Consequences of Stealing

Post » Sat May 28, 2011 1:50 pm

Does anyone else feel that there should be more of an effect on the world when you rob a store blind of all their merchandise? I would like to see the store struggle to continue on, maybe quests pop up like debt collectors begin to show up, or the shopkeeper may (with some speech checks) request you to supply them with cheap products (ask you to steal stuff and sell it to them) which could open a continuing quest in which that shop will now continually buy stolen goods from you.

It would also be cool to see the quality of npc's life go down if you steal enough from them, meaning they pawn their nicer clothes and so over time you see them in ragged/torn clothing and maybe becoming homeless having had to sell their home to afford food depending on how much you steal from them.

Maybe have shops you don't steal from prosper as their competition falls to ruin from having lost all their products.
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Charlie Ramsden
 
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Post » Sat May 28, 2011 1:21 pm

Does anyone else feel that there should be more of an effect on the world when you rob a store blind of all their merchandise? I would like to see the store struggle to continue on, maybe quests pop up like debt collectors begin to show up, or the shopkeeper may (with some speech checks) request you to supply them with cheap products (ask you to steal stuff and sell it to them) which could open a continuing quest in which that shop will now continually buy stolen goods from you.

It would also be cool to see the quality of npc's life go down if you steal enough from them, meaning they pawn their nicer clothes and so over time you see them in ragged/torn clothing and maybe becoming homeless having had to sell their home to afford food depending on how much you steal from them.

Maybe have shops you don't steal from prosper as their competition falls to ruin from having lost all their products.


This is a nice idea but I imagine it will require a lot of work on BGS' side.
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Isabell Hoffmann
 
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Post » Sat May 28, 2011 3:48 pm

nah it would be too much work and I don't think that people would care for it that much, I know I wont I would just be mad I lost someone to sell to
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Alba Casas
 
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Post » Sat May 28, 2011 10:18 am

My evil side just orgism-ed at this..


Who says you have to murder to be evil!
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Colton Idonthavealastna
 
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Post » Sat May 28, 2011 10:52 am

If caught stealing, you should lose a hand. :evil:
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RaeAnne
 
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Post » Sat May 28, 2011 6:36 am

I don't think it would provide too much trouble, if you just added bills to the game (meaning npc's lose a certain amount of money each game week or month) and have the npc not be able to sell anything or spend their money on new stock then that npc could eventually run out of money. They already have a system for inheritance (as described in gameinformer) so then you just apply that to the npc selling their shop: maybe even to a local shop owner or shop owner from another town looking to expand. It would also be fun to have this as a quest in which you work with a corrupt business man who has you ruin other peoples shops then buys it from them and has them become his/her employee at reduced pay: to which you visibly see this when they wear cruddier clothes and eat cruddier food.

It would also be fun if you could then buy a shop and put all the stuff you stole from them as goods and just have a npc run it for you.
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Marlo Stanfield
 
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Post » Sat May 28, 2011 11:32 am

If caught stealing, you should lose a hand. :evil:

Yeah ok, I'm really adept at lockpicking with two stumps for hands =)

I think this is a good idea. Not impossible the way things are looking.
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Guy Pearce
 
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Post » Sat May 28, 2011 2:45 pm

I don't think it would provide too much trouble, if you just added bills to the game (meaning npc's lose a certain amount of money each game week or month) and have the npc not be able to sell anything or spend their money on new stock then that npc could eventually run out of money. They already have a system for inheritance (as described in gameinformer) so then you just apply that to the npc selling their shop: maybe even to a local shop owner or shop owner from another town looking to expand. It would also be fun to have this as a quest in which you work with a corrupt business man who has you ruin other peoples shops then buys it from them and has them become his/her employee at reduced pay: to which you visibly see this when they wear cruddier clothes and eat cruddier food.

It would also be fun if you could then buy a shop and put all the stuff you stole from them as goods and just have a npc run it for you.


Fantastic! :D All of this would be friggin amazing!
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Dan Stevens
 
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Post » Sat May 28, 2011 1:38 pm

Also would be interesting to ruin the livelihoods of other people such as farmers and anyone else by stealing their stuff and leaving them poor. See an increase of beggars and homeless people in skyrim, probably an increase in bandit activity as well.

Imagine wandering the roads and suddenly seeing people you recognize from a village you robbed blind running at you with make shift weapons, or seeing them finishing off some trader who was in front of you and turning to see a possible next victim (you).
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luis ortiz
 
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Post » Sat May 28, 2011 1:55 pm

If caught stealing, you should lose a hand. :evil:


Ok Mohamed.
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mike
 
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Post » Sat May 28, 2011 12:59 pm

Ok Mohamed.


that punishment actually originated in china.....
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josie treuberg
 
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Post » Sat May 28, 2011 4:36 pm

that punishment actually originated in china.....

*ahem* Babylon.

Anyway, I like the ideas in the OP, but that sort of detail seems like it would be difficult to implement in a game that isn't a business simulator.

Edit* Never mind about the Babylon thing, the punishment for theft was death.
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Mylizards Dot com
 
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Post » Sat May 28, 2011 5:27 am

*ahem* Babylon.

Anyway, I like the ideas in the OP, but that sort of detail seems like it would be difficult to implement in a game that isn't a business simulator.

Edit* Never mind about the Babylon thing, the punishment for theft was death.

:thumbsdown: :tongue: :thumbsdown:
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Megan Stabler
 
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Post » Sat May 28, 2011 4:01 pm

Does anyone else feel that there should be more of an effect on the world when you rob a store blind of all their merchandise? I would like to see the store struggle to continue on, maybe quests pop up like debt collectors begin to show up, or the shopkeeper may (with some speech checks) request you to supply them with cheap products (ask you to steal stuff and sell it to them) which could open a continuing quest in which that shop will now continually buy stolen goods from you.

It would also be cool to see the quality of npc's life go down if you steal enough from them, meaning they pawn their nicer clothes and so over time you see them in ragged/torn clothing and maybe becoming homeless having had to sell their home to afford food depending on how much you steal from them.

Maybe have shops you don't steal from prosper as their competition falls to ruin from having lost all their products.


From the explanation of the radiant story system, this could very well be possible.
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Love iz not
 
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Post » Sat May 28, 2011 8:02 pm

I hope such things are possible, maybe not exactly what I stated but something along these lines. I would enjoy stealing more if there were actual reactions to the theft and not just a npc saying my such and such is missing blah blah. Also would be funny to see someone locked out of their own home because you stole their key and seeing their angry frustrated reaction (on a related note I would like to be able to lock whatever I have the key to).

The explanation of the radiant story system, as mentioned by cowboy run-with-wolves, gives me hope of such little outcomes in the game I mean if dropping loot can lead to quest imagine what stealing could lead to.
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Music Show
 
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