Proposed mechanics of claim intrusion (+updated inter. demo)

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Proposed mechanics of claim intrusion (+updated inter. demo)

Postby Sidran » Sun Apr 25, 2010 1:03 am

As some people asked for it and many seemed confused, I made my promise and uploaded small simulator that shows these mechanics in action. Its a very small simulator which uses exact same values and formulas as described below. As there are no graphics, use your imagination. But the point is there. If anything is not clear or anyone finds serious flaws, feel free to ask or correct me.

Download link: http://ifile.it/3x2f4au/Intrusion.zip
Updated version with explanation is in this post.

I am waiting for feedback. Thanks :D
Have fun.
For those first time here, explanation of this system is below.

-----------------------------------------------------------------------------------------------

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:

Image

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:

Image

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.
Last edited by Sidran on Fri Apr 30, 2010 6:13 pm, edited 4 times in total.
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Re: Proposed mechanics of claim intrusion

Postby ricky » Sun Apr 25, 2010 1:41 am

wow.. thats deep...
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Re: Proposed mechanics of claim intrusion

Postby niltrias » Sun Apr 25, 2010 2:11 am

Sidran wrote:[u]
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.


I like ideas regarding changing claim intrusion, but the likely effect of this would would just be that invaders move their hfire near the target before committing crimes, then travel back to their base and build a new hfire there. Sorta like they do now....
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Re: Proposed mechanics of claim intrusion

Postby Sidran » Sun Apr 25, 2010 2:36 am

ricky wrote:wow.. thats deep...


Its not that deep at all. Its deepest at programming level and even that is surmountable. In practice it is meant to be intuitive and thrilling.
If this thread gets enough of positive attention, Ill make a small simulator and upload it for everyone to try, as I promised.

niltrias wrote:I like ideas regarding changing claim intrusion, but the likely effect of this would would just be that invaders move their hfire near the target before committing crimes, then travel back to their base and build a new hfire there. Sorta like they do now....


Proposed Detection bar (0%-100%) does not reset either by its triggering or by going offline. It slowly gets drained while out of other people's claims. So, someone who got teleported to their hearthfire (wherever it is) still has 25% Detection bar reading (for example). If host is offline, they easily risk of leaving another Skill value reduction scent if they insist on intrusion. Once their Detection bar is at 30% or 50%, even if host is online, theyll have real trouble to even enter claim, far it be do something on it. Call it exhaustion.. or whatever.

So, theft becomes exciting, better balanced and variably limited. On other hand, many people who got robbed, would then have the option to reduce intruders skill of their choosing and not necessarily hunt and kill them.

Noobs who get attacked by superior griefer would have option to go offline as soon as they notice their claim being raped. Remaining griefer would need to have some measure in his raiding or risk serious skill reduction by noob or his/her neighbors. 10% of 100 melee skill is 10 levels. Those last 10 levels are worth 95500 LP points. I would think twice.
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Re: Proposed mechanics of claim intrusion

Postby ricky » Sun Apr 25, 2010 3:56 am

Noobs who get attacked by superior griefer would have option to go offline as soon as they notice their claim being raped. Remaining griefer would need to have some measure in his raiding or risk serious skill reduction by noob or his/her neighbors. 10% of 100 melee skill is 10 levels. Those last 10 levels are worth 95500 LP points. I would think twice.




you'll cap skill loss at 1 right? no negative melee combat?
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Re: Proposed mechanics of claim intrusion

Postby Onionfighter » Sun Apr 25, 2010 4:00 am

Way too complicated.
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Re: Proposed mechanics of claim intrusion

Postby Sidran » Sun Apr 25, 2010 4:14 am

ricky wrote:you'll cap skill loss at 1 right? no negative melee combat?


Reduction by percentage, as long as its in range 0%-100% cannot result in negative values.
Consecutive reduction just gets smaller and smaller.

Onionfighter wrote:Way too complicated.


I can make a working simulation in two days (very relaxed working) if people show interest.
Or if Jorb or Loftar just say: "It might be interesting from afar", Ill make it.
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Re: Proposed mechanics of claim intrusion

Postby Raki » Sun Apr 25, 2010 7:19 pm

I must say I find this idea very interesting. With enough attention and maybe some modifications I think it could work.

What I like is that it inserts some kind of realism into current intrusion systemm in a way that no one sane enough could ever say that a farmer who is asleep (offline) would not be woken up by someone slaughtering his chickens/cows/destroying whole farm. In addition it doesn't destroy current pvp/thieving system, because experienced career thieves would still be able to easily steal valuables (at least some number of them) but could not destroy everything just for the fun of it.

Like I said I really like the detection bar idea... As for what should happen once someone is detected, I'm not sure. It should be thoroughly thought through.
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Re: Proposed mechanics of claim intrusion

Postby Granger » Sun Apr 25, 2010 7:37 pm

I like the idea, esp. the part about the special scent to reduce stats.

Because this would give an imho needed penalty towards thiefs and griefers, especially since the penalty gets badder the higher skilled they are.
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Re: Proposed mechanics of claim intrusion

Postby Prism » Mon Apr 26, 2010 1:35 am

ya if someone wakes up to find they've been robbed it should look like missing necklaces and chicken eggs not marauding army resupply aftermath
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