Rejected Robbing banks & Criminality

Shall Robbing Banks and Criminal Elements be brought to the West?

  • Yes,

    Votes: 58 65.2%
  • No,

    Votes: 31 34.8%

  • Total voters
    89
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Deleted User - 1278415

Added a poll for 2 weeks to be voted on.

If it passes then we move it to Developer section.
If it fails then we will close the topic and make it the baseline for robbing banks/criminal activity not to be discussed again.

No more modifications to the 1st post are allowed at this point.
 

DeletedUser

Voted no for these reasons:
1. noone will bank the money but will buy products, so no noone will steal anything from town banks and towns won't be built that easily - which destroys the current game balance
2. noone will bank the money so noone will start a fort fight because there is no money - which destroys the current game balance for the second time
 

DeletedUser

I only read the first post and not the others so, based on that i would have to say a genius idea but you shouldn't take the money from the hard earned cash of other players. And, if you do then it should be really hard to rob the bank, because otherwise, what is a bank for ... Also, i think the town should get a notice of the rob or at least when someone rents a house.
 

DeletedUser

Voted no for these reasons:
1. noone will bank the money but will buy products, so no noone will steal anything from town banks and towns won't be built that easily - which destroys the current game balance
2. noone will bank the money so noone will start a fort fight because there is no money - which destroys the current game balance for the second time

Of course! The opposing reasons against this idea make absolutely no sense. You're being robbed!! Of course you aren't supposed to enjoy it! Of course it will ruin the balance of the game! Of course people will buy products so that they won't lose their money. Perhaps we should make it possible to rob peoples products as well. Being robbed in real life ruins the balance of your life! That's a natural and expected result of being robbed!

You take measures to prevent being robbed! The town hires security to protect the bank and treasury.

You don't oppose the implementation of reality into a game that prospers off this characteristic due simply to the fact that it would produce suffering. Suffering is an very overwhelming feature present in this world.

The biggest problem with this idea is making the process of robbery very difficult. Its no easy task to rob a bank, not to mention to get away it. And the consequences need to be dire as well. So far the consequences I have provided are the most realistic I believe.
 

DeletedUser

Yes, I have always enjoyed when people try to rob me. Carrying a knife so I can stab them back has also been quite the experience. Sounds awesome.

You are missing the point that we play this game for pleasure. We don't want to suffer or feel like in real life. We don't want to be afraid, hurt or angered because we can lose all of our hard earned cash. The developers could update the game so our characters die from aging, but that would not make it more interesting, would it?

Just because it exists in real life, does not mean we need it in here. Especially if it only does damage.
 

DeletedUser

It doesn't do only damage, the robberies make a significant profit. The only reason I am even advocating this feature is because the game appears to prioritize reality. We want the game to be an accurate representation of the west during this time period. And crime was a massive feature of the west during that time period.
 

DeletedUser21320

It doesn't do only damage, the robberies make a significant profit. The only reason I am even advocating this feature is because the game appears to prioritize reality. We want the game to be an accurate representation of the west during this time period. And crime was a massive feature of the west during that time period.

The game does not even come close to "prioritizing reality" except in some names. I hardly ever find that when I take off my Bow Tie I have forgotten how to do carpentry. :)

b00k and Joxer are absolutely correct. The "reality" of the game is that this rule would make it possible for one person to make another person's gaming experience continuously horrible. You cannot hide. Wherever you are, I will find you and ruin your town, and also the game of anyone who lets you join their town. Make sure you pay Innogames lots of money before you join. Have fun!!!

We already have bandits - but they're misnamed as "Duelers". They shoot people who aren't ready to fight and take their money. What more can you want?
 

DeletedUser

Fine! I give up! Forget it! Chances are by the time this idea is fully incorporated I'll probably have stopped playing.

I'll just add: I had reached the conclusion that the game prioritizes reality because all of the new ideas raised are derived from the west and many measures are taken to ensure that the idea is an accurate representation of the west during the time period.

I understand that this is a game, with the priority of amusement. But you should not reach the conclusion that you will be robbed incessantly when the success rate has not even been discussed. The probability of success for all you know could be extremely minimal, and it will have very serious consequences.
 

DeletedUser21320

I understand that this is a game, with the priority of amusement. But you should not reach the conclusion that you will be robbed incessantly when the success rate has not even been discussed. The probability of success for all you know could be extremely minimal, and it will have very serious consequences.

In any game, a small chance of a very bad disaster makes bad things even worse. If you are the "lucky" person who gets hit by lightning, you are very badly screwed, and it is unlikely that anyone else will be slowed for you to catch up.

I'd rather see the constant pilferage by the employees when you deposit your money. :)
 

DeletedUser

Yes, and ASAP.

What is the point of duelers char anyway? Hard earned cash? lol It doesn't disbalance the game. If someone had cash, now he hasn't. But that money doesn't disapear. It goes to robbers (if they are lucky). Then they can deposit it back in their towns treasury and for example fort battles can be called.
 

DeletedUser24160

Yay! Come On Guys!
We need that motivation!
Good Feather:
I think we won!
Anyways, I think the penalty should be heavier like if they fail, they jail him and SOMEBODY Should Get dynamite and bust the jail, of course, the Saviour gets XP
 

DeletedUser

ITA with the last statement. There should be some "incentive" to be on the side of the law. And of course much more "risk" to be an outlaw (since they were shot or hung if caught on the real American frontier). Not sure what constitutes as "risk" penalties or bonus "incentives" for this idea but just throwin it out there. I don't want to add to the idea since it's in vote status ;)

Cheers!

(I put the words in quotes because I'm not sure if they're the right nouns to describe outcomes of lawfulness/lawlessness)
 

DeletedUser24160

Robbing banks

1- Starting the rob
On the West, there were lots of outlaws and bandits, and I believe this reflects in the Dueler class. They robbed banks, and this could be a good deal.

Something new that could be implemented in the game is robbing banks. To start a rob, a significant level player (around level 50) would start a rob by renting a house in a city. This would be done by paying about $1,000 (those would be added to the town treasury). Once the house is rented, the player that rented the house can invite other players to rob the bank with him. There are 5 player types (including the leader), so only 5 man can rob a bank.

When all members have done buying their equipment (see after), the leader can start the rob, and then, 12 hours after all the robbers must reunite in the targeted town (choosen by the leader), and when the 12 hours end, if every robber is there, the rob starts. If not, the rob fails and any invested money is lost.

The targeted town doesn't get knowing of the rob, and ANY MEMBERS present at the town during the rob can defend the town. How the town is defended, we see below.

The rob will take about 1 hour.

2 - The reward
The money earned is about how succesful the rob was. It can vary from 1% to 50% of the targeted's town treasury plus 1% to 50% to the town member's bank account. Experience is the money won divided by 8.

Luck, is the sum of all shop buildings, multiplied by 2.8
A complete town has 100% luck then. If you find anything in the rob, some lucky member will get it too. This will open ways to get those rare items like Jesse's Schofield. Also, if someone find an item, 70% of its value is added to the total rob value, giving a total of 17,5% of the value of the item per robber. This will make earning more money, and that money won't be took from the Treasury!

Of course, all this if they don't get caught...
After the rob, you receive a report, just like a fort battle or a job. If we rob Springfield's bank, we shall receive a report just like that:

This image has been resized. Click this bar to view the full image. The original image is sized 729x458.



3- The equipment and the members
Each player will occupate one of the 5 total positions in the rob, each one needs to buy different equipment so the rob goes well.

Member 1: Leader
The leader is the one who rented the house. He can get products from jobs to increase the chances, as all others. When most items he gets, more the chances. It is better to have 3 of each item than 10 from only 1 item. The items are:

Map (from Exploration) - Map of the bank to discover where the vault is.
Documents (from Firefighter) - Information about the bank, like guards.
Pocket Watch (from Robbing settlers) - To watch the time.

The chance of all other members doing well their job is calculated by the leader's Leadership skill.

Member 2: Burglar
The burglar is the one who will pick the door lock, making the team enter the bank safely and silently. If this guy's equipment fails, the rob automatically fails and no one gets no money or experience points. The equipment are:

Barbed Wire (from Installing fence) - To make the pick, barbed wire is good. Paperclips didn't existed in this time.
Roll with Wire (from Setting up poles) - If the barbed wire ends, it's good to have extra.
Tool Box (from Building Wind Mills) - To make the tension wrench.

Also, the hability used by this members is Fine Motor Skills

Member 3: Explosives dude
This guy is the one who will plant some bombs near the bank's vault, opening it and allowing the team to take the money. If his equipment fails, the team don't get money, but gets experience (for what they've done).

Nails (from Building a Ranch House) - I don't know why. Maybe he must stake the bomb in something.
Cigars (from Trading with Indians) - To trigger the dynamite
Dynamite (from Transporting Ammunition) - I don't need to say, right?

Hability used: Tactics
If the Tactics is low, he may not plant the bomb well and hurt any of the members.

Member 4: Gunslinger
The gunslinger is the one who understand about bullets and weapons. He will buy bullets for the member's weapons. His equipment only will get used if they get caught, increasing the damage (more equipment, more increase).

Horn of a cow (from Branding Cattle) - Store the powder
Smuggle goods (from Smuggling/Chasing bandits) - You never know what you'll find in those boxes
Rounds (from Guarding the Stage) - What you'll shoot

Hability used: Shoting

Member 5: Escape dude
The escape dude is a dude (or a girl... ) which understand a much of horses, and will providenciate horsy things. More equipment, more bonus in the Horseback Riding ability when they try to escape.


Saddle (from Breaking in/Stealing Horses) - To ride the horses
Horseshoe (from Shoeing horses) - So the horses can ride
Train Ticket (from Building train station) - To get in the train station and run away fast.




ability used: Horseback riding

4- Protection against robs
To protect the bank, you can level up the The safe. Each level of the safe lowers the total money that can be won and the chances of the robbers being caught.

The Maximum Amount of Money Stolen From The Treasury Is 50%
The Maximum Amount of Money Stolen From sum of all the money of all the members of the townis 50%.ie The total money everyone banked, out of that the max is 50 %

It Depends Upon Your Luck, it can vary from 1% to 50%




5- The escape
If everyone is good enough and don't get caught, they escape and get back to the planning town, the time is definited by the horse the escape dude bought. Your part of the crime is recieved instantly after the succesful rob. But, what the hell will you tell to your wife? I imagine the discussion "how did you got all that money!?" "er... I won in lottery". Ok but let's don't get out of the real point. You may ask yourself now: And If I get caught? This takes us to our next part...

Getting Caught:
If they get caugt in any way, they lose their money and are jailed forever until someone comes up with Dynamite and *BOOM*!

Therefore, This is the idea which is going to be implemented right?
 

Deleted User - 1278415

Yay! Come On Guys!
We need that motivation!
Good Feather:
I think we won!
Anyways, I think the penalty should be heavier like if they fail, they jail him and SOMEBODY Should Get dynamite and bust the jail, of course, the Saviour gets XP

Sha7,
This poll will close on 15-08-2010 at 11:27 AM... so there is still time for people to vote.
 

DeletedUser

Police and Theives in the street...ohh yeah...

Love this idea, I think it would definitely make the game more fun ( a point a lot of folks keep glossing over). 1 question is, ... where would a gang form? would there be a sign on a foreign bank for "rob here"...how would a group initiate a robbery ...or a bank heist?

Thoughts...
1) Jail time...Yes.....could a town jail be another building? (higher levels = higher security....higher fines... higher jail time before a break...) could make certain targets less desirable, and force planners to make defensive vs offensive decisions (like real life).

2) Percentage of players accounts robbed...Yes. I'm a builder and hate being robbed..but it's part of the game. Here's an idea though...because Pure builders always seem to get stomped buy duelers etc...and it makes people crabby,....give the worker class a security bonus. Sounds dumb ( because all money is green in a bank) but it's as logical as giving them a banking bonus on deposits. Do something like 5% less deduction on a successful robbery.

3) Inequity in town robberies ..I mean...big towns beating on little towns for their money. As stated in previous posts, there is lower incentives for hitting a small town's bank...as you still need to find a ton of products to essentially pull off a heist..but if that's not enough to persuade people, do a total town points range. If ..we add a jail or ..other buildings...and the town points moves into the 50 or 60 k range..make it so gang members of can only rob the bank of a town within say 1000 or 2000 points of their own (would also force the defend vs offend strategy...fun for builders).

Unless...we're looking to open this up to create a class of town-less thieves...which to me still sounds like a lot of fun.

Sorry if I restated previous ideas. Read as many posts as I could stand....
I think if we implemented some stuff like above...it could make bank robbing a high risk+high reward activity, like it is in real life. It would also add another dimension on the developmental side of town building. Builders and planners would have a whole new set of priorities....as opposed to "just build it real big and pray a lot". A little more strategy for builders would be good.

Cheers
 
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DeletedUser

This would be very hard to implement, but it would be worth the effort.
 

DeletedUser

difficulty

I was just thinking about that today, how difficult it would probably be to pull off....but really, what you're talking about is something very similar to fort building and fighting, but changing around a few of the variables. It's essentially mixing a cocktail with the same ingredients, just different proportions. I think.........but..what do I know?
 

DeletedUser8950

I'm commander Shepard, and this is my favourite thread in the Citadel.
/Mass effect 2 injoke, I play that game too much.

This is a well-though out ide,a that I think could give the west the change it so desperately needs.
 
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