Problem:
The game is currently geared towards the law abiding citizen and hero types.
Believeably playing mean/evil/sinister/... characters is virtually
impossible. This hurts roleplay, as it does not allow intresting situations
to happen. A system for player kill (PK) would spice up the world and force
people to give more thought about their role, as their actions might have
consequences.
Use cases:
Barbaric Bruno walks around Hydlaa in full battle gear with drawn weapons.
Whimpsical Willy, deems it his duty to step up to him and lecture him about
the law. In a realistic environment, Barbaric Bruno would likely answer this
by breaking some bones.
Barbaric Bruno walks around Hydlaa in full battle gear with drawn weapons.
He is spotted by several members of the guild of law enforcers, who
immediatly request him to sheat his weapons. Bruno's player being lazy can
simply ignore the request and walk away.
Cutthroat Charlie comes along a lone miner digging up gold. Realistically,
he would rob him, but his "money or life" thread is ignored.
The "the guardians" guild wants to offer their services of protecting miners
from the likes of Cutthroat Charlie for a small fee, but since Charlie is no
real threat, nobody will pay and there is no actual work to be done.
Proposal:
Add a new faction "murder" ("criminal", "law"?). Every time, a player sends
another player to the Death realm, s/he loses faction points. The amount of
lost faction is small in agreed duells and big in forced ones. Once the
"murder" faction drops below zero, the player gains the right to force
duells on other players, but in return cannot decline being challenged
him/herself any more.
Being a murderer has dire additional consequences to prevent people from
choosing this career path lightly:
1. The lower the faction drops, the more infamous one will become. Viewing a
murderer, his/her infobox would not only give the an esteem on player
strength, but also a rough idea on how much of a menace to society s/he is
("is rumoured to have killed someone", "is known to have killed
someone", ... , "Wanted posters litter every corner").
2. Whenever a murderer loots an NPC for money, a certain percentage of this
money is set aside in a loot chache. Whenever someone kills a murderer,
s/he gets paid out of this cache (to encourage bounty hunters tracking
down murderers).
3. Merchant NPCs will buy/sell at worse conditions. The extra money is set
aside as well.
Additional rules for balance:
- Killing a player with a negative faction only makes the killer loose
faction, if his faction is negative itself (a lawenforcer can kill a
murderer without penalty). Killing in the death realm never has faction
affects.
- Murderers are not subject to autoaccept duells while in the death realm
(prevents lawenforcers to follow murderers into there and grieve
them).
- Every murderer should be able to find his way back into society by doing
good deeds, that slowly bring his/her faction up again (one malicious PK
would require several good deads to make up for it). These should
probably be quests. Attoning for crimes should also recover some of the
money, which was set aside.
- Forced duells should have a big on screen warning and a short delay before
starting, so the challenged player can ready him/herself.
- Murderers cannot force a duell on new players and places in the direct
vicinity of guards are off limits (make more of them patrol like Bevon).
- Add an invisibility spell, which just lasts long enough to sneak up on
victims, past dangers or being surprised by a strong party oneself
(running or attacking while invisible immediatly breakes concentration).