8
8-Ball
Guest
Don't delete this, Rosh, it's legitimately addressing technical problems.
Number one: Travel
Good solution? Make days go faster. Even 15 min. nights and days might be good, and if they unrealistically bump up world map travel time a bit more, it would work.
Number two: KillFest
Duh, everyone shud be idel thatd work eh eh eh eh?
No, seriously.
Have murder seriously affect karma, decrease one's luck, and make random encounters more dangerous. Have cops shoot known murderers on sight. Have cop-killing make one known as a murderer throughout the state, (if it's a U.S. map) by the end of the day, and blossom out to all adjacent states if it happens again within another day, the whole craze dying down after two real-time weeks. Make subduing\running from cops after murdering people in their lines of sight also make one known as a murderer but not give the "Cop Killer" karma trait. Finally, make each square on the world map grid have approximately 1000 pixels and only have two players encounter each other when they simlutaneously cross the same pixel. Victims of chance encounters with PK's will be rather far away from them on the encounter map, and will be able to run. However, PK's may purchase exorbitant "motion sensors" which give them a grid square's range of sight, with the ability to intercept others and attack them.
As for two players who want to have a redneck duel (only done in alleys of cities and in backwater towns), if they both go into combat mode and select the "challenge" button, then one clicks on the other, who gets the message in their text box and may click the now-lit-up challenge button on their screen to accept and go hostile with the other player. If their stray shots accidentally hit other players, those players have the choice to enter into the brawl or run for cover (note: stray shots will never kill\disable bystanders). If they hit sheriffs, the guy who was missed, the shot intended for him hitting the cop, gets a new ally in combat. This, however, only flags the offender as a bad person IF he ends up shooting the cop. Just subduing the cop might make the guy an enemy of the town, but it won't give him a bad world reputation. NOTE: After killing five people in duels, one will receive the "dueler" karmic perk which lowers their karma but increases their reaction with backwater NPC's for every further "duel" victory.
Note: some towns have no police forces.
DEATH: The bad part of life.
Why kill if not for items? When a PK gets lucky and ices a player, he is entitled to xp equaling the player's level multiplied by 100 and all of the player's possessions EXCEPT the armor, anything in the two "weapon" slots, half of all unloaded ammunition, and anything in the four "safety" slots, a new feature. Players can stash in these slots any items weighing below 40lbs. A special perk might increase the number of four safeties to five and the weight limit to 50, or maybe even another 20 for each level.
The victim loses all that is taken, except the experience. If posessions remain untaken on the corpse, the player may keep them.
Weight carry limits are also decreased to stop huge loots.
Number one: Travel
Good solution? Make days go faster. Even 15 min. nights and days might be good, and if they unrealistically bump up world map travel time a bit more, it would work.
Number two: KillFest
Duh, everyone shud be idel thatd work eh eh eh eh?
No, seriously.
Have murder seriously affect karma, decrease one's luck, and make random encounters more dangerous. Have cops shoot known murderers on sight. Have cop-killing make one known as a murderer throughout the state, (if it's a U.S. map) by the end of the day, and blossom out to all adjacent states if it happens again within another day, the whole craze dying down after two real-time weeks. Make subduing\running from cops after murdering people in their lines of sight also make one known as a murderer but not give the "Cop Killer" karma trait. Finally, make each square on the world map grid have approximately 1000 pixels and only have two players encounter each other when they simlutaneously cross the same pixel. Victims of chance encounters with PK's will be rather far away from them on the encounter map, and will be able to run. However, PK's may purchase exorbitant "motion sensors" which give them a grid square's range of sight, with the ability to intercept others and attack them.
As for two players who want to have a redneck duel (only done in alleys of cities and in backwater towns), if they both go into combat mode and select the "challenge" button, then one clicks on the other, who gets the message in their text box and may click the now-lit-up challenge button on their screen to accept and go hostile with the other player. If their stray shots accidentally hit other players, those players have the choice to enter into the brawl or run for cover (note: stray shots will never kill\disable bystanders). If they hit sheriffs, the guy who was missed, the shot intended for him hitting the cop, gets a new ally in combat. This, however, only flags the offender as a bad person IF he ends up shooting the cop. Just subduing the cop might make the guy an enemy of the town, but it won't give him a bad world reputation. NOTE: After killing five people in duels, one will receive the "dueler" karmic perk which lowers their karma but increases their reaction with backwater NPC's for every further "duel" victory.
Note: some towns have no police forces.
DEATH: The bad part of life.
Why kill if not for items? When a PK gets lucky and ices a player, he is entitled to xp equaling the player's level multiplied by 100 and all of the player's possessions EXCEPT the armor, anything in the two "weapon" slots, half of all unloaded ammunition, and anything in the four "safety" slots, a new feature. Players can stash in these slots any items weighing below 40lbs. A special perk might increase the number of four safeties to five and the weight limit to 50, or maybe even another 20 for each level.
The victim loses all that is taken, except the experience. If posessions remain untaken on the corpse, the player may keep them.
Weight carry limits are also decreased to stop huge loots.