A system of thievery

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

Re: A system of thievery

Postby Jackard » Sun Oct 25, 2009 11:47 am

Chakravanti wrote:Sure, IF ITS ON A CLAIM. But MOST murder scents aren't.

oh?

Chakravanti wrote:With MY system we can nerf tresspassing scents. They would simply be used to amplify scents of the actual crime (theft). Thsi way, If you have a jackass claim I can still walk by and not truly fear for being murdered offline over a simple trespass on a grief claim.

wait, what?
Last edited by Jackard on Sun Oct 25, 2009 11:50 am, edited 1 time in total.
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Re: A system of thievery

Postby Blaze » Sun Oct 25, 2009 11:49 am

Uh, you can't summon with trespassing scents...

Peeking into containers leaves theft scents, not trespassing scents. Loftar said he'd be fixing this.

I've trespassed loads of times to collect scents, but it never left a theft scent.
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Re: A system of thievery

Postby Jackard » Sun Oct 25, 2009 11:53 am

Blaze wrote:I've trespassed loads of times to collect scents, but it never left a theft scent.

ill have to test it again then, havent done it lately. might have gotten mixed up

that said im uncertain chakravanti should really be suggesting changes to a system he doesnt understand the basics of
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Re: A system of thievery

Postby Raephire » Sun Oct 25, 2009 1:48 pm

I agree with this proposed system. It will create a level of depth and gameplay and give a challenge to thieves.
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Re: A system of thievery

Postby Chakravanti » Sun Oct 25, 2009 3:17 pm

Okay, that obviously went over your head.

MURDER=32 scent
Theft=19
IF you murder someone on their claim. Then you just 'steal' it and you leave less of a scent. If not. You just harvest your own murder scent and be done with it. IN YOUR PROPOSAL. Which....is so genius. ~.^
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Re: A system of thievery

Postby Jackard » Sun Oct 25, 2009 3:25 pm

oh is that all. yea im fine with that. it takes a little time, so its just like covering your tracks. not something you can do in the middle of a chase, though.

e: i just checked and blaze was right. nothing that cant added though
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Re: A system of thievery

Postby Chakravanti » Sun Oct 25, 2009 3:50 pm

Right. So you can murder anyone and not have your scent lay around for three days huh? That's fucking retarded. Yeah I'm not sure you should be proposing changes to the system AT ALL.
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Re: A system of thievery

Postby Jackard » Sun Oct 25, 2009 3:52 pm

haha sure thing mr. trespassing-will-kill-me





something else that could be interesting would be 1. liftable bodies 2. picking up murder scents from corpses (not skellies)

so muggers could nab someone and killers would want to hide the remains
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Re: A system of thievery

Postby Chakravanti » Sun Oct 25, 2009 4:11 pm

Well a newbie I just traded with earlier reported being killed over a tresspassing scent. I may have his story confused. English is obviously not his native language. but seeing as I've enver had to track anyone for tresspassing or thievery because peep pretty much leave innsmouth alone nowadays...yeah. I don't feel too embarrassed about not being intimately familiar with the intricacies of a broken criminal system. Nice try, though.

I do, however, really like your capture idea. Imprisonment for crimes. Some system where you can build prisons with brick walls and gates etc. and use village autority to prevent a person from using the travel system by spending scents they leave behind at a crime would be very awesome. Their sentance would be determined by an expendature of authority and the scent left at the crime.
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Re: A system of thievery

Postby CG62 » Sun Oct 25, 2009 5:51 pm

I know this is REALLY. REALLY. LATE., but I succumbed to the need to sleep last night.

Jackard wrote:
CG62 wrote:But anyhoo, this + Fallout-esque stealth (toggle stealth on, and as long as you're behind something or have a high enough stealth you are completely invisible to the other player(s)) = WIN.

the former we already have, and the latter is invisibility which is *always* bullshit, whatever game it crops up in


Hath thee even played the original 3 (2 if you don't count tactics) games? If an NPC is within direct line of sight of you in a well lit location, you will always be caught, in which case your stealth deactivates and they gain first attack on you if they're hostile.

HOWEVER, I would propose putting in a cooldown time to stealth as well, and perhaps certain clothing would be a detriment to stealth (A guy with full plate armor shouldn't be able to hide behind a tree.

Gargh. Perhaps I'm not thinking this through well enough. I just got up, and I'll edit this once I gain back any shred of logical thinking I have.
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