Other > Suggestions
Scrap PvP Stealing
TheGreenHand:
--- Quote from: HertogJan on April 06, 2011, 02:38:30 AM ---If being weakened effects skills, it should effect all skills.
You said in an earlier reply to go crafting or mining, but that too doesn't make any sense when weakened.
You're weakened, so how could you physically be able to mine?
You don't have the skill to use a gun, than you also lack the science or repair skill to craft.
--- End quote ---
I disagree. I don't see why science or repair should be affected. Also, I said you could still have the skill to use a gun, it would just have a penalty to it; like blindness, only not as drastic. And regarding mining, again I don't think it should be something that should be nixed completely during weakness. I could see a reduced carry weight, which would make sense to be physically weakened during weakness. If that's the case, and ST were to be reduced, that itself could be enough to affect the use of a gun and an additional detriment would be unnecessary. I think the only skills that should be completely unusable during weakness would be steal and FA.
And as far as the weakness as a result of a critical fail on a heal goes... It's a critical fail. You screwed up. Critically. So that's a bad thing.
--- Quote from: HertogJan on April 06, 2011, 02:38:30 AM ---What's the point in this?
What should the thief compensate NCR for?
--- End quote ---
Agreed. I remain unconvinced that this is not insane.
Reginmund:
--- Quote from: HertogJan on April 06, 2011, 02:38:30 AM ---What's the point in this?
What should the thief compensate NCR for?
--- End quote ---
Sounds like a bribery option to get off the hook although if the thief stole something significant it would take more than a small 100cap bribe. Then it raises questions about the integrity of the guards, should they be able to be paid off in advance to give you the ability to stalk and steal till you are spotted by your target?
Ox-Skull:
1.If noticed by NPC guards, Failed steal results in a shoot on sight, in said "guarded" town for 15 minutes. Only on a re-entry.
2.A successfull steal, should make them unprotected to the person they robbed.
3.Only players "real" awareness will save them from being robbed or gunning hiim down b4 he gets away.
4.MSG that alerts player of failed steal should be in capitals and red.
5.Guards shouldlt loot a dead player. So said player has a chance ( a small chance, cuz everyone will swarm and try to get items) to get his stuff back.
Ox.
EDIT: But i must say, after playing for so long, You learn the tricks to avoid them. It wouldnt bother me, if it was left as is.
In a world where u cant show of ur car or whatever...... I mean ur hanging out with ur mates in NCR smokin cigarettes. and a bluesuiter walks up and says hi, then proceeds to steal ur car while u just smoke ur smoke and watch.....
HertogJan:
--- Quote from: TheGreenHand on April 06, 2011, 05:44:13 AM ---I disagree. I don't see why science or repair should be affected. Also, I said you could still have the skill to use a gun, it would just have a penalty to it; like blindness, only not as drastic. And regarding mining, again I don't think it should be something that should be nixed completely during weakness. I could see a reduced carry weight, which would make sense to be physically weakened during weakness. If that's the case, and ST were to be reduced, that itself could be enough to affect the use of a gun and an additional detriment would be unnecessary. I think the only skills that should be completely unusable during weakness would be steal and FA.
And as far as the weakness as a result of a critical fail on a heal goes... It's a critical fail. You screwed up. Critically. So that's a bad thing.
Agreed. I remain unconvinced that this is not insane.
--- End quote ---
You're weakened, just left the "hospital" etc.
So you're still dizzy, fealing weak, etc, you can't think straight yet.
That should effect science and repair too.
Perhaps weakened should effect SPECIAL instead of skills.
But than we're back to square 1 as when it doesn't effect skills, it doesn't effect stealing which seems to be the point.
I disagree with stealing being the only skill being useless when weakened. That's nerving.
The problem with the critical failure of a doc is that someone might have used his doc skill on you and failed while doing so.
With the amount of grievers in this game, the creativity in finding new ways to grieve, I'm sure we'll see LK 1 docs appear.
--- Quote from: Ox-Skull on April 06, 2011, 08:24:45 AM ---1.If noticed by NPC guards, Failed steal results in a shoot on sight, in said "guarded" town for 15 minutes. Only on a re-entry.
2.A successfull steal, should make them unprotected to the person they robbed.
3.Only players "real" awareness will save them from being robbed or gunning hiim down b4 he gets away.
4.MSG that alerts player of failed steal should be in capitals and red.
5.Guards shouldlt loot a dead player. So said player has a chance ( a small chance, cuz everyone will swarm and try to get items) to get his stuff back.
Ox.
EDIT: But i must say, after playing for so long, You learn the tricks to avoid them. It wouldnt bother me, if it was left as is.
In a world where u cant show of ur car or whatever...... I mean ur hanging out with ur mates in NCR smokin cigarettes. and a bluesuiter walks up and says hi, then proceeds to steal ur car while u just smoke ur smoke and watch.....
--- End quote ---
1. I think the time should depend on your rep with the town. Half an hour for neutral, longer for worse, less for better. Assuming it will be harder to increase rep. Some kind of rep increasing quest by the leader of the town could be nice.
2. A successful steal is a successful steal. Meaning no protection is lost.
3. People should pay attention, agreed. Still things like the victims PE and the thief's perks should be taken into consideration as well. Like it is now. Thieves are more likely to fail on players with high PE.
4. No need to change the current situation. Sometimes guards notice a failed steal and the victim doesn't, sometimes it's the other way around and only the victim notices. That shouldn't change. As for the color of the guards message, keep it like it is now. Normal. As you said in point 3, people should pay attention. That goes for the messages too.
5. Disagree. Guards should always loot and shoot looters. It's their town. Loot should be an extra source of income for them to compensate for the risks of their jobs.
Badger:
--- Quote from: HertogJan on April 06, 2011, 02:38:30 AM ---What's the point in this?
What should the thief compensate NCR for?
--- End quote ---
If a thief has to pay a fine at the guarded town they were caught at, there's several consequences:
1. They're forced to actually do something, rather than wait for a timeout to count down.
2. They're taking money out of the economy.
3. They're forced to be more selective - there's no point stealing someone's log pile as they may have to pay 100 caps (or whatever) for the privilege.
4. They can't bypass the penalty with a proxy - the character will owe the town money indefinitely. It doesn't matter if they switch characters for a while, when they come back Thief10 will still need to pay off his fines before he can operate in the NCR again.
To me that's better than making thieves log out/stand around/switch characters for 8 minutes.
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