Shattered Kingdoms

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 Post subject: JAIL (revised)
PostPosted: Wed Jun 26, 2013 7:52 pm 
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Mortal

Joined: Sun Jul 25, 2004 5:10 pm
Posts: 426
Location: Rhode Island
SK Character: Walthur
I think in sk jail is an untapped resource for Rp and Pk. I would like to see it easier to get caught in jail and harder to escape, but instead have jail areas that are playable by inmates only. Perhaps, even the ability to transfer to other jails while serving time might be interesting. The extent and creative potential of ideas toward this idea could be amazing. I imagine getting caught for crimes, then being sent to a prison-like environment where a wide range of different ideas could be implemented. Discuss!


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 Post subject: Re: JAIL (revised)
PostPosted: Wed Jun 26, 2013 8:39 pm 
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Joined: Tue Dec 25, 2012 3:54 am
Posts: 606
SK Character: Caric
I like the jail transfer option on first thought the idea of trading prisoners for others. Effective prison swap. Then I thought about what would really happen. I got caught in Taslamar ... now Im serving time in Zhenshi .... what do you mean its going to be over a month of logged in hours before I can play normally again.

I have often thought their should be trainers in jail but then you would need some way to make money well in their as most crimes make you lose your wealth. They would also need to mode stun, but a necromancer trainer in Exile jail, Hellion in sith'a'niel, Paladin up in Krychire. Maybe a bard in Menegroth, Rogue in Nerina.

Perhaps add in a way to make a small amount of gold in jail at a slow rate where the nation you are jailed in makes say 10 times as much kind of like real jail.

The issue with making jail fun is the same problem with making in fun in the real world you dont want people to want to go there. Although I do like the idea of an internal jail break if you have enough people behind bars. If you where to create a jail economy you could have a whole stack of make shift arms and armor in there for jail breaks. Which if your making gold in jail your actually adding to the gold reserves of bounty NPCs on the way out.

Problems.
You would have to let magic be use able in some areas of the jail else melee would gain too much from this.
You would need regular curse spells in jail so if an internal jail break happened it would just be one step outside and recall.
You would have to build a complex build to make anything even reasonable and you would want it to be good before it replaced what we already have.

This idea has be convinced it could work but not convinced its worth the effort to make it work.


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 Post subject: Re: JAIL (revised)
PostPosted: Fri Jun 28, 2013 9:48 am 
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Joined: Sun May 29, 2011 12:28 pm
Posts: 375
Yes, jail should be more interesting if we keep jail.

We should give players the ability to commit suicide in jail, perhaps only after screwing around in the new, expanded jail environment enough to secure a belt with which to hang themselves, or a shank with which to cut themselves.

This would be incredibly macabre, and also let people skip the month of waiting.

It should also be possible, but unlikely, to break out of jail from the inside. Jails should be warded against teleporting and recalling, etc, but should allow other forms of magic. This should end in failure, longer prison sentences, and solitary confinement - high security (reduction or elimination of successive attempts at breakout or suicide) at least 2-3rds of the time.


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 Post subject: Re: JAIL (revised)
PostPosted: Sat Jul 06, 2013 8:53 am 
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Joined: Mon Apr 18, 2005 11:29 am
Posts: 753
Forget about jails. For people with more than a game week sentences, send them to a forced labour prisons where all they can do is wander around and dig. Low, random chances to find minerals of worth to pay their debt to society which then can knock off some amount of time. Much harder to break someone out of than jail.


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 Post subject: Re: JAIL (revised)
PostPosted: Sat Jul 06, 2013 10:22 am 
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Joined: Fri May 10, 2013 5:50 pm
Posts: 222
Location: The Dreamscape.
SK Character: Ivan, Mythros
You already need at least 3 competent players and a few npcs for a fairly successful jail break as it is. With the size of the player base, that's a pain in the butt. If you want to change something about jail.. how about giving players the ability to purchase their lost items back. No reason to make jail a horrible thing! :D


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