:
Tells client to show Detection bar on intruders screen. Detection bar is initially empty in this example (0%)
Does following calculation: Value = Detection_increment (1/(50/30))* Action_multiplier(1 for entering claim) * Scent_Multiplier(1 for no scents)
Value = 1/(50/30) * 1 * 1
Value equals 0.6
Server adds that Value to Detection bar. Detection bar value 0.6%
Server rolls random value from 0 to 100 (float type) and gets 34.66 for example
This action passed because 34.66 > 0.6
Intruder is allowed by server to enter claim
Intruder moves a bit around the claim and decides to open one of straw baskets.
Just before basket content is shown, server does similar calculation, namely:
Value = 1/(50/30) * 2 * 1 = 1.2 (2 is Action multiplier for opening containers)
That Value is added to Detection bar value. New Detection bar value is: 0.6 + 1.2 = 1.8%
Server again rolls random value (0-100) and gets 12.05
This action also passed as 12.05 > 1.8
Intruder is allowed by server to see contents of basket.
Intruder is not satisfied with basket contents and decides to enter the house.
Just before he is allowed to appear inside, server again decides:
Value = 1/(50/30) * 4 * 1 = 2.4 (4 is Action multiplier for door opening)
Adds that value to Detection bar, which is now: 1.8 + 2.4 = 4.2%
Rolls a random number and gets 70.32
As 70.32 is higher than 4.2 this action also passed and intruder is allowed to enter the house.
etc etc
Question is: What should happen once Detection bar value gets higher than rolled random number?
My idea is that repercussions of Detection bar triggering should be much higher in case when host is offline and logged out from claim.
So, for example:
Triggering Detection bar while host is offline should "panic" intruder and force him to travel to his hearthfire. Additionaly, on the spot where he panicked he would left a special sort of scent item. If that item gets tracked (as other scents) it could be used to remove 10% of any of intruders skill values. Anyone who tracks it, choses which skill to reduce, if any. Its optional.
If host is online, intruder would just get teleported to his heartfire upon eventual triggering of Detection bar.
Detection bar would need some 2-4 real life hours to become empty from 100%.
Whole system is not complex as it seems and I am willing to elaborate it further and into details if people find it interesting.
I am also willing to make small interactive presentation of these mechanics, so people could play a bit and test it.
Thank you for your time and patience.