ctopolon3 wrote:nidbanes from theft should steal (1 item from container with stealed item or character who steal or character who consume stealed)
nidbanes from vandal should vandal (destroy hf & remove 5k of claim shield from each nidbane)
nidbanes from kill should steal stats (take 2% stats from killer at each nidbane u sent)
P.S. we need to mark stealed items somehow (abused in trade & tracking atm)
1. Stealed items are usually used right away or if not possible, put somewhere away.
2. Removing claim shield cool, destroying HF serves not much purpouse I guess?
3. Would lead to factions to use nidbanes to steal stats from alts making them perhaps stronger? I'm sure it would be exploited in this way =)
wonder-ass wrote:lol just make it like this
theft- if nidbane beats opponent it steals random item from inv.
vandal- if nidbane beats opponent it destroys random structures around player.
battery- if nidbane beats opponent it gives new type of wound hysteria which acts as a concussion that cant be healed heals on its own but very slowly.
murder- if nidbane beats opponent it takes its life simple as that.
p.s. the way scents works rn should be reworked why does a person deffending his friend that has bin attacked get charged with battery if he defeats the offender???
1. If all the "items" are somewhat marked even after being put out somewhere else... and lets not be kidding everyone, theft chars have shit on them anyway.
2. Can see how it would be exploited already.
3. Well, nidbane wound is already a thing, isn't it? The problem lies in ability to cheese it.
4. Too simple in fact. But yeah, if not for K.O mechanic, wasn't it working previously like that?