Posted by Tomp on July 7, 2000 at 20:39:47:
In Reply to: [IDEA] Arbiters: Alternatives to [WANTED] posted by Proud Blade(VIP) on July 7, 2000 at 19:31:50:
> One of the problems of the current system of Theran laws is that actions fall into two categories: > 1) Perfectly legal. > It would be both realistic and beneficial to the Arbiter cabal if there were intermediate levels of punishment. I've tried to come up with a few that would be not overly difficult to code, and effective in helping Arbiters do their job: > [FINED]: For the least of crimes, an Arbiter can pronounce a fine upon an offender. If you are fined, nothing happens to you right away, except that you get a [FINED] flag which is only visible to Arbiters and the flagged person. To remove it, you must go to an appropriate guard-mob* and use a command similar to the one used to pay centurions. The size of the fine would be fixed by the offender's level, and not be at the whim of the Arbiter. (I like 500*Level^2.) If the character pays the fine, the flag is removed, the gold vanishes (again, like a centurion), and everything is hunky-dorey. If the fine remains unpaid for some amount of time (let's say, 100 ticks), the character becomes [WANTED]. > [MONITORED]: An Arbiter may inform their network of allies that an offender is to be monitored. This flag is also only visible to Arbiters and the flagged person. A [MONITORED] person's position will be reported by guard-mobs and shopkeepers*, much like a [WANTED] person would be. However, these mobs will not attack the person, or refuse to sell them goods. Also, if there is a true yell caused by this person in a protected area, the protector of that area will report it immediately over the Arbiter cabal channel. This flag is only removed by death, or the decision of an Arbiter. > [BANISHED]: An Arbiter can pronounce that the offender must not enter protected areas again. This flag will cause guard-mobs and shopkeepers* to treat them exactly like wanted people, but only when within a protected area. It is publicly visible, just like a [WANTED] flag. Arbiters can and should use their powers to kill [BANISHED] people who stray into protected areas. Outside of protected areas, Arbiters should treat [BANISHED] people as they would any other person, as the banished person is merely carrying out their sentence. (They could still kill them if they want, just like they can kill anyone else, but they may not use their powers.) This flag is only removed by death, or an Arbiter who reverses a decision through the usual procedure. > [WANTED]: [WANTED] would stay exactly as it currently is. > A) All flags are cleared by a death. > *Guard-mobs are any mobs which would normally attack a wanted person. Shopkeepers are mobs which normally sell something, but do not sell to [WANTED] people currently. > Feedback is welcome.
> 2) Deserving of horrible death.
> B) If someone with a lesser flag gets a greater flag (from [FINED] to [WANTED] for a second incident), all lesser flags are cleared. You can only have one Arbiter flag at a time.
> C) The judge power would be modified so that it reports all flags separately. Text would appear that effectively says "ProudBlade has been fined 2 times, banished once, and made wanted 3 times."
> D) All flags call for the same burden of proof as [WANTED] flags. The lesser ones are not to be used as compromise punishments for incomplete evidence and such. Reversing any flag requires the same procedure as currently reversing a [WANTED] flag.
> E) "Who" commands would be implemented for each of these categories. (e.g. 'who wanted', 'who fined', etc.) There would also be a command ('who criminal') which would list all players with one of the above flags.