Implement 3) Criminal Rating / Bandit Trade

Luca Bravehide

Infantry Man
Apr 1, 2021
40
33
18
I will be suggesting some ideas to implement in the following threads;

3) CRIMINAL RATING SYSTEM

Players can loot villages or attack players. Certain players will incurr criminal rating based off the attacked players faction or status/traits. Say if you plunder a city you will take a hit to your criminal rating with said faction/clan. Certain clans/factions control certain territories, and when criminal rating goes down with them you cannot enter those cities or villages.


To even this out, perhaps with each criminal point going (-) negative, bandit reputation will go positive (+) by half of the negative point lost. In this way you can become criminal, but increase influence with certain bandit groups, giving players access to special hideouts with Traders/Artisians.

Perhaps 'Bandit' can be a class/trade/faction, where you do not often engage looters but more so focus on robbing players and selling to bandit hideouts.

At the risk of being able to be attacked by every player the further your criminal rating increases, perhaps to the point where looters/forestbandits/sea raiders can join your stack when fighting players/clans.

Maybe we can be locked in dungeons if caught?
 

Ector

Recruit
Mar 18, 2021
7
12
3
Player bounties at taverns similar to singleplayer sandbox would also be a good feature to add to your recommendation, the price of the bounty would differ due to the crime aswell. This would also include a rough idea of where said wanted player with the bounty would be.

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Theo Ben Askar

Recruit
Mar 21, 2021
7
9
3
I will be suggesting some ideas to implement in the following threads;

3) CRIMINAL RATING SYSTEM

Players can loot villages or attack players. Certain players will incurr criminal rating based off the attacked players faction or status/traits. Say if you plunder a city you will take a hit to your criminal rating with said faction/clan. Certain clans/factions control certain territories, and when criminal rating goes down with them you cannot enter those cities or villages.


To even this out, perhaps with each criminal point going (-) negative, bandit reputation will go positive (+) by half of the negative point lost. In this way you can become criminal, but increase influence with certain bandit groups, giving players access to special hideouts with Traders/Artisians.

Perhaps 'Bandit' can be a class/trade/faction, where you do not often engage looters but more so focus on robbing players and selling to bandit hideouts.

At the risk of being able to be attacked by every player the further your criminal rating increases, perhaps to the point where looters/forestbandits/sea raiders can join your stack when fighting players/clans.

Maybe we can be locked in dungeons if caught?
I think the idea of being a bandit or outlaw is good.
When pvp battles And sieges will be implemented, all big clans will become suddenly so powerful and occasional players that don't have enough time to spend in a clan's life will be so underpowered.
It could keep the game balanced and fun for occasional players to be able to play a little role in Calcaria life outside of big clan's with territory.

Bandits Players could become "friendly" with AI-bandits to not be attacked and find protections/trade/recruits in bandit's hideouts like we do in cities now.

Another role to choose could be Mercenary, in which you could sell your services to protect caravans from bandits or to help clan's in war.
Big Caravans could hire them for a trip from one city to another, or more.
Clan's could hire them for a siege or a battle. Or for some in-game days?

It should have a mercenary loyalty rating at the end of the contract: the buyer of the service would rate with a + or a - depending if the mercenary had complied well with his mission or not (to avoid abuse where the mercenary would not attack when needed, or not participate fully in battles or even fly away to avoid loosing too many troops in front of a bigger ennemi)...
 
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Theo Ben Askar

Recruit
Mar 21, 2021
7
9
3
I think the idea of being a bandit or outlaw is good.
When pvp battles And sieges will be implemented, all big clans will become suddenly so powerful and occasional players that don't have enough time to spend in a clan's life will be so underpowered.
It could keep the game balanced and fun for occasional players to be able to play a little role in Calcaria life outside of big clan's with territory.

Bandits players could be able to move fast by having smaller parties, hide better in the forests and find protections/trade/recruits in bantits hideouts like we do in cities now.

Another role to choose could be Mercenary, in which you could sell your services to protect caravans from bandits or to help clan's in war.
It could have a mercenary loyalty rating at the end of the contract: the buyer of the service would rate with a + or a - depending if the mercenary had complied well with his mission or not (to avoid abuse where the mercenary would not attack when needed, or not participate fully in battles or even fly away to avoid loosing too many troops in front of a bigger ennemi)...

Well some good simple ideas for next year! 🙃
A last role could be obviously Merchant/Caravaner:
you could choose to use a part of your maximum troops given by leadership to take mules (or even faster camels to pimp up Aserais :)) instead of as many as you want of your fighting troops. 1mule instead of 4 troops? And choose your own balance between troops and mules.
Trade skill should rise the profit made on each cargo, or lower the price paid for it...

Every mules would slow down your party a lot, to make those big profitable caravans very vulnerable to bandits-player attacks, and force them to pay for Mercenary protection.



This 3 roles system could be much faster and maybe easier to implement than the Castles sieges and clan's territory that get very complex quickly... I just wish you guys plan it well so that this awesome game doesn't looses it's community too quickly before this clan's war big project could be released Or that only a few "24/7 players" would have fun in this faction's wars.

All the best to the devs anyway (still alone?). What you're doing is awesome! Good luck
 
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