Let me begin with Action AI... yes I actually had a system started, not finished mind you, but started that would bring all of your NPCs to life. Each doing their prospective line of work and living their lives independent from your actions.
This requires a lot of DoAction subroutines that need to be coded into BaseCreature.cs and/ or Mobile.cs. The end result would be that your NPCs would interact with you and not just stand there waiting for the grace of your presence.
The basic premise is that resource collectors would collect their resources, through simulated action, and either sell them to players upon approach, or travel around from one city to the next dropping their goods off at hotspots.
Fishernen would fish
Miners would mine
Hunters would hunt
Lumberjacks would cut wood
Militias would engage in ambient battles on proximity of the player
Travellers would travel
Some NPCs
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Ultima Online is all about roleplay and as I was shooting down those trusty Brotherhood of Steel vertibirds it occured to me...
Wouldn't it be nice if a player, or automated, sheriff of a specific "account tag" or "accesslevel" were able to physically arrest anothet player or npc by binding them with rope or chain... it is qluite possible and something similar has been done on the official servers while trying to capture pirates.
This idea is a bit different though and requires maybe a new graphic apparel; both for paperdoll and in game. The idea would be to have the arresting player be able to force move another player in the direction they wish to proceed; eventually taking them to a city jail where they can serve their time or escape.
This would be an alternative to the bounty system, and nobody's head would need to be lopped off!! The legal system will once again redeem itself