How does this repay to the victim what the thief has done?
And more minmaxing.
Yeah it would seem a lot of people would jump on this bandwagon of getting their stuff back. I'd be pretty annoyed at losing stuff to thieves too but you just have to let it go. Both you and I may shrug it off while any new player will be pissed with essentially losing time spent of gathering/crafting/farming etc. The compromise here however is that the thief if caught can't just go get killed and terrorise yourself or others within a matter of minutes. (that is of course this jailing/grunt work idea works)
What's wrong here that nobody gets the stolen item. What's the feature good for then? You did something bad in town, you got redtagged and everyone knew it was safe to shoot you
Well you are welcome to add something to this idea that will take care of this problem but the thing is, that is all it is, an idea. Also the main driver for this idea was the fact that thieves can just come back and do as they please.
What's wrong here that nobody gets the stolen item. What's the feature good for then? Thief is pissed off and so it the victim.
thief doesn't get pissed because he didn't lose anything, thieves are always (except some very rare occasions) naked, only thing they lost was the stolen stuff... which wasn't his anyways so no loss there
No idea why redtagging was removed.A way to force thief to repay the stolen items: if something was stolen from you, you can go to the local lawkeeper and say the thieve's name and items that were lost. The thief gets permanent rep loss. Only way to bring the rep back is to return the items to the lawkeeper, or equal ammount of caps, in addition a fine equal to for example 1000 caps is required. When the victim arrives the town, one of the guards tells him the sheriff wants to talk to him. He goes to the sheriff and gets a chance to take the items or caps and forgive the thief, resulting in the thief getting back his rep.This would be pretty much un-abusable, except with alts but it takes a while to level a thief alt.
You could essentially still lose items supposing you had lots of miscellaneous items as a noob amongst other useful items but failed to notice it was gone after the thief made off with the stuff.
What sort of check will allow the thief to incur a rep loss because it could be a really good thief and is still protected after making off with some guns, ammo etc.
I could just let them steal off me and name them to the sheriff and not go collect the repayment to let them keep the rep loss.
What you mean what sort of check? The thief simply loses the rep, no checks needed. If you put checks everywhere it will just encourage alts and minmaxing.
So we can basically ignore successful stealing altogether and you are proposing a victim only reporting system? If not what will prevent abuse of it where i create an alt and just name the person and a phantom item being stolen from me whilst i was in said town.
Or produce several alts to have stuff be stolen from this particular character just to keep them in a perma rep loss with the town.
In my eyes succesful stealing occurs when the player doesn't know who stole from him, not when the characters didn't. It's up to players to watch their enviroment and monitor their inventory, not the characters. We players are the ones playing the game after all. Obviously you wouldn't be able to make up stories to the sheriff.
Which way you mean? Create theif alts or thief-trap alts?
One question is supposing the thief is successful (e.g. stealing something while you try to trade and you know what is stolen, maybe you just had a handle of stuff not a lot) would said thief be unprotected or protected till you reported the crime to the sheriff.
alts for them to steal from just to give them perma rep drop.
Also another though occurred what will prevent a thief from selling stuff on to regain rep to a positive value or would said thief incur the rep drop and no positive rep gain till returning stolen goods, paying fines/compensation? Or will the thief also incur poor relations with the merchants?
The whole player vs. character discussion is crap. You have to see things from your character's point of view, not you as player.
when losing protection, for whatever reason, the unprotected status should stick for 1-3 real-time hours. Perhaps the time could depend on reputation. For instance: antipathy (-300 to -900) or worse means the max penalty of 3 hours, neutral means 2 hours, accepted (300 to 900) or better means 1 hour. This should be calculated after the reputation drop from the action that caused you to lose the protected status.
- unprotected people caused trouble for the npc faction. They should be shot on sight by the guards when they enter a town
- only guards loot, no matter who shot who. Looters should be shot on sight, lose protection and get the same reputation penalty as thieves. People who lost stuff to PK in guarded towns like NCR should be able to buy it back from the sheriff at a fee of 25% of the value (guards have to make a living too). For thieving victims this would be nice too, but I think it will be very hard to implement. After all the items already changed owner