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Let's Talk About 63; Criminal Trespass

Do you think 63; Criminal Trespass should qualify death?

  • Yes

    Votes: 9 23.1%
  • No

    Votes: 30 76.9%

  • Total voters
    39

Divine

Mr. Ex-Big Cheese
Gamemaster
Joined
Jun 26, 2022
Messages
505
Preface:

In Willard Networks, the Combine have a codified law book which gives the run-down on the laws of the land and what qualifies a charge being applied.

The Law can be found here: https://willard.network/forums/threads/the-law.11554/

This may be slightly outdated, but I assure you it’s mostly accurate at the time of this post.

We have five classifications of crimes and their punishment.
1. Blue Tier; Verbal warnings, fines.
2. Yellow Tier; Minor beatings, larger fines.
3. Orange Tier; Severe beatings, expanded fines leaning up to deductions of 30 credits and 15 social credits.
4. Red Tier; Capital Judgement - Either imprisonment, or death.
5. Black Tier; Capital Judgement - Either imprisonment, or death.

63; Criminal Trespass falls under a red-tier crime, and will be applied to anyone who is found in the so-called Infested Zone — This is the abandoned metro underground where all the loot boxes are.


The Main Thing:

Onto the heart of this discussion, 63. It can and will be applied to anyone found in the metro, unless explicitly let go by a corrupt cop which is exceedingly rare. Some people believe this is very harsh, and it puts a character at a complete halt or just death if somebody feels like it. Maybe the problem lays with that it is the only place with variable loot crates, so perhaps it forces rebel-focused characters to risk death over trying to find an extra 5 screws, or a bottle of adhesive.

This isn’t a complaint thread for a reason, I’m not complaining personally — I just want to hear people’s thoughts on the matter. Do you feel the loot system forces you into the metro and risk death? Do you think there should be more passive events for rebels to support those who don’t want to risk going into the metro? Is this too harsh, or does it fit?

This discussion won’t change anything directly, but it might spark some discussion at the top of the food chain. Me personally, I don’t have a rebel right now so… Have at it.

Talk, talk, talk.
 
Oh no I found you in a place you should not be...<:: Amputate::>
But it was by acc- *death sounds*
 
Oh no I found you in a place you should not be...<:: Amputate::>
But it was by acc- *death sounds*

I'm rather unconvinced people are wandering into the infestation-zone without full knowledge they can be killed for it, aside from brand spanking new players.
 
I think Willard's version of the Combine is nice enough as it is, I don't think we should try making them less oppressive.
 
If I had to adjust this policy, I would simply tweak it so that a red tier trespass (or red tier crimes in general) is explicitly called out as weighted heavily towards imprisonment. I don't see a need to make the faction any less oppressive. All I want to do is try to curtail unnecessary PKing of characters. A lot of low tier rebs feel like scavenging in the sewers is the only option for any form of rebel progression. Having to grind through multi-tier items in a zone that could get you PKed at any time is not only not fun, but I just flat out wouldn't play if that was my only choice as a rebel.
 
It's one thing to find a fully armored guy in the IZ and see him bolt (63S, 63, 505) and another to find a random bluesuit who freezes up and immediately surrenders. Having both receive the same punishment is pretty whack, in my opinion, and "back in da day" we (mostly) didn't kill anyone for just being in the IZ. I think it worked pretty fine.

Since nobody can really predict when CivPro will be touring the metro, unless you have a lot of incriminating shit (like kevlar, weapons, radio, etc.), 63 by itself shouldn't get you killed.
 
Agreed with the above. If it's in the warehouse or some interrogation room nah, but if it's something like the room where they mix all the Vitamix they make to keep the OTA alive or the armory for CivPro sure.

Maybe a 3 strikes and you're out approach to the former.

63a 3 trespasses and an amputate
63b 1 trespass and an amputate
 
I think Willard's version of the Combine is nice enough as it is, I don't think we should try making them less oppressive.
It's one thing to find a fully armored guy in the IZ and see him bolt (63S, 63, 505) and another to find a random bluesuit who freezes up and immediately surrenders. Having both receive the same punishment is pretty whack, in my opinion, and "back in da day" we (mostly) didn't kill anyone for just being in the IZ. I think it worked pretty fine.

Since nobody can really predict when CivPro will be touring the metro, unless you have a lot of incriminating shit (like kevlar, weapons, radio, etc.), 63 by itself shouldn't get you killed.
I agree with both of these opinions. I don't think a random blue suit who knows nothing better should be getting pked, but if you're found down there doing obvious rebel activities, you are at your own risk.

P.S And refusing or knowingly withholding information when you are caught with rebel shit should be a PK.
 
I always thought the criminal trespass charge was so severe because to access such high profile areas you'd have to break in somehow via lockpick/forged combine card/whatever. The sewers are wide open 24/7, and if someone leaves the door to, say, the warehouse open, then it shouldn't result in death.

Make it so that if you break and enter, you die, but if you have committed no damage to said important structure while trespassing, you get a beating or something
 
I don't believe amputation should be given for this charge. It's being communicated top down, it's very unlikely it's the one charge alone that leads to a players demise. Generally if the person is cooperative, they will permitted to enjoy some capture RP, most likely to be let to go of with alternative forms of punishment. It's when they other charges start stacking on that death becomes considered.
 
I always thought the criminal trespass charge was so severe because to access such high profile areas you'd have to break in somehow via lockpick/forged combine card/whatever.
We'd implement roadblocks to get into these areas but I'm afraid we're gimped for player enjoyment.
 
found in a sucky spot? did something you regret? explored a place you were told was safe?
destroying months, up to years of your progress fatty

no but in all seriousness, I understand the severity of the crime, and think the combine have genuinely killed for less, but losing a character for something many people are found guilty of doesnt sound right to me
(not biased i swear!!)
 
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