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Random Events when Attacking

Started by Mayhem [144552] on in Suggestions.

7 replies · 64 views · thread synced · 5 days ago · View on torn.com
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Mayhem [144552]

Now this may be a bit complicated to both explain and to implement, but I've been thinking about this for ages now. This idea has a few layers to it so lets just start at the top.

For years the citizens of Torn have been ravaged by their fellow citizens through crimes such as Assault & Battery(Leaving), Robbery(Mugging) and of course, Felonious Assault with intent to Kill(Hospitalizing) with little recourse for many. Now this idea won't really change the fact that these things will happen, but rather it might make a few doble think on a few of their actions ... or take the chance of some repercussions themselves. And before it's said, yes there is such a thing as bounties, but really ... what good are they? They are just a simple way for a lot of us to earn free defends and/or runaways. Some punishment huh? Alot of us like free bounties and that alone should tell you that to most they are just a waste of time and cash. Anyhow, enough of the reasoning behind it ... on to the idea!

So we all know there is a Police Department in our great city. We've all been caught at one time or another trying to steal a jacket, or perhaps a GT40 ... whatever the case, we know the police exist. Well my thought is this ... if they can catch you while say, pickpocketing the loanshark, why can't they catch you while being mugged? The boys in blue must be out on the streets somewhere ... or are they like those few we all know who would rather sit in their cars, or perhaps at the neighborhood Dunkin Donut (lol) My thoughts is to put the boys on the streets and make them do their job!

First off, the city would obviously need the Police Station on the map. The reasoning behind this is for a jail to be located there, a holding cell of sorts. This will be similar to Fed, unbustable for a term of time that would indeed punish the criminal for their heinous crime against their fellow citizens. The reason behind the need will become obvious as we progress.

In a small a nutshell as I can make it, what I would like to see is a chance for a random event to occur anytime a citizen of Torn assaults another citizen in any way, form or fashion. But depending upon your actions (leave/mug/hospitalize) the chances of an event happening should vary. For example, if you attack someone and leave them, the chance for a random event should be very slim ... say 1:1000. Should you instead choose to mug, perhaps 1:100, and finally hospitalizing, perhaps 1:100 (with exceptions for when the chain counter is running, but we'll again delve into that a bit more in a few).

As for the events, what I was thinking of was as the aggressor clicks what they choose to do (leave/mug/hospitalize). Anytime a player clicks to leave, there should be a one in a thousand chance for the police to catch them in the act. This could give you two choices, First Run or Secondly, surrender. If you choose to run, there is maybe a 1:3 chance for you to get away. If not, the police pummel you when taking you in, zeroing both your life and happy. This will also land you in the hospital. When out of the hospital you should be in jail, the city jail where you can be busted or bailed, not the holding cell at the station. If you choose to surrender, you go to the city jail only were again, you can be busted or bailed. Please keep in mind, for leaving their target, this should be a rare occurrence, but busting them should not be the easiest, nor bail too low. After all these are crimes against other players, not the game itself.

On to mugging, where it gets a bit more riskier and can be costly when you dare take the chance. I think the majority of citizens in Torn would agree that muggings are both annoying and at times, a major problem. Although staff has done a great job with the items market and cashiers check system, there is still a ton of ways to get caught with a ton of cash and be on the losing end of the mug, revive, repeat deal. So, to help deter a bit of this ugliness rearing its ugly head, this chances of the random event here should be quite a greater chance, say 1:100 ... if not greater. And the consequences too, should be greater due to the severity of the crime. For this choice, you should also receive the two choices, run or surrender. If you choose to run, it's a 50-50 tossup for you to get way. If not, the same as above with an exception or two. First off, they will go to the hosp again, no life and no happy. Secondly, when they get out of the hospital, they will end up in the holding pen at the station. Remember this should not be bustible or bailable, nor is it a long term facility (Two hours Max). They should be held there awaiting a hearing, which would be in 2 hours time from their capture (or however long decided ... even 15 mins to many is a killer ;) ). Then, when the hearing occurs, they must pay back the money mugged and additional court costs (which could be based by their cash on hand, or whatever) to get out ... but until its paid, they stay where they are. In the holding cell. And in the other option, to surrender, the same should happen with the omission of the hospital visit. All happiness should be lost, but life should remain full ... not that it would matter. Again, they are stuck there no matter what, much like fed.

And finally, Hospitalizing. Now I can already hear a few of you ... well this isn't gonna work ... what about chains? Well just a second and bare with me, this is where it gets interesting ... and hopefully could add some spice to those boring late night chains :)
For clicking Hospitalize, the chance at getting caught should be just as great as for mugging, and with similar consequences and penalties as above. Only difference would be the cash to get out of jail. As there was no money taken when hospitalizing, there should just be a fine, again the court costs to get you out of the holding cell at the station.

And now that we have the parts laid out that I know a bunch will flame, let's add the icing on the cake and see if we can't turn a few of your decisions around. Obviously there's a few of you out there who love to chain and are thinking, well this would really screw things up if this occurred while in the midst of a chain. But this is the part I liked the most about the idea and a few others as well. When the chain counter is running, the chances should greatly be decreased of an event occurring. This would allow for an even more interesting event to occur than other times. My thoughts are this ... in real life when two gangs are rumbling, they don't send just one or two cars ... they generally send everything they have got. So, in this spirit, I think the Police Department should have a SWAT team, if you will, just for chains. The SWAT team would be similar to the old NPCs and attackable. Should the event happened to be triggered, everyone online in the faction, or who logs on while the event is occurring, should be redirected to a separate page to let them know what is going on, much like a dirty bomb detonation. On this page will be the choices of what to do, and all online members should have a choice. The choices here should be to Fight, Run, or Bribe. If even one chooses to fight, the NPC would come into play. As was with all NPCs, they are tough hombres. One player should not be able to take them, but rather a group effort. If the group beats SWAT, a nice respect bonus is awarded for the chain. Oh, and I forgot to say a few details. Like if the event happens, the chain counter is on hold. It should still stay with all earned respect and a time limit of 15 minutes to kill off the NPC should be added to the chain timer. If you do not finish him off before the time is allotted, the chain is reset and must be started over. But if your team wins, say a 2,500 respect bonus would be worth the effort. And again, the chain would not break. As long as another hit is made after the npc falls and the chain timer is still going, the chain remains in effect. Secondly, you have the chance to run. If you run, there should be a 50-50 chance for you to end up in the holding cell at the Police Station. This will hopefully be enough of a risk that everyone chooses the NPC over being stuck in the holding cell (again unbustable,unbailable). And likewise with the bribe option ... it is possible but it should be very costly for those who choose to take the easy way out. This again is to help persuade everyone online in the faction to work together to accomplish the feat. There is no penalty on losing against the NPC, only wasted time and energy and the chain being broken. to me that seems enough right there.

I hope my intent came across and some honest feedback would be appreciated. This is just a rough idea but I have tried to think this through. Any ideas on improvements, or even your dislikes are welcome. Thanks for reading and good luck!
Scootaloo [1590427]

I'm not quite a fan of most of most of this to be honest. I know this is a crime game but people don't play it to be punished harshly for doing what the game allows them to do.

About mugging, I thought there was quite a bit of bias in that section. It makes it seem like mugging is something that should be detested and loathed and shunned in general, but this is a crime game, people should be able to do their crimes and make a living any way they deem fit as long as the game allows it. To punish a player that harshly for doing something like mugging is nonsensicle, especially considering the way this community polices muggers itself.

I do like the idea of a faction-wide NPC battle though. A lot. I don't enjoy the system proposed to implement it though. I think it should be a once-a-week thing in the OC section, taking 24 hours for a group of 4 to prepare, and only able to be initiated when those selected are online. Nice cash/respect bonus after defeating it.

Long story short, unrated. Parts have potential but currently would be too unfair and tedious to put in I believe.
MoHaG [105819]

Normal jail when caught might make sense, instead of a special place...

Ideally the "bribe, fight or run" options should be available for non-SWAT police interactions as well... (whether to allow it when caught committing crimes other than assualt (leave), robbery (mugging) or hospitalization (probably assault GBH?), like stuff from the crimes page, might be interesting...)

You can likely also allow for things like crime experience to affect the success rate without getting caught...
AshleyT [1432316]

Also why is there no option to fight the police? Most of the crime failures in this city make them appear invincible, they won't be. However being able to balance that would be a major challenge. While I am interested in the idea, we are all here to voice our opinions and shape it for the better and while I find it a step in the right direction, even for a crime game, the police are nowhere to be seen outside of crimes. Also another point to consider, we have an army base in the city, so they'd be no real shortage of soldiers in the area too.

Edit: I meant for solo crimes, with the fight option.