VDZ wrote:loftar wrote:
If you imagine what kept people from doing in the past of our world what they do in HnH, you will end up with arguments touching society, culture, morals and the like though and not necessarily get hard solutions in terms of game mechanics.
But is that really the case? Over time, social and justice systems have grown more complicated, but it started out fairly simple: get caught committing a crime, and people will beat the shit out of you. I really like how this works in UnReal World; if you're in a village and attack someone or try to steal something, everyone in the village just starts attacking you, and you will die (have tried multiple times, but never managed to win that fight, only managed to run away). It's a simple and effective deterrent.
The reason people can steal and vandalize easily in H&H is because not enough people are around to do anything about it (usually, nobody is around at all - which makes no sense realistically, if you ask me). How about being able to create/recruit NPCs that are always in your village and will attack anybody caught committing criminal acts? It would significantly increase the risk (and hassle) involved with committing crimes (if people invested in protecting their turf). It doesn't have to be limited to NPCs, either; for example, we could have guard towers that automatically attack criminals in range like Age of Empires' towers do to enemies.
For that matter, the current functionality of walls makes no sense. People in earlier times didn't build walls just so enemies can't enter their village/town/castle unless they can knock the wall down leisurely (while the entire village just watches or is offline); walls were intended to slow down invaders so they could be killed before they could enter the village/town/castle. If we had guard towers (or archer NPCs or what have you), walls would be an optional measure forcing people to tank a significant amount of damage from the towers while wrecking the wall, disincentivizing invaders.
Also, I feel that people here are focusing too much on making certain things impossible. Trying to make things impossible never works. Instead, try to make crime more of a pain than it's worth - having to tank damage as described above may be enough to stop people from committing crimes they don't benefit enough from, for example, but you can take it even further; what if you get a temporary learning ability penalty for each crime you commit, or a similar inconvenience? When the cost:benefit ratio gets too high, people will refrain from committing crimes. (Note: 'Fun' also counts as a benefit. Killing random newbies and similar griefing is not something 'with no benefit'. The current situation is practically no cost for a small benefit.) This could even be tied back to defensive measures - what if, through investment and effort, you could make these inconveniences worse for the invaders? I've always found that 'not being worth the hassle' has been the best defense, better than any number of brick walls.
TeckXKnight wrote:1) Static damage on an automated defense means that they'll only meaningfully stop enemies to a certain point and after that criminals don't have to worry about them. This is just a buy-in tax to commit crimes. Percentile damage just punishes you for using more experienced characters to commit crimes.
TeckXKnight wrote:Lets say a guard tower shoots players for 300 damage per shot. That just means you need to make q40 steel plates before you ignore towers and break things freely.
TeckXKnight wrote:2) Just like walls, people will stack towers until they are effectively impenetrable. If you can build one, what's to stop you from building 10? 100? 1,000?
TeckXKnight wrote:NPCs run into the same issue. Random bots in towns will just be sniped for shits and giggles. What are they going to do, chase you?
TeckXKnight wrote:These ideas don't address the issue of walls, they just attempt to trade one evil for another.
TeckXKnight wrote:Lets say a guard tower shoots players for 300 damage per shot. That just means you need to make q40 steel plates before you ignore towers and break things freely.
What will the buy-in be to ignore them entirely? 200 UAC or a q40 bronze plate?
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txtrung0 wrote:As much as I like braziers, Tech is right. They are unfun and bad. Nobody want those things around but we have to build them.
When the system is based upon them, you can't say that only big town and ones who expect dedicated invaders to build them. EVERY one with a brain will mass building these to protect the empty base they have (cause they spend all of it buying them)
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