Problem
Duellers can duel workers too easily, and there is no protection for the workers.
Proposed Idea
A new job, for town members, called 'Guard Town'. This would give a chance of whoever did the job (Although it would be geared towards the soldier class) intercepting the dueller to protect the intended victim.
HOW IT WOULD WORK
The Job
- Any town member can queue up the 'Guard Town' job. He can do this for 10m, 30m, 1h or 2h, 4h, 6h or 8h.
- It costs the player energy per hour to do this job as any other job.
- It pays a token wage and XP, for example 5% Wage, 5% XP. It would have 0% Luck, and the danger would depend on who is visiting your town
- There are skills needed to for the job: Leadership, Aim, Dodging, Setting Traps, Tactics, or something like that. (THIS IS AN EXAMPLE, FINAL SKILLS NEEDED TO BE DECIDED BY THE DEVLOPERS). It has a difficulty level of 30. 1 labor point needed to work, as usual.
The Interception
- The more labour points you have, the higher chance the guard has of intercepting a duel. Each labor point would equal a 1% chance of interception, with no limit on the percentage.
- The skill 'Hiding' will reduce the chance of being intercepted. This is not a normal skill used in a duel, so if a dueller wishes to use it, he/she will be forced to forgoe spending those points on duel skills. Adds more strategy to the dueller's build. Each skill point in hiding would reduce the chance of interception by 5%.
- DUELLER A comes to town, queues up a duel against WORKER A. The normal duelling procedure follows. If the duelling levels do not correspond with the limits alreayd imposed on the game, then the interception cannot take place and DUELLER A duels his intended target as normal. If the duelling levels of GUARD A and DUELLER A are acceptable, then in the background it works out (using GUARD A's percentage of interception after taking off DUELLER A's hiding deduction) if he get's intercepted. Then one of two things happen:
1) DUELLER A is not intercepted. The intended duel with WORKER A goes ahead as normal. The normal motivation and energy cost is spent. OR:
2) DUELLER A is intercepted. In effect the guard has instigated a duel with the dueller. This costs the guard the usual duel motivation and energy but does not cost the dueller any. He duels GUARD A. The duel happens instantly, the dueller does not have the option to cancel. Then one of two things happen again:
2a) GUARD A wins the duel. The defeated DUELLER A is unable to attack either GUARD A or WORKER A within the next hour. He is free to attack other members as usual. It has only cost him nothing.
2b) DUELLER A wins the duel. He gains the usual XP and any money (if the guard is silly enough to have some on him). He then duels WORKER A in the usual manner with a ten minute delay as normal. This duel costs him NO motivation and energy and is played as usual. He has the option to cancel this duel if s/he wishes
Other
[*]If there is more than one guard on patrol at the same time, the dueller can only be intercepted by one of them i.e. he doesn't have to run the gauntlet.
[*]The dueller does, however, have more chance of being caught. It would run the test to see if Guard A intercepts the dueller. If he does, the procedure above is ran. If he doesn't, it runs the test to see if Guard B intercepts and so on. This is fair, because there is a high chance of the guards being different duelling levels, so automatically have no chance of intercepting.
[*]In the event of a number of duellers visiting town at the same time (i.e. co-ordinated attacks, the dueller can only intercept one at a time. If he intercepts DUELLER A, and whilst the ten minutes duel is being played, DUELLERS B and C come to town, there is no protection unless there are more guards. That said, if DUELLER A gets past, DUELLER B may get intercepted instead.
[*]The guard is only limited to however many duels he has the energy and health points for.
[*]Guards can still be duelled in the normal way whilst working, as they are not sleeping. They cannot intercept during this duel.
[*]All current duelling rules/procedures are to stay as they are and take priority over this idea.
NOTE TO THE DEVELOPERS
This would need to be monitored, initially at least, to ensure that it was a fair way of it working. We are aiming for around a 50% interception rate on duels that take place on a town at the same time as that town having a guard in place. We do not know all of the figures for clothing items, because we don't wish for someone to be able to wear an item of cloting that eradicates either 1) soemone's chances of duelling who they want or 2) someone's chances of intercepting a dueller.
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Ok, please post if I have got anything wrong here, but this is what I have took from the posts in this thread. I'll give it a day or so for people to dispute it, and then create a new thread for HT's attention.