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kaysaari
- Posts: 171
- Joined: Thu Mar 17, 2016 10:20 pm
Re: Criminals and owning scents
Perhaps if you right-click the murder scent it could leave a Revenge scent? Then players could either choose to escalate the situation or, if they feel that the act was fair, simply "wash" the scent away by using water on it.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Criminals and owning scents
This.kaysaari wrote:Perhaps if you right-click the murder scent it could leave a Revenge scent? Then players could either choose to escalate the situation or, if they feel that the act was fair, simply "wash" the scent away by using water on it.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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springyb
- Posts: 695
- Joined: Wed Feb 03, 2010 11:39 am
Re: Criminals and owning scents
Only the first time.Teleskop wrote:if you kill a murderer the amount of murderers stays the same
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Criminals and owning scents
Bringing this up a bit with a slight twist:
What about '<scent> of revengeful <crime>' that is generated should you have a scent of that crime from the one you're currently committing against?
This would work for all types, trespass/theft/vandalism would be created on (both personal and village) claims of the original culprit, assault/battery/murder on the character. Every revengeful scent left will reduce the scent that it is generated from (at the original place and all tracked from it in inventories) so you can't clear out a place after having found a single theft and tracking it repeatedly.
Difference to normal scents: lower strength of Nidbanes, (maybe) a reduced duration of outlaw and (most interesting) informing others tracking the revengeful scent that this action wasn't totally unprovoked.
What about '<scent> of revengeful <crime>' that is generated should you have a scent of that crime from the one you're currently committing against?
This would work for all types, trespass/theft/vandalism would be created on (both personal and village) claims of the original culprit, assault/battery/murder on the character. Every revengeful scent left will reduce the scent that it is generated from (at the original place and all tracked from it in inventories) so you can't clear out a place after having found a single theft and tracking it repeatedly.
Difference to normal scents: lower strength of Nidbanes, (maybe) a reduced duration of outlaw and (most interesting) informing others tracking the revengeful scent that this action wasn't totally unprovoked.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Ysh
- Posts: 5953
- Joined: Sun Jan 31, 2010 4:43 am
- Location: Chatting some friends on forum
Re: Criminals and owning scents
Will vengeful scent trigger further vengeful scent?Granger wrote:Bringing this up a bit with a slight twist:
What about '<scent> of revengeful <crime>' that is generated should you have a scent of that crime from the one you're currently committing against?
This would work for all types, trespass/theft/vandalism would be created on (both personal and village) claims of the original culprit, assault/battery/murder on the character. Every revengeful scent left will reduce the scent that it is generated from (at the original place and all tracked from it in inventories) so you can't clear out a place after having found a single theft and tracking it repeatedly.
Difference to normal scents: lower strength of Nidbanes, (maybe) a reduced duration of outlaw and (most interesting) informing others tracking the revengeful scent that this action wasn't totally unprovoked.
I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Criminals and owning scents
I like the original idea
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Criminals and owning scents
Have you considered it long enough?jorb wrote:I'll consider that, actually.
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Criminals and owning scents
Not quite.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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Redbenny
- Posts: 3
- Joined: Wed Jun 22, 2016 12:08 pm
Re: Criminals and owning scents
you could also just make it a title or position granted by a realm, like calling someone a sheriff, thus giving them the "right" to investigate such crimes and bring justice to the wicked, have it cost 50 - 100 authority per RL day.