sami1337 wrote:Just to check but OP you know the wedge grows as the difference is bigger between the tracker and the thief right?
Your statement is unclear. Are you pointing out the system I'm suggesting, or saying it exists in the current game? Are you saying difference as in skill difference, or difference as in distance on the map?
Either way, with the current system, I found my claim had been severely vandalized (wheat seeds dumped off herbalist table, miner's hat and pickaxe stolen, most other containers with contents on ground). I immediately purchased Ranging, Rage, and Murder, since I had about 20k LP saved up (before costs were increased). I also bumped my exploration stat to 10. I picked up eight handfuls of theft clues, each with 17 scents in the stack. I then proceeded to move, at run speed, for thirty five minutes, checking the scents until I found the perpetrator, one Frank Caliendo, who I proceeded to force summon and murder/rob in retaliation. I wasn't even able to deal damage with my weapon, except by saving up initiative and combat advantage for the cleave attack, but I eventually was able to knock out and kill him.
Does that seem right to you? I was able to, on the spot, purchase the skills to track someone, and trace them over a half hour's run across the map. Overall it was about 2/3 the distance from one map edge to the opposite. Hell, I still had stacks and stacks of clues left over.
The suggestion I made with the altering size of the tracking wedges is to account for a discrepancy in tracker skill vs. thief skill. The location you're attempting to track would always be located within the angle of the wedge, but an ineffective tracker would have a very large wedge indeed, meaning you could have a 180 degree swath of circle that takes dozens of clue uses to narrow down the areas you should be searching. The idea is to make the number of clues you get limited, and force you to use more of them if the thief has higher skills than the tracker.
The one-search-per-crime rule is to make it so that small scale robberies -- looting one container and dashing off -- is safer than cleaning house. If you rob two dozen containers, a ranger is going to pick up a lot of scents and have a lot of resources to track you. Of course, since theft scents should point to the items, dumping your goods in multiple safehouses could throw them off the trail. It would make for a much more interesting system, wouldn't you say?