Avu wrote:herefore, either the spotter is successful at all of the theft scents on that particular screen, or none until he can re-roll
Well that one encourages people to destroy every little shit they can see so they leave multiple vandalism scents and empty all your containers on the ground so they leave thieving scents so they will be harder to spot. No.
Potjeh wrote:Yeah, that part is just horrible. It should be easier to get away with a surgical strike than with looting and burning an entire village.
I agree 100% and that part buffed me when I wrote up the suggestion. What I really wanted to suggest is that every scent is allocated a value of:
Crim's Int * Stealt + random(fixed range)
I decided to write 'per scent type per crim' because I guessed that a value allocated to each scent and a check and cooldown flag allocated to each spotter per unsuccessful scent may be too resource intensive and may place strain on the 'system' (many more calc's, more lag?)... with my lack of knowledge of programming and hardware/software impacts & capabilities, I should rather have written it the way I felt it may work best and asked if it is feasible.
So I would like to alter that section then and ask for your comments on the alteration as well as the suggestion as a whole.
*Maybe impaler is onto something there (I get what you're saying thanks), but it specifically addresses my exact concerns about strain through incresed calculation, tagging & flagging... which again, I am not sufficiently qualified to realise the potential system impact.'
Maybe Loftar would be so kind as to grace us with his input?