WARNING Wall of Text Ahead!
TL:DR - Prevent large coordinated groups from being able to use Justice System to farm money by making guards more powerful the longer they're engaged in combat.
Add a prison system you can escape from or serve time in to save money from paying bounties.
A thought occurred to me yesterday whilst participating in the Windhelm Crime Spree on the PTS.
What if, bear with me, a guild decided to gather together a full group (24 people) and ransack a town for all the steal-ables and loots that the kill-able NPCs now drop, in an attempt to farm gold, let's say?
If this is at all possible in the first place.
For instance, by having the tanks and healers of that group some how some waygather the guards and keep them busy - while the DPS run amok. Killing and looting and waiting for respawns to kill and loot again.
While this would have little to no effect on individuals questing, it could be seen by some as griefing and definitely exploiting by others. If it's even possible.
I had 2 solutions for this hypothetical problem I'd like to share. Please offer your thoughts and feedback on why these ideas could/couldn't work and what they would mean for gameplay and the current/future community.
Solution #1:
Guard Power
Should an instance like the aforementioned scenario occur - the attacks and attack abilities of the guards engaged in actual combat would grow in power until effectively 1-shot'ing the offenders attempting to "keep them busy" while their compatriots farm teh lootz.
Also in line, say an individual thinks they're funny and would like to see how long they can keep a guard or string thereof on a leash - letting them chase and catch them and then fleeing. In circles. Through town. Into the Healing Springs of an individual minding their own business and either healing themselves or a groupmate after finishing a quest and returning to the supposed safety of town, effectively giving that healer a bounty and 'wanted' level they did nothing to warrant.
Instituting this practice would nip that kind of trolling and d-baggery in the bud.
Solution # 2:
Jail Time
As an alternative to paying a bounty, an individual could choose to spend time in Jail. Or in the stocks if designing a template prison and porting it into all the cities like was done with the Outlaw Refuges is too much of a pain.
Considering game time runs faster than actual time, this could be a valid way to save coin and add weight to the importance of not getting caught.
Times would depend on wanted level. Just an idea.
Disreputable capture lands you in a prison cell or the stocks for 5 real minutes.
Notorious capture? 10 minutes.
Fugitive capture? Will likely end in death anyway, however, the addition of a /surrender function could change that. 15 real minutes in prison.
Make it fun.
Add the ability to escape. Have the cell door susceptible to lockpicking. Remove all inventory from the prisoner, or make it unaccessible with the exception of 3 lockpicks.
This will give the imprisoned individual 3 strikes on picking the Master level lock that is the cell door or the lock on the stocks.
Should the prisoner's belongings be removed from their inventory, they would be stored in a lockbox only accessible by the individual across the room from their cell.
Pick your way out of your cell with 1 lockpick? Excellent, now you have 2 to spare on attempting to get back your gear.
Have only 1 and break it when attempting to pick the lockbox? Add in a conveniently sleeping "guard" NPC (one that's actually killable, should the need arise) of which we can pickpocket or slay in order to reach the key.
From there, you can have all sorts of options.
You could free the other prisoners and start a riot to cover your escape.
DISCLAIMER: Of course the prisons in the cities will have to be instanced separately from the city proper - to dissuade individuals who aren't wanted or imprisoned from gaining access for the sheer purpose to cause riots and to be a nuisance.
You could go the stealth approach and sneak out.
Make all the guards in the prison killable and you can simply kill your way out. Make them the ESO version of elites, to add a bit of difficulty.
However should you be discovered in your escape, your bounty is reinstated and doubled and your 'wanted' level jumps to Fugitive.
What do you guys think?
Edited by WraithAzraiel on 1 February 2015 22:26 Shendell De'Gull - V14 Vampire Nightblade
Captain of the Black Howling
"There's no such thing as overkill..."
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