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The Mockers • View topic - DMing Changes

DMing Changes

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

DMing Changes

Postby shuggy » Sun Dec 19, 2010 3:29 pm

The Problems:
In stock Thievery, DMing is slightly too powerful.
One shot broadhead killing AI is a massive advantage, considering:
- watering torches doesn't count as alerting them, and they present their back to relight
- many AI are scattered across the map and can be taken out very quickly
- what UT considers the rear arc means they can be killed from side-on
After wiping AI, you can then use powerful thief equipment to gang attack the remaining humans with blackjacks.

Currently, there's an outrageous dichotomy between early and mid to late game conditions. Early on AI are easy to kill, and a proper DM is easy to set up for experienced players.
Later in a game, AI are positioned in doorways, narrow corridors and with their backs against walls and become extremely problematic for game balance.


The Goal:
Make both minimum-force play and DeathMatch play viable for thieves to win, but DMing must require a little more skill or strategic thinking than it does currently. For this to happen stealth options must be boosted first.

Guards should control the light and thieves should control the dark. Incursions into each others' territory should require some level of skill and/or forethought. Players capable of orchestrating conflict in their own domain will be rewarded; players constantly occupying the domain of their enemy need excellent skills.

AI need to be tougher to kill but less effective as weapons against thieves. It should be humans doing a majority of the work and managing their AI effectively to preserve lives and key locations (AI are currently used to lock down key areas while guards run around outside). In this fashion we balance the effectiveness of AI across the entire round. This will be covered more under the AI changes (there will be many).

Changes to Date:
Sword DMing changes made back in the day (slower thief swing) make it a skillful tactic.
Bow DMers have to pull back their arrows all the way to deal full damage, countering the jump-around-and-kill-humans tactic that was brutally effective previously.
BJ KO arc is reduced depending on thief visibility in a sliding scale from 180 degrees to 120 degrees.

Changes Needed:
Silent broadhead/crack arrow exploit needs to be fixed.

The Blackjack system needs to make more sense to players. We can blow up the lightgem and have 3 - 4 discrete KO states for guards based on the left-hand sliver of the lightgem.
1) Black = 180'
2) Light Yellow = 170'
3) Bright Yellow/Orange = 160'
4) Red = 130'

Sword changes are fine. The only 'overpowering' of the sword is due to flash duration, which is currently at 14 seconds for an in-the-face throw. 9 seconds total flash, 5 second falloff to normal. This can be adjusted along with total effective radius of the flash. However, we factor in that guarding teamwork is much easier in public play than thief teamwork, meaning flash should not be reduced very much further.
shuggy
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Postby Effaraitsch » Wed Dec 22, 2010 8:37 pm

Effaraitsch
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Postby immortius » Wed Dec 22, 2010 8:44 pm

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