
Tinyish |
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I do like the idea of having the option to be a bandit. I even like the idea that I might have to deal with bandits, as awful as that will be for my business.
We have several goals in the banditry aspect:
1. Allow bandits to get stuff to support themselves.
2. Allow for the destruction of some un-threaded items in order to create an economy.
I have a few ideas that will accomplish both of these.
The bandit does what he does and is left with a corpse full of goodies on the ground in front of him and an angry player who may be coming for some revenge.
The corpse should never just disappear immediately when looted; that negates the conflict between the players. If the bandit loots and the corpse disappears then one guy is angry and poor while another guy is richer and happy. The only reason at that point for them to interact would be for revenge, which just isn't enough in my mind.
It should take some time to loot an item. I'd say ten seconds. The bandit must keep the window open to loot. Multiple bandits can loot the same corpse at the same time, each taking whatever they like as fast as they can. At some point the corpse begins to decay, destroying one random item from the corpse every five or ten seconds until everything is gone or the player who owns the corpse returns to it. The corpse decay could start either as soon as looting starts or a few second in, or when the loot window is closed.
It gives the player the option of running back to the corpse with friends to chase you away and get whatever remains instead of all of it just being instantly gone. This would be especially worth it if you were carrying an especially large load.
This would mean that you could get a good handful of items from the corpse in the couple of minutes that it takes the player to get back to you and you'll then likely have to defend yourself. It also means that if you just wanted to hit and run that you aren't going to get as much unless you stick around long enough to be chased away..
Additionally, if the bandit chooses to do business close to his hideout then he could possibly make multiple trips to the corpse and back.
Obviously a corpse would retain all of the PVP flags that it had when the player died. If it was flagged as a criminal then anyone could help themselves without losing alignment. If a corpse was not flagged than anyone taking gear would be flagged as a criminal.