We need a roleplay-like prison. AND we need a way to get criminals into it by players (or several players who were given the right to ).
Perhaps it could be made like this : Every criminal has a bounty (in silver bars) on his head that increases with every new crime.
All persons can have objects (chains or/and nets) that can be bought to catch people. If a person is catched, he cannot log out (or he can but the character still stays in net), he cannot move, push himself, or cast, or use things, just talk. He can only be freed by persons from outside, allowing his friends to start a rescue. The net is bound to a person, that means, the catcher.
The catcher moves, and the net follows him (on a rope). If the catcher is killed, or logs out for more than three minutes, or releases the captive, the catched person is free. The captive cannot be attacked while in net.
If a captive is thrown to a spot near town (moved on the spot by the catcher), he will be put into court. If he is a criminal, his bounty will be given (as money or silver) to the catcher by an npc. The captive will go to jail, perhaps a mine, and the higher his bounty is, the longer he stays there, or the more money he must earn there to get out. ( like mine-digging, woodchopping and more simple available jobs inside the prison like this ).
Nets or chains can perhaps be made with high ropemaking or smithing skills, and be bought from a prison npc (or at the shop).
They should be one-way-use and quite expensive to boost the market

Even guild wars could be held that way (catching enemies ). Criminals could catch people to press money out of them, or kidnap someone. They won't have to kill to be evil.
These nets could work that way :
-use net on person (monster?) within two or three fields range -> CATCH
-use catched person (may have a catched-graphic later ?) -> TOGGLE follow-option
( must not work if captive is toggled to "follow" another person )
-use Dagger on captured person -> free person
If the follow-option is toggled to "OFF", that means the captive lies on the floor, he will be free within 5 or 10 minutes of playing time, and can move very slow until freed.
the follow-option must auto-toggle to "off" if the catcher dies, or logs out.
For the bounty- and prison-part, a criminal system is necessary. It could work like this :
When person A attacks person B, and B has no "attacker"-flag set, A will have an "attacker"-flag set. The attacker-flag should reset to 0 within 5 or ten minutes.
If person B attacks person A back within about 5 or 10 minutes, B will not have the attacker-flag set.
If A (attacker) kills B (not-attacker), A is marked as a criminal, and a start bounty is set.
If B kills A, noone gets a criminal flag.
If A attacks first B then C then D then E... and on (about 5 non-attacker persons ?) he will have a criminal flag set with a bounty (lower than killing bounty) on A.
( If A (attacker) kills B, and later C imprisons A, C will earn the bounty as money (silver).)
Guild wars could be realized with a "war" or "duel" switch. If you are attacked with this switch toggled on, the attacker flag will not be set.
An additional idea would be, if DIFFERENT players ( min.10 ) report another player to an NPC, the reported player will have a criminal flag set (low bounty) or his bounty increased ( for every different reporting person ). One report-vote should vanish each day, so everyone can give only ONE report-vote about another person per day.
Bountyhunter-rights could eventually be bought from GMs ( but everyone can use a net ). Would give the person the right to earn money as bountyhunter. (Bountyhunter-passport-papers hehe)
(Edited by Damien at 9:03 pm on May 15, 2001)