[MUD-Dev] Character Restraint & Capture (bounty hunting)
jester at futuremmorpg.org
Tue Mar 2 18:19:41 New Zealand Daylight Time 2004
> On Fri, 2004-02-27 at 16:13, Jester wrote:
>> 1. Character V is hunting bear in the woods :) when he is
>> attacked and killed by character K
> What happens if you replace this with:
> 1. Character K is hunting bear in the woods when he is attacked
> by character V. Character V, being incredibly weak, dies
An aggressor has no recourse in this system
> 1. Character V is hunting bear in the woods when he is attacked
> by character K. Character K is careful to merely weaken V, thus
> allowing the bear to finish V off.
(A) If the aggressor does more than a threshold amount of damage
(say 5%) then he is responsible until the player has naturally
recovered those HP, if the bear finishes V off before he heals, K is
a viable bounty target.
> 1. Character V is hunting bear in the woods when characters K,
> L, and M swing out of the trees crying, 'Your money and your
> life!' V collapses in a barrage of arrows.
(B) The player has the option of placing a bounty on any character
attacks him, including killers from previous combats that fall into
scenario (A). So he could place bounties on K,L or M
My game has other mechanism for the rogues and robbers, but that is
external to the bounty hunting system and I can't discuss
it. Suffice it to say the BH system is more aimed at those killing
for out of character reasons i.e. PK'ers & griefers.
> 1. Character V is hunting bear in the woods when character K
> runs past shouting, 'Aaaarrggh!'. Suddenly, a wild boar springs
> forth in hot pursuit of K, impaling V in the process.
(C) In most well constructed games the boar is unlikely to switch
from K to V unless provoked (or K dies). This is the hardest of your
scenarios to deal with as K may genuinely not intend for V to be
caught up in his train.
V also has the option of running out of the way when he hears the
ruckus in the first place.
I'll give this one some thought.
> Basically, all to do with:
>> "The bounty has to be approved by an independent npc (that
>> simply reads the 'I was killed by:' data)"
> To maintain a roleplay view of the situation, perhaps the judge
> NPC should ask, 'Who caused your death?'
There are many ways to wrap the 'judge' mechanism up in a roleplay
view but they are implementation specific so as long as they prevent
abuse of the system, the rest are aesthetics.
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