So I’ve read through the PR and the thread and I’ve got some thoughts. I like the idea of tagging areas as owned ((Both for the player and NPCs)) and I like the idea that some NPCs will take a chance and loot owned areas anyway. Assuming that is the way this gets implemented I’ve some suggestions:
First and foremost you should be able to lay a claim mentally. This would be an area that you consider to be yours. NPCs can’t be aware of this unless you alert them verbally and are just as likely to tell you to go pound sand. These areas, from you, NPCs, factions and territorial animals/non-humans would quite often intersect, leading to contested zones.
Second, you can ((and pretty much must)) take action to strengthen your claim, such as tagging an area with spray paint. This is where it gets good, because certain things would be weighted to do more to strengthen or weaken your claim than others. Obviously no one’s going to take you seriously if you’re letting looters/zombies/etc infest your claim. How strong or how weak a claim is or isn’t should work as a measure of how likely an average NPC is to just ignore it.
Things that should strengthen a claim:
Tagging walls/floors with spray paint. This works right in RL for letting people know an area is ‘owned’ by gangs.
Setting up Traps or Turrets within your claim
Building Signs within your claim
Telling a follower NPC to guard this location
Broadcasting it over the radio, but that also lets more people know where it is.
Fresh corpses
Putting the mutilated remains of your enemies on display
You (If you’re more heavily armed or intimidating than the trespasser)
Outnumbering the trespassers via followers/pets/friendly robots.
Things that should weaken a claim:
Being away for long periods of time.
Hostiles of any kind
Broken or damaged windows, doors or walls. If it looks easy to take your stuff more people will try.
Proximity and strength of competing claims.
You (If you’re less heavily armed or intimidating than the trespasser)
Being outnumbered by the trespassers
That’s the bare bones of the idea but I’ve got a little more to add yet. How strong you claim is should be checked against how GOOD the stuff is inside it. If you have a really strong claim but NPCs can see you’ve got really nice stuff they’ll still want it. They’ll try to get it one of three ways.
*Trading. This is usually the first route they’ll go if your claim is strong. NPCs will offer to trade items or train a skill if you’ll cough up the item. If you refuse they’ll either leave or explore their other options. Such as…
*Stealing, based on how inclined to theft they are and how weak your claim is. NPCs that are predisposed to theft may even try to steal from you while followers, depending on how much the like/respect/fear you. If you refused to trade NPCs might loiter around the area and try to pilfer your stash when it’s dark. If caught in the act they’ll either flee, return the item or resort to…
*Raiding. If you see a band of roving, heavily armed NPCs this is probably what they’re here for. Since even bullets are valuable though they’ll be more inclined to have you drop your weapon and scram while they loot than straight up kill you. Fighting back would for obvious reasons turn this into a firefight.
Lastly a player should be able to decide how relaxed his or her claim is. A relaxed claim means NPCs can come and go as the please so long as they respect the claim and mind themselves–a good choice if you wanted to set up a trade hub or wanted to convince people to stick around and guard it. An aggressive claim on the other hand means you’re ready and willing to kill trespassers. Naturally relaxed claims need more protecting than aggressive ones.