Cities/Crime Syndicates
Posted: Wed Sep 22, 2004 10:03 pm
This was a bit long winded for the other topic for serious discussion to take place there, so I decided to make it its own topic!
I have an idea for a system of cities and crime syndicates. I suggest you can only be jailed in towns where you commited crimes and allied towns. If you commit a crime in Tarsonis, the City of the Forsaken should like you more, I think, and you will not be arrested there. But go to Tarsonis or Midian, and the NPCs (and JG) will try to jail you. Another idea is residency in a city. If you kill a resident of Tarsonis in Pixie Forest, and word gets back to Tarsonis/Midian/etc. then you're wanted there.
I would also suggest that for some period of time (be it half hour, hour, etc, according to your crime) that there would be a bounty on your head. If you continuously commited crimes, this bounty would raise and raise, and so would jailtime if you were caught. Of course, this money has to come from some where, so the residents of cities would pay taxes (and the MUD also matches an appropriate amount from the shops in the town) to pay for these bounties. Of course, you could choose not to be a resident of a town, but this results in lack of rights in any town (although all cities would be neutral to you, generally)
Along with this idea, certain cities could be at war, or allied. If you are at war with a city and you enter that city, you are basically free to be killed. This means that the stronger you are, the more likely you are to either build your own town through player hamlets, or to have no allegiance.
These player hamlets would not be at war with any NPC cities, but instead only with each other. Guards would also need to be provided for the hamlets to protect and jail, with wages coming from taxes. There would doubtlessly be some player hamlets which would be centers of crime in which there are few, biased, or no laws at all and would basically be pkill areas.
Along with these cities and residencies, there would be disguises (which randomly pop on kill of a guard) to let a rogue sneak into this town without being noticed as an outsider. This is how it would be possible for bounties from Tarsonis to be placed on people who kill Tarsonis citizens in the City of the Forsaken. These rogue spies would have the ability to 'record' the crimes which take place and either use the mail command to 'mail testimony Tarsonis' or to pass these back to Tarsonis by themselves or by use of messengers.
These disguises would be seen through by those of high rank in your own city, or possibly even told to all citizens through a 'citytalk' channel which could be introduced. This would allow large scale attacks of cities by rogues which infiltrate the city and destroy walls/unlock doors to let non-rogues into the cities.
These walls of course would have to be coded in certain areas of cities so that a rogue could use explosives (possibly the pearl potion, or a timed bomb which hurts all mobs/players in the room also) but in planting this bomb, there is a certain chance that they will be revealed from their disguise.
There would also be a certain chances that the disguise would wear off on movement, like sneak. This also requires witnesses in the rooms, either mobs, or just programs which will alert the city guards (and all citizens through 'citytalk' or even mail) when a rogue is uncovered or a city wall is breached.
In some peaceful cities, there would be even more laws, such as unsheathed weapons can aggro guards and result in a small jail time (only 5-10 minutes). Of course, in these cities there are worse laws for those caught in espionage.
Of course, before a certain level (30-40 I would suggest), players are immune to the politics of the cities (maybe they choose no alliance til tri-av either) so they cannot be harmed by random spies and such.
Those who are not aligned with any city could be aligned with a crime syndicate (invite only, you don't just apply for them...) which would be kept a secret...only leaders, and other higher-ups would know who all the members are and would mediate discussion and plans in the syndicate. If a city discovers you are in a crime syndicate, they would alert all allies also and those cities would try to jail you (for a certain amount of time, until they forgot).
NOTE:
Just because you are in a crime syndicate wouldn't mean you can't be associated with a city. A crime syndicate could even have major influence, and practically control a city, as seen throughout history. Although, being tied in with a crime syndicate may make some of the justice loving cities declare war on you.
I have an idea for a system of cities and crime syndicates. I suggest you can only be jailed in towns where you commited crimes and allied towns. If you commit a crime in Tarsonis, the City of the Forsaken should like you more, I think, and you will not be arrested there. But go to Tarsonis or Midian, and the NPCs (and JG) will try to jail you. Another idea is residency in a city. If you kill a resident of Tarsonis in Pixie Forest, and word gets back to Tarsonis/Midian/etc. then you're wanted there.
I would also suggest that for some period of time (be it half hour, hour, etc, according to your crime) that there would be a bounty on your head. If you continuously commited crimes, this bounty would raise and raise, and so would jailtime if you were caught. Of course, this money has to come from some where, so the residents of cities would pay taxes (and the MUD also matches an appropriate amount from the shops in the town) to pay for these bounties. Of course, you could choose not to be a resident of a town, but this results in lack of rights in any town (although all cities would be neutral to you, generally)
Along with this idea, certain cities could be at war, or allied. If you are at war with a city and you enter that city, you are basically free to be killed. This means that the stronger you are, the more likely you are to either build your own town through player hamlets, or to have no allegiance.
These player hamlets would not be at war with any NPC cities, but instead only with each other. Guards would also need to be provided for the hamlets to protect and jail, with wages coming from taxes. There would doubtlessly be some player hamlets which would be centers of crime in which there are few, biased, or no laws at all and would basically be pkill areas.
Along with these cities and residencies, there would be disguises (which randomly pop on kill of a guard) to let a rogue sneak into this town without being noticed as an outsider. This is how it would be possible for bounties from Tarsonis to be placed on people who kill Tarsonis citizens in the City of the Forsaken. These rogue spies would have the ability to 'record' the crimes which take place and either use the mail command to 'mail testimony Tarsonis' or to pass these back to Tarsonis by themselves or by use of messengers.
These disguises would be seen through by those of high rank in your own city, or possibly even told to all citizens through a 'citytalk' channel which could be introduced. This would allow large scale attacks of cities by rogues which infiltrate the city and destroy walls/unlock doors to let non-rogues into the cities.
These walls of course would have to be coded in certain areas of cities so that a rogue could use explosives (possibly the pearl potion, or a timed bomb which hurts all mobs/players in the room also) but in planting this bomb, there is a certain chance that they will be revealed from their disguise.
There would also be a certain chances that the disguise would wear off on movement, like sneak. This also requires witnesses in the rooms, either mobs, or just programs which will alert the city guards (and all citizens through 'citytalk' or even mail) when a rogue is uncovered or a city wall is breached.
In some peaceful cities, there would be even more laws, such as unsheathed weapons can aggro guards and result in a small jail time (only 5-10 minutes). Of course, in these cities there are worse laws for those caught in espionage.
Of course, before a certain level (30-40 I would suggest), players are immune to the politics of the cities (maybe they choose no alliance til tri-av either) so they cannot be harmed by random spies and such.
Those who are not aligned with any city could be aligned with a crime syndicate (invite only, you don't just apply for them...) which would be kept a secret...only leaders, and other higher-ups would know who all the members are and would mediate discussion and plans in the syndicate. If a city discovers you are in a crime syndicate, they would alert all allies also and those cities would try to jail you (for a certain amount of time, until they forgot).
NOTE:
Just because you are in a crime syndicate wouldn't mean you can't be associated with a city. A crime syndicate could even have major influence, and practically control a city, as seen throughout history. Although, being tied in with a crime syndicate may make some of the justice loving cities declare war on you.