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.
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.
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.....
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.