Some ideas for the stealth ability

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Some ideas for the stealth ability

Postby Jacobian123 » Thu Jul 28, 2016 5:15 am

So, stealth. Nobody really invests in it unless they want less scents left after stealing something (and tbh, the larger factions can handle nidbanes so they probably don't even invest in it at all.) It's a pretty laughable ability right now, with not much to do in the way of "being sneaky" or the like. When I think of stealth, I think thieves in the dead of night, pickpockets, and avoiding detection, the standard RPG things.

So, to start off, let's give daylight/darkness more of a role in determining how players act. Most people just install nightvision-enabling clients like Amber or Purus Pasta, etc, as do I. However, I notice more and more often that campfires, torchposts, and torches themselves just aren't used for the purpose they were made for, largely as light sources, for the aforementioned reason (nightvision.) So, let's give some usefulness to the nighttime hours of the game.

Making the night useful:

I suggest that a stealth bonus be added at during the night in haven, so according to the stealth level of the character, it'll be increased by some amount. Example: nub thief with a stealth score of 1 will only get a buff of 2 (much like how gilds work,) but a slightly more "experienced" thief with, say, a score of 5, will be increased by 2. These are all just random numbers, but you probably get the idea. This doesn't apply in the day, for obvious reasons, and if the player is exposed to any amount of light from a torch, campfire, or torchpost, it will be decreased as well. The reason for this stealth buff is for another mechanic I'm going to suggest next that may or may not receive approval.

Infiltration of villages and claims:

Villages are largely protected unless you siege them (which takes forever) or the siege system is completely circumvented with a walljump bug. However, I'd like to propose another system of getting into villages: stealth infiltration. Depending on the character's stealth skill, you may be able to sneak into the village depending on a variety of factors:

Village population
Number of players currently online
Thief cooldown (basically red-handed debuff that's applied to you as soon as you exit the village)
Whether or not the village has been stolen from recently using the thief system (a cooldown of about, maybe a day or so)

You'd have to have a ridiculously high stealth skill to actually steal anything, and if you're detected by getting too close to a light source, it turns day, or someone sees you, then you'd be evicted from the village. Various levels of stealth would grant you temporary buffs while inside the village. If you have *just* enough stealth to get into the village successfully, then you'd get a buff that allows you trespassing, but no more. A higher buff would allow you to steal, but only so many items. The higher the stealth skill, the more things you can steal before you're evicted from the claim.

Just a thought I had while playing with the default client at night, let me know what you all think.

Also add different colors to horses.
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Re: Some ideas for the stealth ability

Postby Mafious » Thu Jul 28, 2016 5:30 am

i like it, not sure how could be implemented.

it's basically a non xploit wall jump? or some kind of lockpicking ?

ps: doors need the option to be barred from inside.
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Re: Some ideas for the stealth ability

Postby Hasta » Thu Jul 28, 2016 6:55 am

Very interesting points there, but very hard to implement.

Actually, in terms of getting "phat lewtz", the best way to go about stealth FOR STARTERS is to make (mostly) anything gained through criminal acts (stolen from a container or a claimed node/loc.resource, stolen from KOed player) hardcapped with Stealth. Maybe if the quality of an item stolen is higher than character's stealth it leaves Vandalism scents instead of Theft.
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Also, dude.
Jorb in the rules thread wrote:Please avoid making grab bag threads with multiple unrelated suggestions. Give each idea its own thread so posters can discuss its merits, so that ideas aren't overshadowed by more popular ideas, and so that they might be found later using the search tool.

Pinpoint your suggestion. It will all start developing from there. Seeing a lot of work ahead even the devs won't take it seriously.
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Re: Some ideas for the stealth ability

Postby Jacobian123 » Thu Jul 28, 2016 6:09 pm

Hasta wrote:Very interesting points there, but very hard to implement.

Actually, in terms of getting "phat lewtz", the best way to go about stealth FOR STARTERS is to make (mostly) anything gained through criminal acts (stolen from a container or a claimed node/loc.resource, stolen from KOed player) hardcapped with Stealth. Maybe if the quality of an item stolen is higher than character's stealth it leaves Vandalism scents instead of Theft.
__________________
Also, dude.
Jorb in the rules thread wrote:Please avoid making grab bag threads with multiple unrelated suggestions. Give each idea its own thread so posters can discuss its merits, so that ideas aren't overshadowed by more popular ideas, and so that they might be found later using the search tool.

Pinpoint your suggestion. It will all start developing from there. Seeing a lot of work ahead even the devs won't take it seriously.

This is all related to stealth, I don't see how I can "pinpoint" it further without dumbing it down a bunch. "Hurr add thief mechanic 4 night and let us get intu vileges pls thx bai"

Only different one that I added was horse colors, and that was an afterthought. Boop.
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