banks getting robbed and people put to jail

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DeletedUser1105

Ok, I think we have already agreed that a jailhouse is needed. What I don't see, however, is how it would work. Who catches the robbers? How?
 

DeletedUser

That's what's worth being worked out...
first off I'd say everytown with a jailhouse would automatically incur a global risk-factor for every challenger who wishes to duel in that town. This is so that no one person is viable for protecting the whole down. I would assume the 'risk' forlumae would be based similar to morale from TW (a calculation of the challengers duel lvl, the town point value and the lvl of the jailhouse)

each Jailhouse upgrade would hold more prisoner for a longer time. For simplicity, one offense would throw us in the slammer for 8hrs. If we do not post bail, or are not able to get our possee to break us out, then the game automatically releases us. This would prohibit abuse of letting an offender 'rot in jail' for weeks on end. Of course the sherrif/founder/chancellors would have the ability to release a prison on their own accord whenever they feel the need....

I can explain more on this concept, but first wish to know more about the upcoming sheriff class that may (or may not) be released for this would effect my decision.
 

DeletedUser1105

I like the idea of posting bail. A set fee that goes to the town treasury.
 

DeletedUser

Theres plenty of things that could be done to make gameplay more individual. I like the ideas of jails and getting caught for crimes
 

DeletedUser

agreed. But questions of setting bail arise... Who would set it? To what amount? How much could they set? Would be a flat-fee? Or would it fluctuate according to how many offense you have?

For programming simplicity I'd have the bail worked one of two ways:
1) Flat fee automatically set. It never goes up as the programing codes needed to track the number of offenses we incurr would be very high - might as well throw a 'bandit / outlaw' meter in the character stats.
2) The town founder / sheriff would set the bail. The offender would then either have to have the cash in hand (or in his personal bank roll) or convince a buddy of his to pay the bail...

So when a visitor opens the jail house, they could read a list of prisoners (like how we can currently open a townhall and read a list of residence). Next to the prisoners would be a small querry with the amount of bail needed to release him. Of course all a percentage of the bonds would go to the towns treasury (just like a making purchases from the general store).

However with an automatic time-release as i suggested I would assume many players would just sit out the sentencing.
 

DeletedUser

I would think each level of the bank should add at least some kind of bonus, be it less money stolen, higher skills needed to rob it, or a bonus to whatever defenders. As for the defenders, I would think each person would have an option to participate in the town watch in their options menu, and if they do, it would be "passively active" all the time. While they do, it may be possible to let the town offer payments as an incentive to help the town watch, or people could volunteer to help the town and have "guard hours" show up with build hours in the town hall. Then, if a bank robbery is attempted, all players who have chosen to take part in the town watch would join in a shootout with the robbers, and get a report about it, essentially, a big duel. The robbers would be able to loot the town watch if they win, or have some kind of downside to guarding the bank.
 
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DeletedUser

again program simplicity would mandate that the bank lvl be automatically incorporated into the risk factor of successfully pulling a bank heist.

a formulae would be something like {quest=bankheist: char1 que=bankheist+timer+5|reportsend town=all citizens.[wait].if citacc=3 then run bankhiest at full timer que else stop bankheist: bankheist[fun=charrank+cittacc/citacc](banklvl+sheriff/townpts+jailend) if questque=bankhiest then run fun/bank+add lvl/citacc[wait]. calc risk = questque=bankheist........yaddam yadda yadda and a bunch of gobdlegook;}

please don't quote me on that.
My programming skills stop at qbasic...
 

DeletedUser

Lincoln, my apologies, i got it into my head that it was called 'wildwest' doh!

The problem with just being able to rob the town's treasury is that once people knew it was liable to be plundered they'd be careful not to keep too much money in. I bet a bank raid producing $1000 would be incredibly rare. So we need a good reward for robberies but haven't yet agreed a way to do it. perhaps the winning town would take the others prisoner?
 

DeletedUser

what reward would be needed other than to loot the cash and earn some exp?
There have been unsuccessful bank robberies where the looters got away, but got nothing for thier effort.... just a bunch of worhtless stock and bonds...

o.0 that gives me an idea!
Stocks bonds and gold bars could be reward items gained for pulling off a bank heist. the resale value would be well worth the effort!
Srocks = 300
Bonds = 500
Gold bars = 1000

But if this were the case then I would suggest that a 'bankhiest' be a simple job you can do alone in the field like every other job. It'd be way simpler programming codes and less intrusive to those town with large treasury holds.

However, IF the bankhiest was a pvp quest. Then town donaters would just have to employ more strategy on when to donate and when to just build out of pocket. Keep in mind that there is already a balance in play here: say you have $240 cash in hand. Do you:
a) donate to the treasury
b) upgrade out of hand
c) place it in your personal bank roll
d) hold on to it in hopes you are not dueled and robbed

Obviously option b is the way to grow the town safely with less risk of bank robberies.
Also bear in mind that I did suggest earlier that a towns' bank cannot be targetted for robbery unless 2 conditions have been met:
1) TownHall at lvl2
2) Bank at lvl 3

these conditions would prohibit would-be theives from robbing every small town out there. The idea is to establish a sens of game balance and keep mid-sized town targeting each other and the high-end towns targeting each other.
 

DeletedUser1105

AH but there would be a way around that.

If the town had a 5 strong gang in a bank robbing team, they could also send a man for a man to the town to duel the residents, and then they will target the bank/treasury and the personal cash together too.
 

DeletedUser

bank robbery = good idea. jailtime = good idea.

now what you need is a system. a simple one.

first of all towns wouldnt rob other towns. it would need to be an individual thing. like dueling, but your dueling the towns defenses instead of a character.

SO. these are the three building you would need. a bank, a safe, and a jail. banks we already have, they would just need to add a defense/difficulty level to the coding for robberies. the SAFE would add an additional level of difficulty to the robbery, as well as safeguard a percentage of the town treasury based of safe level. a JAIL would be the third level of difficulty added (biggerjail, more deputies) as well as set the level of difficulty for being "busted out". time in jail for failure - 8 to 24 hours. energy and health at half when released. bail set and payable by jailed character out of personal bankroll.

so this would really set up just like a duel. in dueling you have 5 skills you add up for your dueling ability. the robbery would be the same. bank makes defense(likeliness of ahit success), safe makes health, and jail makes damage to player trying to rob the town. the money you get away with if you win is based on the amount of "damage" you did in the robbery duel.

no get arounds, no gimmicks, just another way to be an outlaw.

but what skills should be counted when robbing a bank? tactics? fine motor skills? horseback riding? health?
 

DeletedUser

Tactics to plan the raid
Hiding to get into town without being spotted
Construction to find weak spots in the bank
Fine Motor skills to get into the safe
Riding to make your getaway
 

DeletedUser

i would probably replace construction with something else. but the others sound good. the town hall level could add to the defense of the town as well. a bigger townb means more organization. news travels faster.
 

DeletedUser

Don't like the idea of skills requirements to rob banks. if you specialise in duelling then you ain't got 'em.

ROBBERIES

Bank/town fund/gold bar Robberies should take place when no members of the town are available to duel due to sleep or death. The Last person to kill the final opponant wins the money for their town's treasury.

JAILS

1. Town builds jail.
2. Town founder can pay any amount over from the town treasury into a reward for a particular player.
3. That information becomes available in the rankings in a 'most wanted' chart
4. Whoever kills that player receives the reward.
6. Player stays in each town's jail that posted a reward for one hour per $100.
7. Player is 'sprung' from jail by all the players in the holding town being dead or asleep.

I like it because it has the flavour of magnificant Seven/Samuri etc.

The town gets it's revenge and gunfighters get to bounty hunt.

There's also 'The Good the Bad and the Ugly' theme of various bounty hunters after the same prize.

There's also the outlaw band planning a jailbreak. The plot lines it opens up are endless.

There will need to be refinements...anyone got any?
 
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DeletedUser1105

I don't think it would work just yet. Let me give you the scenario that just came to mind:

Ulthor visits my town, duels me (wins and takes my moolah), then duels a couple of my town members, winning them both. As you'd expect, I'm a little annoyed about this. Can't go and duel him back, he's too good to be beaten that way. So I put a bounty on his head. Kieghlon goes out, duels Ulthor and wins, and therefore Ulthor is put in jail for a bit.

All sounds rather good. But what happens when he gets out? Who do you think is going to be top of Ulthors **** list?

There just does not seem enough motivation for a town to 1) spend money and time to build a jail and 2) to pay people to hunt these people down.

All it will do will bring more trouble on the town. Especially when Ulthors friends pay a visit to bust him out and duel our butts off.

I don't want to be negative, I really like this idea. It's just I think there needs to be more in it for towns.
 

DeletedUser

There should be preventative measures though. With each level of the bank the securiy measures grow making it increasingly harder to rob. Possibly even the implementation of a town sheriff (upgradeable NPC) that is paid from the bank daily and must be dueled in the event of a robbery. The more people in you posse robbing the bank would improve your chances. So as towns build up defenses against robberies the bandits will have to organize a little better. expand...
 

DeletedUser

i think the everyones asleep thing would make ittoo easy to hit towns. i like skills being a part of it, just like any other job. and with sd's example, you really dont want a dueller being busted out of jail on your frontdoor. nowmaybe if 1 or 2 of the dueling skills overlapped with the robbery skills, it would be a better option for everyone. a good robber would be at least a decent gunslinger, and vice versa. i think your idea has alot of merit and is well thought out, but gameplay wise it would be abused or not used.
 

DeletedUser1105

Yes it is definately a good idea.

It is at the stage where we need a developers input (try not to laugh guys), because we are about to get into the real nitty gritty of it.
 

DeletedUser

I don't think it would work just yet. Let me give you the scenario that just came to mind:

Ulthor visits my town, duels me (wins and takes my moolah), then duels a couple of my town members, winning them both. As you'd expect, I'm a little annoyed about this. Can't go and duel him back, he's too good to be beaten that way. So I put a bounty on his head. Kieghlon goes out, duels Ulthor and wins, and therefore Ulthor is put in jail for a bit.

All sounds rather good. But what happens when he gets out? Who do you think is going to be top of Ulthors **** list?

There just does not seem enough motivation for a town to 1) spend money and time to build a jail and 2) to pay people to hunt these people down.

All it will do will bring more trouble on the town. Especially when Ulthors friends pay a visit to bust him out and duel our butts off.

I don't want to be negative, I really like this idea. It's just I think there needs to be more in it for towns.

Well this is to allow towns who already are plagued by a particular gunfighter they cannot do much about. The fact that it annoys the gunfighter doesn't put them in a worse position because he was hitting them at will anyway.

The scenario you propose about my 'friends' coming to kick your ass doesn't ring true to me, Firstly i don't have any 'friends' and am the only dueller in the town.

I'd also envisaged that it might well be several small towns plagued by a nearby gunfighter, clubbing together to make him a rich prize for bounty hunters. This is the scenario in which the poor mexican farmers club together to hire the out-of-town gunfighter to bully their bully. It would make gunfighters be more careful about their targets. It also has the advantage of taking the offender off the streets for a time.
 

DeletedUser1105

When you put it like that, it seems to work.

Would it be automatic, this 'clubbing together'? I think it would need to be.

I.e. Town A puts a bounty of $500 on Ulthor's head.
Town B, completely unaway of the first one, puts a $500 bounty on Ulthor's head too.

The system recognises this and puts it together as the same bounty, now worth $1000.
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When towns put bounties on people's head, they pay the money there and then as well, in advance. They can cancel the bounty at any time and recieve the money back if they need it.

Gunslingers would 'accept' a bounty (but it would remain anoymous) and then would recieve notification via telegram if a) someone beat them to it and the bounty has now gone and b) if the town retracted the bounty.

I mention retracting the bounty, because some dullers may back down after a simple warning.
 
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