Predators need prey, and prey need a reason to stay. This is the fundamental truth of any PvP sandbox. Yet, as history has shown, games like Mortal Online 2 struggle to address this balance. Victims are left frustrated, while predators have no meaningful incentives to moderate their behavior. The result? Prey vanish, leaving a barren world of aimless predators.
But what if we could change that—not by eliminating chaos, but by ensuring that even the prey have something to gain? Enter the Restitution System, a proposal to empower victims, balance the predator-prey ecosystem, and create a more sustainable world.
The Proposed Restitution System
This system focuses on giving victims meaningful compensation for their losses while preserving the freedom and immersion that make MO2 unique.1. Restitution as a Choice
How It Works:
- When a red player kills another, the victim receives the option to file a Restitution Claim.
- Victims select from a predefined list of resources (e.g., granum, wood, leather) and enter an alternative gold amount as compensation (more on this below).
- The red player is notified and can either:
- Accept and Fulfill the claim by delivering the gold to a Fixer in a red town, clearing the crime from their record.
- Decline the claim, leaving the crime unresolved and their criminal status active until restitution is paid or they’re captured.
- Accept and Fulfill the claim by delivering the gold to a Fixer in a red town, clearing the crime from their record.
The Role of the Fixer:
A shadowy broker located in red towns who facilitates restitution and takes a cut of the payment. The Fixer adds flavor with quips like:- “Justice doesn’t come cheap, but hey, neither does freedom.”
- “Don’t like the price? Good luck running from your past.”
2. Escalation: From Restitution to Penal Colony
Reds who avoid or refuse restitution remain fugitives. However, if captured by:- Guards,
- Bounty hunters,
- Or lawful (or unlawful) players performing a citizen’s arrest,
The Penal Colony: A Grim Island of Labor and Restitution
The Penal Colony is a stark prison island located off the coast of Myrland. Roughly half the size of Haven, the island is no tropical retreat—it is designed purely as a labor camp. While not visually diverse, it contains carefully distributed resources that reds must harvest to pay off their debts:
- Sparse forests with various trees.
- Rocky outcrops for mining.
- Small animal populations for hunting and butchering.
The colony is fully enclosed by imposing walls and surrounded by rough waters, making escape impossible. Guards patrol the colony more for atmosphere than enforcement, but their ever-watchful presence reinforces the severity of life within the prison.
Essential NPCs and Roles
Key NPCs ensure the colony runs smoothly and convicts can work off their penalties efficiently:1. The Bailiff
The Bailiff is the colony’s unforgiving taskmaster, managing restitution payments and tracking crimes. Reds must visit the Bailiff to access their "crime sheet", which lists unresolved crimes. Reds deposit the required resources to clear each crime. Examples of the Bailiff’s blunt commentary:- “Don’t look at me like that. You earned your time here.”
- “One stack down. A few more to go—unless you’re planning on staying.”
Once all crimes are cleared, the Bailiff issues a Writ of Release, which must be presented to the Release Officer.
2. The Overseer/Quartermaster
The Overseer provides basic tools for resource gathering:
- Axes for chopping wood.
- Picks for mining stone and ore.
- Basic weapons (e.g., newbie swords or bows) for hunting animals.
- “You break it, don’t bother coming back until tomorrow!”
- “This isn’t a charity. Use it, don’t lose it.”
- “Tools don’t grow on trees—though maybe you’ll find some while chopping one down.”
3. The Release Officer
The Release Officer is the final stop for reds. Upon presenting their Writ of Release, they:- Restore the convict’s blue status.
- Return confiscated belongings (minus any looted by other players).
Some of the Release Officer’s snarky remarks include:
- “Ah, here it is. Everything you brought in, minus the bad attitude.”
- “Enjoy your freedom. Not that it’ll last long.”
Labor System and Resource Collection
The island’s purpose is labor. Reds must gather resources to fulfill restitution claims:
- Victims receive a full stack of the resource they selected at the Justiciar.
- All resources available for victim selection are farmable in the colony. This prevents victims from trapping reds indefinitely by demanding impossible-to-acquire materials.
Atmosphere and Aesthetic
The colony is bleak and oppressive:- The sound of axes chopping, pickaxes clanging, and caged animals fills the air.
- Narrow dirt paths lead between work zones, patrolled by guards on elevated walls.
- Crude barracks provide basic shelter; luxuries are nonexistent.
Key Features:
- Freedom for Reds, at a Cost: Reds maintain freedom if they avoid capture but remain criminals outside lawful society.
- Outlaws Policing Outlaws: Outlaws can capture other outlaws in lawless zones, fostering criminal feuds and uneasy truces.
- Emergent Gameplay: The system supports betrayal, loyalty, and vendettas driven by player choice.
Why Restitution Matters
The restitution system creates consequences for predation while giving victims meaningful compensation. It balances the ecosystem, ensuring both predators and prey thrive.Anticipating Criticism
- "This punishes reds too much!"
Reds can avoid claims or evade capture, but risks now carry rewards.
- "Victims will exploit this system!"
Safeguards like time-limited claims and default labor compensation prevent abuse.
- "Why not just add a PvP toggle?"
A PvP toggle would destroy MO2’s identity. Restitution preserves freedom while addressing imbalance.