Greetings.
I am creating this discussion to give voice to some players with whom i spoke recently.
They were complaining about this flat justice system, and they all agreed it could use some spice and so, after gathering some ideas and giving them a form, an idea emerged more often than others: a dynamic BOUNTY SYSTEM.
I will now explain its details at the best of my capabilities. Please keep in mind that this is a discussion to evaluate the idea, not to talk about its balancement (which would be the dev's task if this idea is well accepted). Please read thisto its end before asking something that may be already explained. I hope you like the idea and that i don't miss anything!
First of all we should determine the context. We have 2 parts in the justice system: the criminal and the law. Untill now, the first part was often embodyed by a player and the latter always by an NPC.
You may have guessed that the obvious way to renew this system is giving players a chance to actually partecipate the justice system, the natural question would be "How". While a player surely cannot become a mere guard, we can still allow him to partecipate the justice system by adding a bounty hunting system.
We elaborated a prototype based on some simple loigcal passages.
What happens if player commits a crime like theft, murdering, throwing mud balls on guards (yes that triggers them)? We all know that escaping the justice is kinda easy. I am myself a master thief and i made a little fortune with my activities. But in doing that i always had the feeling of somehting repetitive, that gave no surprise and incredibly easy to perform.
Where mere guards cannot handle the great cunning and dexterity of a player, maybe another player could. And here enters the brave figure of the bounty hunter: a player devoted to hunt lawless criminals down, for a profit of course!
But there is a first problem: adding bounty hunters would mean having players uncontrollably slauthering each others. The solution, though, is quite simple: make the whole system optional.
Now let's assume that someone commits a crime: he would receive a bounty depending on the entity of his transgression, something easly clearable. So, in order to justify the choice of partecipating the bounty hunting system, the criminal should be rewarded for his choice. The rewars is simple: more money! $$$
That's right: a system where to an higher risk corresponds an higher reward. Stolen objects would give more money thielves guild and dark brotherhood would reward you with more gold and maybe extra objects... the magnitude of the increased reward would be balanced by devs. This choice could present in the form of a simple old-style switch in a specific panel, or maybe signing a list at the local thileves den. Maybe this would unlock special mission and contracts for the assassin/master thief. In other words: more opportunities, more rewards for a brave playstyle.
But joining the system, while giving more rewards, would also mean that your bounty increases much faster. Whenever this bounty would reach acertain level (or maybe from the very beginning) you would be labeled as WANTED.
From that moment foward you would truly be in trouble, because there would be a reward on your head, maybe high enough to convince local bounty hunters (players) to hunt you down and enjoy the money your head would bring them.
Not all players can partecipate indiscriminately: in order to prevent a mass slaughter, bounty hunters must sign up at the local bounty hunting board in order to be allowed to act as bounty hunter and impose the law.
But how would it work? Bounty hunters are not omniscent so they would not automatically know that a certain player is a wanted criminal. Once they sign the local bounty hunter board they may pick the active contracts. Every time a player is marked as "wanted" the active bounty hunters would get a signal on his bounty hunting panel, warning him that there is a new wanted criminal in the zone he is in that very moment.
A bounty hunter would be able to become hostile with a wanted criminal player only after he enters a certain "idetification radius", a distance from a player thought to give a good degree of safety to a fugitive. Once a Bounty hunter managed to "recognize" his bounty the hunt may begin and the bounty hunter may attempt to take the bounty down in order to claim the reward.
The bounty system is planned to give both sides fair opportunities to suceed. Once a player entered the bounty hunting system as criminal a timer will appear (the duration is matter of balancement). The timer will resets at each crime the criminal commits a crime and as long as the timer is active you may not leave the zone where you became a wanted criminal. This is ment to prevent a player to escape in order to give bounty hunters a chance to get the reward. From a lore point of view, you may justify this by thinking that your current region's borders are now guarded more than ever by guards that were placed there in order to get the fugutive.
A bounty hunter may have an hard time seeking a criminal for the whole region, in order to help him out and give more depth to the system, we should add a tracking system. Every time a bounty hunter opens the map he will see a radius, like in the normal quests, that indicates the approximate location of his target. In order to reduce the radius and make his search easyer he must collect evidences (footprints, speaking with informants or witnesses, etc). This process of gathering information will take some time, so the bounty hunter should moderate his search for information in order to not let too much time pass and the fugitive escape.
During the countdown, a criminal may not sell the stuff he stole and he may not erase his bounty (he can still use items to lower it), this is done to prevent an easy way to exploiut this system to make more money faster and prevent the criminal form leaving the hunt and not give a chance to bounty hunters.
An outlaw den is a sanctuaty: no bounty hunter can reach you there since they should be not allowed in there., but once a player enters the refuge the timer resets. This is another countermeasures to exploits.
This new system would give us the opportunity to add specific sets, give more importance to the awful dark broderhood and thielves guild sets and hopefully nourish the community with much more interactions between players.
Thank you for your patience in reading this!