Board Thread:Suggestions forum/@comment-26553378-20170829010541

This idea was inspired in part by a recent suggestion for bounty hunters by a fandom user. This suggestion is unrelated except for the general theme, and should hopefully be an entirely new idea to be brought to the table.

Posters
The idea is based from the idea of posters with various messages and rewards being posted, and others aiding for this reward. This could be wanted posters, lost item/pet posters, or a whole host of other things, although the only one I can think of that really makes sense for the mod would be wanted posters.

Crafting
Shapeless recipe of a paper and a slime ball would return a poster.

Placement
This could be placed like a normal block, and when placed would open up a GUI consisting of "Bring me Player 's head!" "Wanted: Dead or Alive" "Wanted: Dead" or "Wanted: Alive". After clicking one of those options you would type in a playername, if they haven't been on the server it won't work. Now you would enter an amount of silver coins as a reward, and a final "note/item reward" screen would pop up where you could add an extra note, or perhaps include an item as a reward. It would display as the following:     

Bring me Player 's head!
Any player with this quest (explained later) will have a 100% chance drop rate for the players head, and if it is completed by a bounty hunter (also explained later) the head will be given to the player, or simply drop on the ground in front of them if their inventory is full. This will cause a greater than usual alignment drop for players, and will cause fewer bounty hunters to go for this reward due to how gruesome the task is, however it would minimally effect more experienced bounty hunters.

Wanted: Dead or alive
If the player does not have extreme roleplaying (explained later) turned on this will default to wanted: Dead. This quest requires for the target to be slain or captured which will also be explained later. Most bounty hunters would likely go for a simple assassination, and as such there would be 2 bounties able to be placed into the poster.

Wanted: Dead
same as dead or alive, only 1 bounty, only complete-able by killing.

Wanted: Alive
Capture only.

Rewards
In order to make a poster you must supply the reward to the poster, the poster will then take the coins and supply them to the player/NPC who completes the bounty along with any included items.

Bounty Hunters
Dependant on the reward, possibly with a nice fancy algorithm to figure out the worth of tools/weapons/armor, and other items, or maybe just with those ignored, the bounty quest would be stored server side so that the poster doesn't need to be loaded to spawn the hunters. The higher the reward the more powerful bounty hunters will be willing appear. They would range from nooby NPCs worse than bandits at fighting, to false oddment collectors who will sell a poisoned drinks, to fully fledged assassins who use poisoned bolts and fierce crossbows, to anything in between.

Player bounty hunters
The bounty hunter title would now require one of these "mini-quests" to be completed in order to use, it would also gain a corresponding achievement, and the "Not this day" achievement would be awarded for this in the same fashion as an alignment quest. By right-clicking on a poster a player could gain this as a neutral miniquest. Upon completing the quest (turn in, not kill/capture) the head (if requested) would be turned in, and they would lose alignment slightly corresponding to the factions the victim had + with. Being slain with this quest would cause nothing. The bounty alert would occur after posting of the poster, not accepting of the quest.

Notoriety
Players would gain notoriety for influence and prowess in a fight (seperate) based on alignment and the amount of bounty hunters after them (including players) that they have killed, likely limited to recently. Both would scare off various bounty hunter NPCs causing a quest with too low of a reward to eventually, or possibly immediately become obsolete for NPCs do to risk of death or prosecution being too great when compared to the reward.

"Extreme roleplaying" and capture
A new option, this would be labelled with a warning that it allows capture. If enabled it will obviously enable you to be captured. A player would do this by dropping you to low health, then right clicking you with a lead repeatedly with you gaining slow/weakness until you hit level seven and "black out", gaining night vision/blindness. Capture would only be able to be done while the giver of the quest is on, and should the giver leave while you are captured, you be slain, or you be released directly, you will be released. After being given to your new captor you will no longer be blinded, but will remain immobile. You could then argue with the captor (chat being only seen by captor so you can't plea for aid, if you enabled this you can do it full out) When right clicked by your captor they would be shown a few options "Kill", "Enslave", and "Release" if any are selected you will be released with only release letting you keep your gear. Should they choose enslave they would gain a new laborer NPC based on your skin that would work for them, and be able to give gear back to the captor.

Well, I think I covered everything, discussion is welcome, the wanted: alive options could be removed should that prove a bad idea (too hard to code, or simply unwanted, although I think it would be fun for roleplay interrogation) 