ok, reworked this a bit, let me know if it is clear or if I missed anything:
Proposal
Rework the current dueling system, to give some protection to those who wish not to duel and to give a more balanced playing field for those that do, while giving some chances to gain bonds from dueling. We know the existing system has created the 0 mot duelers, duelers who don't want to face players many levels above them who have more AP/SP to spend and better level weapons to use, this system will also eliminate the need for 0 mot duelers.
The bases for my proposal is to eliminate the existing dueling level and to replace it with a dueling Reputation. In the old west, a gunslinger was known by his Reputation, how well he used his gun and by who he used it on. What I propose is a system that will have a players Reputation either rise or fall based on who they choose to duel. If you duel someone with more wins then loses your Reputation will rise, if you duel someone with more loses then wins your Reputation will fall.
Details
1st - 'Dueling Level' would be eliminated and replaced with 'Dueling Reputation'
2nd - each character overview would need a new line added, showing +, 0, or -. representing if the player has more wins or loses (no number, just the symbol)
Based on the defenders win/lose record, the attackers reputation will increase or decrease.
- Beating a positive win/lose record player - increases your 'Dueling Reputation'
- Beating a negative win/lose record player - decreases your 'Dueling Reputation'
The increase/decrease in dueling reputation is based on the player beaten record (ex. a win/lose record of 100/50 would be a +50 to players reputation, a win/lose record of 50/100 would be a -50 to players reputation)
3rd - Bonuses gained
- Beating a player with a positive 'Dueling Reputation' would gain you 1 bond for every 100 Reputation points (ex. 110 = 1 bond, 250 = 2 bonds, 540 = 5 bonds)
- Beating a player with a negative 'Dueling Reputation' would gain you 1 bond for every -100 Reputation points (ex -130 = 1 bond, -273 = 2 bonds, -670 = 6 bonds)
4th - Duel motivation would be used as a multiplier on final cash and xp received. (ex 100% mot - $100 = $100, 50% mot - $100 = $50)
5th - Also a weekly bond bonus given, based off of either or both, increase in 'Dueling Reputation' for the week, or overall standing in 'Dueling Reputation' at the end of the week (nothing given for a negative dueling reputation)
6th - the negative to having a bad reputation, or what I call the 'outlaw', someone who preys on the 'innocent' those not equipped or designed as duelers.
- if you are an 'outlaw' and venture into a foreign town (not your home town), you have a random chance of having a run-in with the local law. This chance is a percentage based on 1/10th of your reputation. (ex -120 rep = 12% chance of an encounter)
- an encounter consists of a duel with a NPC player (this could be randomly generated, a mirror image, or maybe a mirror of one of the town members that was given the job of sheriff. this is still open for debate)
- the outcome of the duel; a win, nothing happens and the player continues on, a lose and the player is thrown in jail.
- if thrown in jail, the player has 2 options; pay fine or serve time, both based on how 'bad' of an outlaw you are. Example, if you have a -200 REP, you could either pay a $2000 fine or spend 2 hours in jail. -450 Rep, $4500 fine or 4.5 hours in jail. the negative to staying in jail, is your HP and EP are both frozen so there is no benifit to being caught and staying in jail.
- if an 'outlaw' enters into an alliance town, the random chance of a run-in with the law is cut in half. (ex -120 rep = only a 6% chance of an encounter)
7th - Range of people you can duel would be 1/10th your current level down, with no cap on the top side. (ex. lvl 20 player could duel player lvl 18 - 150, lvl 100 player could duel lvl 90 - 150)
NOTE - NPC duels do not affect this. And your duel Reputation is only effected by duels you initiate.
Abuse Prevention
only abuse I can see is if a high or low Reputation player as a defender, loses on purpose...
Visual Aids
-sorry non
Summary
What does this gain us??
it gains for every type of player, (except those who pray on the innocent, the outlaws, lol)
1st - the worker, soldier, adventurer, those not focused on dueling and would rather go about their every day lives without crossing paths with those out for quick cash...
2nd - those who want to be known as the law or a seeking the reputation as the best Gun of the West
3rd - well, I guess even the outlaw can seek a status of 'the worst of the worst'
How does it all come together?
1st - if your not wanting to duel, and you lose when dueled, your dueling record will be negative. Dueling you will lower ones Dueling Reputation, increasing the odds that person may be targeted as an outlaw (beating an outlaw gains an increase in cash gained).
2nd - if you are the 'law" with a great rep, you have something to brag about and more bonds in your pockets
3rd - Outlaws (those with a negative Dueling Reputation) could become targets as they could be an easy win since they focus on the innocent and will have harder times as they travel from town to town.
This proposal does not effect the defenders 'Dueling Reputation' as they are not the instigator of the fight, your Reputation is only effected on fights you start.
Also if you lose, your Reputation is not effected, this is to encourage duelers to try and beat those with a better Reputation and record then them.
I am not sure how this is complex...
if you want a good Duel Reputation, you look for people with a positive win/lose ratio... this could be players with a good or a bad Reputation.... you attack and if you win, you gain bonds based on the defenders Reputation.... then end of week, with an increase in Reputation, or your rank in world Duel Reputation, gain more bonds.
if you don't care about your Duel Reputation, duel as you are now, who ever you want, just know, your Reputation may begin to fall and the more it falls, the more of a target you could become... and the harder it will be for you to travel to other towns without an encounter.