dtgreene: Of course, I still am not out of questions regarding this system:
* Can the guards show up if I'm in the middle of the wilderness or a dungeon?
Not as far as I'm aware. (I would guess that the only reason they can show up when you're on your ship is that it's probably classified as a house in the game's code or something.)
dtgreene: * If I somehow have bad reputation in the Coast of High Rock region (for example, because I kept attacking the interior door on my ship and fighting the guards that spawn when I do this), will the guards come after me if I'm in my ship, but haven't done this lately?
Not sure. I never purposely went hunting for glitches or weird interactions between (often misbegotten) mechanics; and frankly, purposely tanking my legal reputation in the region where my ship (i.e., my safe haven/loot storehouse) exists in order to get loot that I could more easily get in other ways that
wouldn't kill my rep -- or that might, but only in a region I don't care about -- wasn't something that would've cared to try.
dtgreene: (Also, worth noting that I want to know how they actually work in vanilla Daggerfall, not how they were intended to work, or how Daggerfall Unity's developers decided to implement this.)
...Which is why I suggested talking to modders:
Modders are more likely to have in-depth knowledge of how things actually work (as opposed to how the game thinks they work, or how the manual or official guide say they do) [...]
While I'm certainly not a modder in the sense of helping to create mods, and I very rarely even
use mods, I know that for many games, one of the first steps in creating a mod is understanding how the game (or some of its elements) works natively -- warts and all. (Very much related to the concept that "before you break a rule, you should first understand it.")
Also, while I've never tried the game's Unity implementation, I know that many of the original mechanics (including some that weren't implemented correctly) were
not altered for vanilla Daggerfall Unity. For example, one apparently would have to mod the Unity version to get critical strikes to work the way the original game's documentation says they do. I wouldn't even be surprised if some of the broken things that DU got working as they were supposed to can be changed to work the way they did in the DOS version via mods for the Unity version.