Board Thread:Suggestions forum/@comment-25565811-20190724175719

The mod introduced a lot of new with  holding. I regard it as unrealistic, that players can take out, whatever they want, without any consequences, except for spawning in some ruins.

What do you think about introducing a mechanic that prevents stealing?

It might work as follows:
 * When a player opens a chest in a generated structure, an average value of its contents is calculated. Most items have trader prizes, so these can be used.
 * When the player closes the chest again, the new value is calculated. After some time, or even better, when the player walks away from the chest a certain distance, and the value diminished considerably, something bad happens:
 * Either, the chest's "owners" nearby (or the whole faction) get angry, and attack the player (for a while).
 * Or alternatively, the player loses alignment with that faction, depending on how much they stole.
 * This should not happen in uninhabited ruins or with hidden treasure chests (for example in hay stacks).
 * Maybe add a chance to "get caught", depending on how many NPCs are close by.
 * If the value goes up considerably, the "owners" might say something like: "Thank you for your presents."

The method with the distance has the advantage, that the player can check all the stuff in the chest, and decide in peace, what to take. It might be a bit harder to implement.

This way, the players have to pay an adequate sum for an item, or swap it for something of comparable value, if they want to leave unpunished.

I'd really like to preserve a lot of unlooted buildings on servers that way!

 