» Thu Dec 09, 2010 3:40 pm
A combination Fable and Morrowind style crime system could be good. Fable has it that you can have different bounties in different regions. Morrowind has the death sentence. Here's how it could work.
Every town and the surrounding extent of the Hold has a managed bounty. If holds share certain allegiances with whatever plot elements the story says, they could possibly share bounties (so it'd be a bounty with a faction as opposed to every town). Crimes committed in this region are determined in the same way as which jail you go to. Stolen items are only confiscated if they are from the region you are being arrested in.
Crime levels:
0-500: Petty theft, guards will not notice, nor will they instantly recognize you if you talk to them. You can confess your crimes to a guard to pay off the fine.
500-1000: Moderate crime, guards won't take notice to the crime but will arrest you if spoken to. NPCs may take notice of your crimes through dialog.
1000-2000: Wanted, guards will track you down when they see you and attempt to arrest you. You can pay your fines, go to jail, etc.
2000-5000: Very Wanted, guards will track you down, and your ability to pay your fines is now gone (This is Skyrim we're talking about, they don't care about your silly money)
5000+: Death Warrant: Guards will kill you on sight.
Bounty Deprecation:
Over time, your bounty can decrease as people stop caring. For every 20 seconds you are wanted, your bounty will go down by 1 gold. That means if you have a bounty of 500, it will take 10000 seconds, or nearly 2.8 hours to go away. (This formula isn't a suggestion, just a speculation. You could probably create a more complex formula to have varrying levels of deprecation.)
Essentially, it shouldn't take that long to forget about a stolen loaf of bread. If you steal a ton of money, then people might remember you longer. If you have a death warrant, your bounty will never go away without paying the right people.
Stolen Item Deprecation:
Stolen items shouldn't remain stolen forever. Depending on how valuable the item is, people may forget about it. For instance, the time it takes for an item to stop being hot is 20 times the item value, in seconds. Items worth more than 1000 gold will never be forgotten unless taken to a fence, and the heat can be removed for a fee. Items worth less than 50g can be sold to traders if they are not the original owner of the item. They will not buy items if guards are actively searching for you.
Reputation:
If a guard is friends with you, they may be willing to look the other way when it comes to crimes. In Oblivion, this was judged with disposition, where having a disposition of 90 made you just fine, and the guard would even take care of your bounty for you. I think it should be a system of Disposition weighed against responsibility, where a guard can be conflicted between helping the player and doing their duty. Sometimes authorities must even arrest their friends. But this system can be made a bit more dynamic as well. I'm not willing to crunch the numbers, so I'll just scale them in terms of success. If you are famous enough, such as being leader of a guild or a protagonist who has finished the main quest, the disposition of all NPC's, including guards, would be raised a bit in your favor (unless it's a bad guild). Guards should feel wrong if they arrest the champion of Cyrodiil, for instance. A select few guards can spawn with high enough responsibilities that they put their duty before all else.
Disposition Low, Responsibility Low: Guard is not your friend, but they are irresponsible. They will confront you, but accept bribes on the spot to let you go free. They will not remove your bounty.
Disposition Low, Responsibility Moderate/High: Guard is not friends with you and you are wanted. Regardless of responsibility, they will confront you.
Disposition High, Responsibility Low: Guard is your friend, but not very responsible. They will confront you as all guards do, but let you go and remove your bounty for you.
Disposition High, Responsibility Moderate: Guard is your friend, and moderately responsible. However, because you are their friend, they cannot bring themselves to arrest you. They will not go out of their way to remove your bounty.
Disposition High, Responsibility High: Guard is your friend/you are famous. However, they are very responsible and their duty is important to them, so they arrest you.
That's the basics of how it could work. I do think that the bounty system could use a bit of work, to add a deeper level of gameplay to lawless characters. This affects lawful characters very little though. When I play, I usually play as a thief. If there isn't any sort of increased dynamic system, I don't think I'd mind very much, but it'd be nice to have regardless. I suppose if there's this sort of bounty system, there should be a counter-system for other characters, the ones that piss off the evil organizations as opposed to the lawful ones.