MrBunzy wrote:It may seem like an insignificant problem compared to hearth vaults or siege as a whole, but I think the idea of actions having (theoretical) consequences is pretty central to this game. For a long time there simply have not been consequences to leaving scents, because it is virtually impossible to be subjugated by a more powerful group if you choose opt out of pvp and evacuate in the event of a siege.
I made a thread saying something similar and people took it as me wanting to abolish crimes.
It's quite normal and reasonable to expect that criminal actions come with certain downsides that leave the criminal vulnerable. This is just the reality of 99% of games of a similar nature that you can kill other people in.
I mean that's what outlaw and scents are for. That's even what nidbanes were supposed to be for. Problem is these things are a minor annoyance and not as consequential as they should be.
To that effect, +1 to your post.
Only part I don't agree with is removing the outlaw negatives. Ideally, I'd like to see them made more substantial.
I still think that removing outlaws ability to hearth would be a nasty downside. Makes them more vulnerable outside of their base, makes tracking them more fruitful, and it'll make people think twice about performing criminal acts.
Which is reasonable. In UO if you kill somebody enough times you go Red, you can't go into (most) towns anymore, you have a target on your head and you're fair game to be attacked and killed by other players.
I miss when we had dedicated trackers hunting people down. People don't do that now because it's so easy for the outlaw to get away.
I think your idea combined with outlaw taking away your ability to hearth would be very interesting. Or if not outlaw, then maybe a version of Redhanded which lasts significantly longer (determined by the crime) but not the length of outlaw.