Author Topic: Customs  (Read 1397 times)

defender43

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Customs
« on: April 15, 2006, 04:23:17 am »
Once we get somewhere to store things (houses, banks, chests, etc...) so we don\'t have to carry them around, AND once we get Collision Detection ingame, we should have a use for them, eh?

I had an idea... customs. Every city has a list of stuff you can/can not bring into the city. In order to get past the guards standing before the city gates, you must go through customs. The customs officer checks your inventory and containers for anything on the list, and will only allow you in if you don\'t have the banned items.

You might be able to get past the customs using a \'smuggling\' skill.

There should also be a sign by the front gate saying what you can/can not import into the city.
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Karyuu

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« Reply #1 on: April 15, 2006, 04:25:12 am »
.... I like it :3

I like it lots.
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Kixie

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« Reply #2 on: April 15, 2006, 04:26:47 am »
So first, shouldn\'t we develop illegal items first? Kind of illogical to have a customs department, and have a guard check your bags for stuff when it\'s always going to be legal :P

Karyuu

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« Reply #3 on: April 15, 2006, 04:28:29 am »
Goes without saying :) There shouldn\'t be a need for this without some sort of \"banned item\" reason, but if such a thing will occur (far far future), this will go a long way to add a realistic environment.
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.

Suno_Regin

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« Reply #4 on: April 15, 2006, 04:31:32 am »
What? I can\'t bring a carrot into the Lemur village because it isn\'t green? o.O

zanzibar

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« Reply #5 on: April 15, 2006, 09:05:03 am »
Perhaps certain cities don\'t allow weapons.:)
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Zan

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« Reply #6 on: April 15, 2006, 10:20:44 am »
I\'m thinking more along the lines of stolen items, forbidden magics or strong psychoactive substances.

The stolen items would be tied in with a pickpocketing skill and thievery. Players who have been mugged can go to the authorities and report their goods stolen. Those good will then go on the list and anyone caught entering a city with them will be arrested, lose the goods and get an additional punishment. Some jailtime, hard labour in the mines or a big sum of trias.

Of course for this to be possible every item needs to have an unique signature so that it can be tracked. Not sure if things already work that way or not. Building from that there could be a more shady and difficult to learn skill  to \'laundry\' stolen items, making them legal again so that they won\'t be recognized as a stolen item. They\'d simply get a new item signature and the server and customs think it\'s a new item.

Also these stolen items shouldn\'t stay on the list forever but only for a period of time, say one or two in-game months since they were reported. After that they slowly fade from the customs lists.
« Last Edit: April 15, 2006, 10:23:15 am by Zan »
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Nyramael

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« Reply #7 on: April 15, 2006, 12:00:42 pm »
A brilliant idea! I was wondering about if collision detection would be in the agenda. We could have customs outside the temple so that no weapons can go in. And also if fashion was implemented maybe a dress code, for temples, certain clubs/taverns/restaurants (black tie equivalent party anyone)? I\'m guessing the \'smuggling\' skill would involve \'crafting\' an object with hidden compartements which you \'combine\' with the contraband. Your skill gets tested against a random guard check. What about bribing?

to quote paxx in the PvP, Pk, and Thieving sticky:
Quote
But in large part the game will not be PvP, Pk, or allow players pick pocketing or mugging other players.

so i don\'t know how far stolen/lost goods would go...

I also think the guards should be capable of holding items for you, say at the temple you give them weapons and go in, and collect them afterwards. On the collision detection thing, if a guard \'catches\' you say challenging people to duels in the temple/plaza, you can\'t move further than 2 m from them, and they \'escort\' you out of town. They could also maybe confiscate your weapons for awhile?

some ideas for contraband/reasons for guards to kick you out:
  • catnip in some areas
  • rock picks in some kran areas ;)
  • beer, weapons, (rotten)meat in the temple
  • players with strong dark way skill and or certain glyphs (e.g.)

Choren

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« Reply #8 on: April 15, 2006, 07:07:21 pm »
I know that food can sometimes, be consider that when it is not natve to the area.  Some towns would not allow you to carry a itme with out premisson, such as a sword.
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Archon

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« Reply #9 on: April 16, 2006, 03:15:09 am »
Reminds me of Fable, but it\'s a good idea. Seems the community here puts more detail into realism, which I like.
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zanzibar

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« Reply #10 on: April 16, 2006, 04:29:00 am »
Why not no weapons?  Let\'s say there\'s a province with very little crime or hunger, where the main economy is farming, where there aren\'t any large predators, and they aren\'t at war with anyone.  Then some politician decides that people shouldn\'t be allowed to walk around carrying weapons, unless they\'re a guard or something.  Seems reasonable to me, and it would also be a neat effect!  Whatever weapons you have, you\'d lose if you wanted to pass through that province and get to what\'s on the other side.  Needless to say, a lot of people would either avoid that territory, or they would be outlaws while they\'re in that province.
Quote from: Raa
Immaturity is FTW.