Originally Posted by
orious13
I have mixed feelings.
Something to add to this would be the following because I also don't get why pacifists can't fight back without a problem in self-defense, but killing is a different story. In the US you can actually get off with no punishment from killing someone in self-defense. It's harder in some states than it is in others. Frankly with your current system pacifists DO have more risk since the tiny safe zone can go away or decrease and/or if encountering another militant on 99% of the map, you can either run or die. Most of the time you'll probably die if you have less fort/run/agi. Actually you might die all of the time if you're a crafter spec and can't hide. Pacifist monks do/did know how to fight back.
If you make it so pacifists cannot be looted (since they aren't a risk and can't attack back), that won't work either because then people won't care bout dying (spies running free into your town etc.).
So what one can do is the following:
1) A pacifist can attack back in self defense after being attacked, but if they kill the target, they cannot loot the target. If they loot the target, they are militant... that is just by clicking the loot button not actually be taking anything off of the target. This also goes for fish/gathering/foraging/scavenging on non-ally territory as that is an act of aggression.
2) A pacifist can attack back in self-defense after being attacked, but if they succeed in taking the aggressor down to 0% health, the aggressor gets incapacitated for xx amount of seconds before the last hit is landed or a kill/murder button is pressed, allowing the pacifist to run away or risk becoming militant. Keep in mind out of combat is supposed to be faster than in combat; however, many pvpers have 90 agi vs a lot less for many crafters, which makes that not work as well. You also can't forage/gather/scav/fish here either.
Both ways are exploitable I guess and need tweaking.