Allow theft and break-in even with the Guest buff.
While leaving traces.
Idea:
1) Allow break-in even with the Guest buff. Without break-in permission, getting past the first gate will be impossible.
2) Allow stealing one item even with the Guest buff (Guests are like that – after they leave, you might find your silverware missing).
One item, but not an object. Can steal something from a closet, but can't steal a closet. Can't steal a horse, but can steal a chicken.
3) After taking one item, you receive a debuff preventing stealing until a certain amount of time has passed. For example, the smell of theft won't go away.
4) When someone is at home, it will be easy to interrupt the burglary process without attacking – for example, by simply pushing (changing it from a crime to a normal action interrupting another).
This will allow players to become thieves.
Currently, there are either murderers/robbers or civilians. There is no middle ground. A thief is not a good, but he is not a robber either. He doesn't kill anyone, he doesn't throw things around, he doesn't take everything – he just steals a little.
What will this give:
- New gameplay will be introduced: a thief and a thief hunter (sheriff/detective?).
- This will increase social interaction. Showdowns with thieves, trading stolen goods, returning stolen goods for a reward – either by the thief himself or by someone else who will steal back what was stolen based on his scent.
- It will allow you to get your things back in a different way – without a siege or a fight. However, if you is spotted, a fight may break out.
- People will learn combat so they can punch a thief in the face. Or they'll have to watch him steal everything from their house one by one, like some kind of drug addict.
- Players will begin to strengthen the security of their bases and houses to make it harder to break in. We live in dangerous times.
- Players will begin to strengthen the security of valuables. How many people use safes or put locks on cabinets and chests?
Along with this, gameplay and "classes" such as scout and saboteur will appear.
Scouts will simply, hopefully without a trace, explore bases for interesting items, valuables, facilities, and security, for a future raid.
Saboteurs - having entered the base as a guest or resident, will steal something important at the right moment and escape. The difference from thieves is that they will have more access and are members of the community.
This, in turn, will allow them to lure people in with the "Steal (for example, "my skull") and we'll accept you into our ranks" approach.