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PohTayToez

Tweaking the Bandit/Hero System

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So here is how it works now: (I think)

  • Start with 2,000 Humanity
  • Hero = 5,000 Humanity or more
  • Survivor = 1 to 5,000 Humanity
  • Bandit = 0 Humanity or Less (Must hit 2,000 to regain survivor status)

I propose a fourth class, we could call it anything but I like the word "marauder". Here is how it would work:

  • Start with 100 Humanity
  • Hero = 5,000 Humanity or more
  • Survivor = 1 to 5,000 Humanity
  • Marauder = 0 to -2,000 Humanity (Must hit 500 to regain survivor status)
  • Bandit = -2,000 Humanity or less (Must hit 0 to regain marauder status)

Additional tweaks:

  • Killing anyone other than a bandit will always result in a loss of humanity, although you will lose significantly less if the kill was done in self defense.
  • Humanity loss will be increased if your target is unarmed, has a lowered weapon, or has a melee weapon and is 25 or more meters away.

Self Defense:

  • A kill will be considered self defense if the person killed was aggressive.
  • Aggressiveness will work similarly to the combat timer, certain actions will cause a player to be considered aggressive for a period of time.
  • Aiming down sights at someone who is not aggressive and in a higher humanity tier makes you aggressive.for a short period of time. (30 seconds)
  • Shooting at anyone other than a bandit who is not aggressive makes you aggressive for a longer period of time. (5 Minutes)
  • Killing anyone who is not aggressive makes you aggressive the longest period of time. (30 minutes)

The idea is that people will have to try harder to maintain survivor humanity or better (thus making a survivor more trustworthy), but there is more leeway in between being a survivor and a bandit.

Edited by PohTayToez

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Well I have not played the game yet, installing it at the moment, sharing thing would be another way for people to improve there humanity.

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The self-deffence system can be a little clunky but the other have my aproval!

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In addition to OP, I think it would be nice to have a system such as the following:

Survivor kills Survivor = Some humanity loss

Survivor kills Hero = Large Humanity loss

Survivor kills Bandit = Some/large humanity gain

Hero kills Survivor = Large Humanity loss

Hero kills Hero = Debateable humanity loss

Hero kills Bandit = Some/large humanity gain

Bandit kills Survivor = Some humanity loss

Bandit kills Hero = Debatable humanity gain/loss

Bandit kills bandit = no humanity change.

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