by onnings » Sun Mar 20, 2011 8:42 pm
TLDR: Get LP from someone leaving scent ONLY - grab scent, get curiosity based on scent and target LP when killing.
I like the bone drop from killed players-suggestion, but I also realise the problem of random ganking for profit, or alt-farming. What I'm suggesting, is linking the bone drop to scents. The type of scent would also decide the strenght of LP gain / the type of curiosity dropped.
Now, killing a player for shits and giggles under this system would yield nothing aside from the usual looted items from the corpse and the wonderful feeling of glee one gets when butchering helpless victims. If the player had left a scent which was tracked by his killer though, a curiosity would also be dropped on death. This curiosity would drop next to the corpse, and would only be seeable by people with scents from the killed target in their inventory. So, in effect -
Evil_dude01 kills a villager. Ranger01 tracks the murder scent. Ranger01 kills evil_dude01. Ranger01 loots murder-related curiosity.
The ammount of LP from the curiosity would be kinda like the old system. Its LP base gain would be based on a percentage of the killed target's total LP, modified by a factor based on by the type of crime performed / scent kept by killer. The type of crime would decide what kind of curiosity would drop - different crimes having different curiosities. The combination of victim's LP + crime scent = curiosity LP value. The severity of crime would decide the factor of LP, meaning killing someone for trespassing would be very little worth, but killing killers would be (comparatively) very profitable.
Here's a small list of suggested curiosities, ranking from least severe (lowest crime-related factor) to most severe (highest crime-related factor)
Crime .......... Curiosity
Trespassing ... Torn boot
Assault ........ Broken tooth
Battery ........ Jaw bone
Theft .......... Severed hand
Vandalism ..... Bent key
Murder ......... Hollowed skull
In situations where a killed target had left a plethora of different scents in the area, only the most severe would decide the type of curiosity dropped, and the LP factor linked to it. Only one curiosity would drop per kill, even if a hundred people ganged up on a target.
Last edited by
onnings on Sun Mar 20, 2011 8:51 pm, edited 2 times in total.