The following is the basic outline that will not happen for a very long time, if ever. The full plan is far more planned out, but you folks don’t like reading.
/challenge = does not end in death, ever*. both sides must accept. Others -may- (just a possibility) stop the fight with /stopfight.
/challenge = no penalty for one time an hour or so, or in predefined training areas.
/challenge = for more than one time an hour, you start to become known as a troublemaker to the NPCs, who may start charging you more for stuff and services. Some Quests may become harder. this will go back down after a while.
/challenge = excessive per hour outside the selected area. Word gets out to all NPCs that you are a disturber of the peace, and guards will come looking for you. High level mage guards may port right to your position and pawn your sorry arse. Do you get killed? No. You get a fine, or tossed in jail. Depends on how many times you fought. Try to get away from the guards and you get in bigger trouble.
/spar = Points based fight for training or sport. Sparing can only be done in special areas like the Arena. Must use practice weapons (available for rent or own from NPCs, or make your own). Each player is given points for hits. The one who hit’s the other player in a reselected time limit the most wins. Damage does not come into play at all, use challenge for that. (combat may have to be changed a bit for this). Sparring never ends in death.
/assault = Non-confirmation attack against any player at any time. Never ends in death*. This can only be done after doing many quests that ‘take you to the dark side of the force’. Assault gets you an instant one star (GTA talk) if witnessed by an NPC, or reported to a guard by a nearby player. Guards will come after you if they see you. No NPCs will talk nice to you, and they will call to the guards if you are seen. This does -not- wear off for a very long time. Weeks even. You will not be able to talk to NPCs or walk passed guards. You will not be able to do any ‘good’ quests. You will not pass go. If you are caught, you lose the weapons you are carrying (which you can get back in a quest after you get out of jail), get a fine, and go to jail for a few days.
/assault options = If successful in an assault, you have the option to /mug small items or tria off the victim. This gets you two stars if there are any witnesses. Jail time and fines are higher.
/kill* = an option for both challenge and assaults. If you win the fight, you -can- /kill someone, but at a great cost. Killing is illegal in -all- cases. Three stars . Never wears off until you do your time (certain NPCs -could- ‘fix‘ this for you.). You must complete a huge number of ‘dark quests’ to earn the right to kill. You go to jail for a week, lose all your money (which half goes to your victim), and your weapons are -very- hard to get back. NPCs will see you as a killer -forever-, even if you do the huge number of 'good' quests to redeem yourself. This will affect how they talk to you for the rest of your character’s life.
/kill x2= If you kill more than once where it is witnessed, reported, or an empathic NPC detects, you get five stars. Guards will kick the snot out of you, then take you to jail for even longer. You lose all your money, and you can not get your weapons back. Your first ‘quest’ in jail is to melt them down. NPCs will see you forever as somewhat of a nut.
/kill murder spree= If you kill many people (I would like to point out again that you have to be in the game for at least two months and go through many, many quests to do this), it is very bad news for you. Five stars, and an empath of any skill will see you from fifty paces off. This pretty much bans you from all towns. Jail time when caught is severe. Your money is split up between all your victims.
I would like to point out once again (if you missed my other post) that the jail is NOT a punishment for the player. The prison map would be -huge-. It would contain many quests. Some would get you out faster, some would give you ‘evil’ skills. There would be contacts with factions you could only make in prison. There would be quests that you could only start there as well, but would continue once you got out. You can fight, train, and do all the things you could do ‘on the outside’, just not on the outside. It would be very much like the DR is intended to be, but you can’t get out until time is served. If anyone who wants to do evil has problems with that, go find another game.