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The Mockers • View topic - Ideas/Suggestions

Ideas/Suggestions

Thievery ProMod discussion, visible to all but only approved posters may contribute.

Ideas/Suggestions

Postby suibriel » Mon Dec 20, 2010 10:01 pm

The BCG thread is good and all but maybe a discrete discussion could prove more useful. Add your ideas here or bring over interesting ones from other people so that they can be discussed. Perhaps even added to the official proposed changelist

- Slightly less damage on full charge hit, but Wounds the target causing periodic blood loss. Requires bandage (new 20gold item) or health potion to cure. Wound effect doesn't cause damage, only blood splatters which can obviously be used to detect/trail thieves and give away thier position

- Visible loot on Thieves

- Charge move for Guards. On hit does minimal damage, knockback and stun effect. Replenish by eating two bits of food or a health potion. Lots of possibilities.
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Postby Rodent » Tue Dec 21, 2010 12:01 am

Suggestions that require serious consideration will get their own thread, but feel free to brainstorm quick ideas in here.



Ideas :


Water can be used on moss to cause it to expand over a larger area.

Moss can be used in conjunction with vine to create more routes through a map on textures that were previously un-vineable

Telescope can be used to give a zoom function to bow like in Thief:TDP
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Postby immortius » Tue Dec 21, 2010 7:43 am

Make scouting orbs sticky, so they attach to walls and other players.

Some sort of vague loot loss indicator for guards, so that they if thieves are ghosting they are still communicated some information that may get them fired up/panicked).

Extending on torchsnuffer, random noises or sights to give atmosphere (single footsteps, lockpick whirl, etc)
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Postby Effaraitsch » Wed Dec 22, 2010 7:09 pm

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Postby Gladius » Wed Dec 22, 2010 9:57 pm

Health potions are underpowered, they cost 50 and heal the equivalent of 1 standard bolt worth of damage.

Quick solution - double their effectiveness (to 50 health added) or halve their cost (to 25 loot).

Alt. solution - remove and replace with a healing kit with 50-100 charges that can be used (channelled like lockpicks) on yourself or your allies to replenish up to 50-100 health.
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Postby Gladius » Wed Dec 22, 2010 9:59 pm

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Postby Effaraitsch » Wed Dec 22, 2010 10:24 pm

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Postby Gladius » Thu Dec 23, 2010 5:57 pm

The current speed of healing doesn't bother me, it is suitable for a non-combat item.
I think it would be prefereable to drop the price rather than buff the item.

I wouldn't lose sleep if bolt damage was lowered to 25 either. It would still be 4 bolts to kill.
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Postby suibriel » Thu Dec 23, 2010 7:03 pm

Nuh

You need to Guard against good thieves more often I think, Glad - 1 bolt 1 kill is balanced vs rodent
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Postby Gladius » Wed Dec 29, 2010 12:37 pm

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Postby Effaraitsch » Thu Jan 06, 2011 7:44 pm

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Postby Rodent » Sat Jan 08, 2011 7:39 pm

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Postby suibriel » Sat Jan 08, 2011 10:22 pm

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Postby Gladius » Sun Jan 09, 2011 9:57 am

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Postby suibriel » Sun Jan 09, 2011 1:28 pm

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Postby shuggy » Sun Jan 09, 2011 3:58 pm

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Postby Rodent » Sun Jan 09, 2011 6:21 pm

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Postby shuggy » Sun Jan 09, 2011 10:19 pm

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Postby Rodent » Sun Jan 09, 2011 11:35 pm

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Postby Gladius » Tue Jan 11, 2011 9:13 pm

I reckon limiting commands by player count is a fine solution.
It would have to be intergrated nicely into the HUD or AI Guard menu, but it would be a good balance mechanism (just like the chest timer, but also the proposed changes to the lives system).
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