overtyped wrote:I like the idea of people with outlaw being unable to move their hearthfire until outlaw goes away. In fact, it should have been this way from the start.
+1
Possibly combine with "Outlaw + HF broken = instant death" (Lore-wise, it could be explained that your connection to the "Hearth" is severed.)
This would presumably be harsh enough, that all other Outlaw penalties could be placed under "consideration of removal." Red-handed and not being able to log out were supposed to make the perp easier to catch and prevent hiding offline, respectively. If you make "siege the perp HF location, then bash HF" into a simple "wargoal" those two could be considered redundant.
Of course now a very complicated factor enters the chat: siege. If you buff defence too much, Outlaw of course becomes completely redundant because it's impossible or infeasible to siege the base protecting Outlaws. One world had this issue so bad that Snail challenged people to siege him and nobody took it.