JerrodWofford
Sorceror
I was thinking of a way to give penalties for player killers without being too harsh on them. So here goes. I was thinking that every player should have blue status at all times, until they commit a crime vs a player. (this way they can access the safety of towns and use bankboxes, who is going to know that they were a murderer or thief anyway except the person they commited the crime against) At the time they commit a crime or are aggressive against another player, (starting the fight) the blue reverts to either grey or red depending on his status. If hes grey, the normal timer begins before he reverts once again into a blue. Thieves stay grey to the person they commited thievery against for 24 hrs, (so that the victim has a chance to get revenge against this person without being guard whacked or attacked by other blues) Everyone else will see him as blue and will not be able to attack him without consequences. A person who attacks another person and has murder counts above 5 will at that time will revert to red status where he will be freely attackable by all players.
Also a person in red or "murder" status loses 2% skill loss across the board (not to drop below 0) for every murder count above 5 that he or she has. Skill loss returns 2% at a time for every murder count that drops off. Not only would this make players think twice about just murdering people for no reason at all, (mainly newbies that would have nothing for the murderer to loot anyway) but also with every murder count they aquire, it would make it that much easier for them to be killed instead of them getting away with another murder. This would essentially keep the killing sprees to a minimum and make them think twice about becoming a murderer in the first place. The skill loss would not be permenant, so there would be no long term reprecussions for murdering.
Let me know if you think you could script this, and any ideas you may have that could make this system better in any way.
Also a person in red or "murder" status loses 2% skill loss across the board (not to drop below 0) for every murder count above 5 that he or she has. Skill loss returns 2% at a time for every murder count that drops off. Not only would this make players think twice about just murdering people for no reason at all, (mainly newbies that would have nothing for the murderer to loot anyway) but also with every murder count they aquire, it would make it that much easier for them to be killed instead of them getting away with another murder. This would essentially keep the killing sprees to a minimum and make them think twice about becoming a murderer in the first place. The skill loss would not be permenant, so there would be no long term reprecussions for murdering.
Let me know if you think you could script this, and any ideas you may have that could make this system better in any way.