[MUD-Dev] Character Restraint & Capture (bounty hunting)
brianhook at pyrogon.com
Tue Feb 24 23:23:56 New Zealand Daylight Time 2004
On Wed, 18 Feb 2004 21:37:16 -0000, Jester wrote:
> 1. After a character is resurrected they can choose to go along to
> the judicial court and place a bounty (paid up front) on their
If it's non-consensual PvP, why should someone have to pay? If
you're a newbie and just got PKed by a high level griefer, how can
you possibly afford to pay a bounty?
Instead, simply allow them to "report them to the authorities" which
then automatically generates a bounty.
A system wide bounty for the target is then announced, and anyone
with a Bounty Hunter skill can bring them to justice. Give perks
other than just money -- reputation, XP, whatever.
> 3. When they find them they use their skills to subdue and capture
> the killer
Ehhh...I don't like that, because there's a chance that a competent
PK -- or PK guild -- will simply kill the bounty hunters chasing
It might be interesting to provide limited invulnerability to a
bounty hunter with the appropriate level. Underpowered hunters
can't bring a high level griefer to justice, but a same or higher
level hunter could find the griefer and subdue him without taking
damage. This _ensures_ that justice is available as long as the
bounty hunter finds the target.
> 5. The prisoner is then given access to their inventory/bank and
> must raise enough cash to pay their fine (original bounty *
Too much interaction. Every time you give the target a choice or
enforced action, they'll find a way to game it.
Personally I would have the result be a fine, with garnishment of
loot (automatically) to go into the funds of the victim, bounty
hunter and city.
> 6. If the prisoner cannot pay then they will be jailed for a
> period related to the amount of fine outstanding, or until someone
> bails them out.
Too frustrating for the target.
> a. Ensuring that a player cannot falsely accuse another player
> (@step 1).
That's easy enough to verify with a "I was PKed" flag.
> b. Ensuring that a bounty hunter cannot bring back someone else by
> mistake or malicious intent (@step4).
Bounty hunters can only capture/apprehend suspects that have active
bounties on them.
> c. Ensuring that the division of monies raised by the fine at
> least covers the original bounty paid + 100% so regardless of the
> % split if a player puts up a 200gp bounty they will receive at
> least 400gp back.
See earlier comments about making the victim pay up front. Instead,
if the bounty is 200gp, make sure that the target pays for the
bounty + city contribution + victim restitution.
However, I would be leery of victim restitution, since the reward
system now starts getting to the point where someone might game the
system, i.e. min/maxing the victim, hunter and fugitive system so
that one of the parties benefits disproportionately and the other
parties are not adversely affected. That would be one of my
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