Knights Templar NWN
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Knights Templar NWN

A forum for the Knights Templar mod for Neverwinter Nights
 
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SLM
Sarah the DM
werehound
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werehound




Posts : 124
Join date : 2008-12-24

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PostSubject: <Erased>   <Erased> Icon_minitimeSun Dec 28 2008, 22:35

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Last edited by werehound on Wed Sep 23 2009, 19:24; edited 1 time in total
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Sarah the DM




Posts : 695
Join date : 2008-09-04

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PostSubject: Re: <Erased>   <Erased> Icon_minitimeMon Dec 29 2008, 01:01

I understand the confusion. The turns are not game turns. They are a separate system of turns I use in custom scripting. I can try to convert it into "real world" minutes, so there is no misunderstanding in the future.
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werehound




Posts : 124
Join date : 2008-12-24

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PostSubject: Re: <Erased>   <Erased> Icon_minitimeMon Dec 29 2008, 02:02

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Last edited by werehound on Wed Sep 23 2009, 19:24; edited 1 time in total
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SLM




Posts : 8
Join date : 2008-12-30

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PostSubject: Re: <Erased>   <Erased> Icon_minitimeTue Dec 30 2008, 12:47

Yes this would be great to have a better idea how long you will be stuck in prison. I remember thinking the same thing woohoo only 2 turns! Half an hour later exactly I was released. This certainly had me looking up how long a turn was lol!
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GammaGm




Posts : 64
Join date : 2008-12-29

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PostSubject: Ahh yes prison...   <Erased> Icon_minitimeTue Dec 30 2008, 20:01

Some of our more inventive and inverterate thieves and murders go jail. They walk away from their PC, get on another PC and roam the realms unopposed.

I think they need to break rocks scratch After they have broken a specified number of rocks in proportion of the value of whatever they have stolen- then they go free. This assures the offending real-life person is real-life bored to tears in exchange for the real-life thrill of swiping other peoples treasured gear.

Murderers- I think they need to suffer a permanent stat reduction, if caught. A random 2-5 point reduction off of a random stat should do. Prison sentences aren't noted for increasing anyone's strength, constitution, intelligence, wisdom, or charm. cyclops
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Sarah the DM




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Join date : 2008-09-04

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PostSubject: Re: <Erased>   <Erased> Icon_minitimeWed Dec 31 2008, 04:11

Breaking rocks is an interesting idea. I'm not sure how I would implement something like that, but I'm sure it can be done.

Stat reductions, on the other hand, aren't possible. That would make the character appear to be hacked (aka illegal), and they wouldn't be able to log back on.
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SLM




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Join date : 2008-12-30

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PostSubject: Re: <Erased>   <Erased> Icon_minitimeWed Dec 31 2008, 13:06

I know this is slightly off topic but if you're going to have us breaking rocks as we sit in prison then I would like to see some possible way to be able to escape from prison. Its really common for the greatest of criminals to be able to escape. Then they are on the run and wanted for escape. Someone could get a HUGE reward for returning an escaped convict. Make it worth the Knights time to chase them by putting someone back in prison where they are supposed to be and get a reward much like a "bounty" for the criminal.
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GammaGm




Posts : 64
Join date : 2008-12-29

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PostSubject: murder...   <Erased> Icon_minitimeThu Jan 01 2009, 17:09

An interesting puzzle then. Other possibilities:

Exp loss-
Item strip-
Item breaks-
Sex change- Don't think about it too long.
Ball and chain- Fill inventory with a very large undroppable item, call it guilt. Write a commandment and a few proverbs on it (sure would apply to theft as well). Enough murders and you've got no inventory left.
Teleport- to a section of hell, with no doors, no loot, and squads of pickpockets.
A companion- an indestructible, ignored by foes, semi-corporeal being that follows one around nagging.
Shrunken head- helmets no longer fit, any helmet.
Can't rest- 18% odds of the spectre of the one murdered shows up to attack you in your sleep, oh those restless k-nights
Addiction- Healing potions just don't work like they used to, effectiveness of heal pots halved. This is a sort of living death, very subtle.

I till say you have to be caught for any of these to take effect.
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GammaGm




Posts : 64
Join date : 2008-12-29

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PostSubject: Bounties   <Erased> Icon_minitimeThu Jan 01 2009, 17:13

No bounties!!!

I could see certain unscrupulous persons committing crimes and turning themselves in with two comps and accounts. Certain cretins would like nothing better.
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Nuli




Posts : 98
Join date : 2008-09-10
Age : 49
Location : Pittsburgh, Pa

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PostSubject: Re: <Erased>   <Erased> Icon_minitimeThu Jan 01 2009, 19:04

I agree about the bounties with gammagm, there are definitely people who would just purposely commit crimes with friends in order to get the reward.

I like some of the other ideas..the one with filling your inventory with things you cannot drop or sell is amusing. Certainly would make getting caught alot worse for thieves.

Nuli
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GPharaoh

GPharaoh


Posts : 148
Join date : 2008-09-23
Age : 36
Location : NYC-Brooklyn

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PostSubject: Re: <Erased>   <Erased> Icon_minitimeThu Jan 01 2009, 22:09

Nuli wrote:
I agree about the bounties with gammagm, there are definitely people who would just purposely commit crimes with friends in order to get the reward.

I like some of the other ideas..the one with filling your inventory with things you cannot drop or sell is amusing. Certainly would make getting caught alot worse for thieves.

Nuli
but you must be aware that anything Sarah would do there's alway way around it... so what if ppl would do that?? i have no problem with that?? i would just hunt both ppl that commit crime and turn themselves for reward.. its that simple...
Also, how about making something that after a thief/murderer gets caught teleport him/her to an area with lots of hard mobs so he/she respawns THERE and looses massive amount of xp... (can only go back from 60 to 40).

Another idea would be... lets say... only members of guilds get rewards for killing a thief/murderer... lets say reward would depend on a guild you're in.

About Knights Templars Guild... because since KT guild is supposed to be justice how can they kill other ppl in order to bring justice??(you should know what im talking about)... so than how about members of guild instead of killing thiefs/murderers they would have a power on their ammy to send them to a prison or to a some place where its hard to get out.

PS. to these that oppose bounty... why is there KT guild ammy?? are u gonna tell me ppl didnt use guild for their adventage to get items from d16?? maybe its hard to get items but u still get them... after a long time of sitting in d16 and going there for free wont get u best items in game?? it shouldn't be like that... IN my opinion hell shouldnt be as easy as it is now... that dungeon shouldnt be soloable... if u dont know what it means to party up with someone and go through it, ur loose, u wont get best items... not like i hear ppl brag about soloing something that shouldnt be soloable... Sarah said himself that HELL should be the hardest dungeon... and i dont see it happening when ppl solo it
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SLM




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Join date : 2008-12-30

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PostSubject: Re: <Erased>   <Erased> Icon_minitimeFri Jan 02 2009, 12:36

Well I can see where the bounties could be exploited but like others have said other things can be exploited to gain wealth and items also. I just would like to see something put in to make it worth while for a knight to bring justice. And it would be interesting to have a wanted list for top criminals or something.
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GammaGm




Posts : 64
Join date : 2008-12-29

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PostSubject: bounties and such   <Erased> Icon_minitimeFri Jan 02 2009, 15:54

There are rewards for keeping criminals in check. There are rewards for catching them. There are rewards for belonging to the knights guild.

Those rewards are bound up in the intrinsic rewards of doing these things as well as the general perks for belonging to the guild. Considering how real life time intensive it is to climb to lvl 60 and gain the gear required, the loss of knighthood is excruciating.

Also, I perceive that within the most accomplished of the knights a reticence to help others with gear or whatever who do not uphold the highest tenets of play.

I think no automatic system for rewards should be in place for doing good- too many opportunities for exploiting.
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GammaGm




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Join date : 2008-12-29

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PostSubject: Justice-   <Erased> Icon_minitimeFri Jan 02 2009, 16:04

Assume that the thief was not actually killed, rather captured, rendered incapacitated or whatever. They go to jail.

True justice is defined as "eye for and eye, tooth for tooth, limb for limb, life for life" as found in the Old Testament and in the Code of Hammurabi. Jesus urged an individual to not exact their own revenge, rather "turn the other cheek." Paul indicated that "the state does not bear the power of the sword for nothing" (swords being used for executions and with armies, the power of life and death). There is a difference between the actions of an individual and the representatives of a state. Assume that the knights are the lawfully assigned agents for visiting justice for the mythical land in which they reside.

In this fantasy world criminals actually get some measure of punishment-
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Sarah the DM




Posts : 695
Join date : 2008-09-04

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PostSubject: Re: <Erased>   <Erased> Icon_minitimeSat Jan 03 2009, 16:20

I can't remember the coding off the top of my head, but I'm pretty sure there are rewards for tracking down thieves and murderers. If anyone (except knights/crimson monks) kills a thief, they get any stolen items that are still in the thief's inventory. If you kill a murderer, you get XP equal to a monster of the same hit dice. I know it's not much, but I can't think of any way to exploit it, at least not to any significant degree.

If you're a thief, like SLM, it's a good idea to fence your stolen items for the above reason.

BTW, I don't know how thoroughly any of the PvP thief and murderer scripts have been tested, so let me know if you don't get the stolen loot when you kill a thief. And don't worry about the stolen tag on the items, as that is supposed to be cleared when the items are recovered.
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Sarah the DM




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PostSubject: Re: <Erased>   <Erased> Icon_minitimeSat Jan 03 2009, 16:23

The Knight Templars are indeed the law enforcers of this particular realm. It's their job to track down thieves and murderers and protect the innocent. The benefits and limitations of knighthood are obvious. The knights are the strongest players, but they can't use that strength against other players short of those players stealing or murdering.

The penalty for losing knighthood is extreme for a reason. It's vitally important that they follow the rules, or they are pretty much wiped out (all gear lost, permanent ostracism by merchants/society, etc).

Please keep in mind all of the guilds are optional. Nothing prevents anyone from playing characters without the guild restrictions/benefits, and I believe it's possible to do well without joining a guild.
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Clive Forumposter

Clive Forumposter


Posts : 94
Join date : 2008-09-11
Age : 48
Location : UK

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PostSubject: Re: <Erased>   <Erased> Icon_minitimeTue Jan 06 2009, 14:02

It is very possible to do well without joining a guild. In some respects it can be preferable if you don't like the restrictions of guild membership.
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