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Author Topic: The cost of thievery.  (Read 2993 times)

The cost of thievery.
« on: March 15, 2011, 04:53:22 am »

**Suggestion Disclaimer**

[Warning, this suggestion has been posted to spark heated debate, and or text-based conflict depending on your point of view, about the topic of "thieving". read at your own risk, junk when ready.]

Well, guys, since everyone's been wanting something to make thieves lose stuff when they die.

First, raise the rep hit of stealing to 300 points, and the cost of killing in guarded towns to 500, not just wounding, but killing someone who's protected.

Than create an armor that uses the leather jacket or sand robe model called "Disguise", and have it act as a boost to steal, about 50 points, and lower the rep hit you get for failing at thieving, to around 50. and set the items base price to 2500 caps, and have it be sold at traders in almost every large town, like the hub, reno, NCR, but have the NPC hidden a little bit.

This idea is open to change.

*Edit* And raise the amount of exp gained from stealing from NPCs to at least 50-100 for each time they steal. currently that seems to be a bit broken.

-Ulrek-
« Last Edit: March 22, 2011, 05:08:08 pm by Ulrek »
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Re: The cost of thievery.
« Reply #1 on: March 15, 2011, 10:42:22 am »

And anothe brilliant idea of most famous genious ulrek is here my friends! Watch and awe on the levels of futiliness, and foolishnes expressed in so few lines!

Seriously. When devs made stealing harder why would they make it easier right away omg?
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Kill them all and let the god sort them out.
Re: The cost of thievery.
« Reply #2 on: March 15, 2011, 11:24:52 am »

Well, guys, since everyone's been wanting something to make thieves lose stuff when they die.

First, raise the rep hit of stealing to 300 points, and the cost of killing in guarded towns to 500, not just wounding, but killing someone who's protected.

Than create an armor that uses the leather jacket or sand robe model called "Disguise", and have it act as a boost to steal, about 50 points, and lower the rep hit you get for failing at thieving, to around 50. and set the items base price to 2500 caps, and have it be sold at traders in almost every large town, like the hub, reno, NCR, but have the NPC hidden a little bit.

This idea is open to change.

-Ulrek-

Something like this would probably call for a guild of thieves or something (ninth circle in fallout 1?), since you are working on their turf they will want a cut of the winnings (very big cut) and if you are uncooperative they will make it harder on you. Join them and reap the rewards and be able to purchase the disguise or play it solo and keep what you steal.
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Re: The cost of thievery.
« Reply #3 on: March 15, 2011, 11:36:12 am »

Something like this already has been suggested in 1 of the many other threads about stealing.
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Re: The cost of thievery.
« Reply #4 on: March 15, 2011, 03:20:27 pm »

Something like this already has been suggested in 1 of the many other threads about stealing.

Yes, but i suggested a change in the rep cost for failing. not just the "thief suit" thing. since currently 25 rep points ain't much, when you need -1500 rep to get kicked out of town.

Also, the idea is to make it harder to steal without some kind of tools/disguise, but if you do use it, stealing gets easier, 50 points easier, you just have to pay for it.

And anothe brilliant idea of most famous genious ulrek is here my friends! Watch and awe on the levels of futiliness, and foolishnes expressed in so few lines!

Seriously. When devs made stealing harder why would they make it easier right away omg?

If you don't like it, just type "-1". it's alot easier. ^,.,^

But, the last thing you said was a valid point, currently, it's very hard for weak thieves to level up, but the max level ones are perfectly fine, and can steal any time, any place they want, the suit would give some love to the newbie thieves, while making working without it harder, so stealing = a drain on caps if you screw up alot.

-Ulrek-
« Last Edit: March 15, 2011, 03:23:35 pm by Ulrek »
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Re: The cost of thievery.
« Reply #5 on: March 15, 2011, 04:18:10 pm »

Yes, but i suggested a change in the rep cost for failing. not just the "thief suit" thing. since currently 25 rep points ain't much, when you need -1500 rep to get kicked out of town.

Also, the idea is to make it harder to steal without some kind of tools/disguise, but if you do use it, stealing gets easier, 50 points easier, you just have to pay for it.

If you don't like it, just type "-1". it's alot easier. ^,.,^

But, the last thing you said was a valid point, currently, it's very hard for weak thieves to level up, but the max level ones are perfectly fine, and can steal any time, any place they want, the suit would give some love to the newbie thieves, while making working without it harder, so stealing = a drain on caps if you screw up alot.

-Ulrek-

You fail, you die, you get kicked to the respawn point unless you have a hotelroom somewhere.
The minus rep isn't the problem. The ease you can fix it with is.
You should be enforced to do some quests to fix your rep, every quest giving you some + rep.
Things like spying BH for NCR, escorting a caravan, be a courier, ...
A rep less than -300 gets you attacked in encounters. Most thieves rely heavily on perks and certain skills, so a thief with EN higher than 6 and/or more than 1 lifegiver is rare. For instance my thief build has 6 EN but no lifegiver.

Newbie thieves can't pay for the suit. The newbie dies, the suit is gone. Stealing requires at least 200-220 and pickpocket perk before it becomes good. So the suit will only help the already successful thieves.
Stealing without a suit won't make it harder for the thieves with 300% skill. The minus rep you suggested is insanely high and currently easy to fix.

The only thief builds which are really hard to level are the true power builds: 10 PE, 10 AG, 10 LK (they are around).
Special probably looking like 1/10/4/1/5/10/10 with small frames.
Most thieves aren't power builds as it takes way too long to level them.
Mine for instance has 10 IN and enough strength to put some points in SG (tagged) and use those for easy leveling.
Pro side to that is that you rep isn't troublesome once your steal skill is good enough to use.
« Last Edit: March 15, 2011, 04:19:50 pm by HertogJan »
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Cocain

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Re: The cost of thievery.
« Reply #6 on: March 15, 2011, 05:13:15 pm »

easiest way

make unprotected visibly to other players with other name colour

if you think they are not even worth wasting a bullet

make guards kill them
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Aku Soku Zan
Re: The cost of thievery.
« Reply #7 on: March 16, 2011, 02:03:19 am »

make unprotected visibly to other players with other name colour

Bad idea.
It doesn't make sense that you enter a town and can instantaniously see who's unprotected.
Something I suggested before in another steal related thread:
- unprotected depends on reputation. Above neutral 30 minutes, neutral 1 hour, below neutral 1.5 hours
- unprotected people get shot by guards when entering a guarded town
- unprotected people get attacked by that npc faction in encounters
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Johnnybravo

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Re: The cost of thievery.
« Reply #8 on: March 16, 2011, 11:42:03 am »

What a bunch of BS.

I think that the best solution will be to make stuff work like in Oblivion.

You do crime, police come to you and make you choose being escorted from the city or get shot.
Of course, your stolen property is forfeit :>.
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"What is this, I don't even"
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Re: The cost of thievery.
« Reply #9 on: March 16, 2011, 02:19:57 pm »

How about we make use of the noticeboards in the city and put thieves' names up on there? As in the thieves that you can shoot, this will force the player to have to remember the name for when he encounters that person? And the thief won't stick out like a straight person in a gay pride parade.
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Re: The cost of thievery.
« Reply #10 on: March 16, 2011, 06:27:55 pm »

What a bunch of BS.

I think that the best solution will be to make stuff work like in Oblivion.

You do crime, police come to you and make you choose being escorted from the city or get shot.
Of course, your stolen property is forfeit :>.

I don't know Oblivion.
You make it sound like it's a 100% fail for thieves, thus very bad suggestion.

How about we make use of the noticeboards in the city and put thieves' names up on there? As in the thieves that you can shoot, this will force the player to have to remember the name for when he encounters that person? And the thief won't stick out like a straight person in a gay pride parade.

That could be nice as it adds something to the game instead of nerving or removing something.
Still it should be made in such a way only people who lost protection can be put on that board. Which means it's not exclusively for thieves.
« Last Edit: March 16, 2011, 06:29:44 pm by HertogJan »
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Re: The cost of thievery.
« Reply #11 on: March 17, 2011, 06:24:30 am »

That could be nice as it adds something to the game instead of nerving or removing something.
Still it should be made in such a way only people who lost protection can be put on that board. Which means it's not exclusively for thieves.

That's what I meant >.<

EDIT: Also if you want to take it a step further, add a small bounty for the caught thieves, nothing big say 50 caps a head.
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Re: The cost of thievery.
« Reply #12 on: March 17, 2011, 12:15:00 pm »


I think that the best solution will be to make stuff work like in Oblivion.

No, please, no.

I hated Oblivion so much.

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Cocain

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Re: The cost of thievery.
« Reply #13 on: March 20, 2011, 02:40:04 am »

Bad idea.
It doesn't make sense that you enter a town and can instantaniously see who's unprotected.
Something I suggested before in another steal related thread:
- unprotected depends on reputation. Above neutral 30 minutes, neutral 1 hour, below neutral 1.5 hours
- unprotected people get shot by guards when entering a guarded town
- unprotected people get attacked by that npc faction in encounters

yes it does

ofc ur unprotected status would be of a small duration..5 min would be enough to stop thief spam

forget about rep.. that as nothing to do with it

u steal/shoot in a guarded city you get unprotected and every1 should see it.. but only if your not sucessfull in your actions

if u fail u can still enter tyhe city but youll problaby be shot.. so i would have to wait out to enter that particularly city.. giving so time for the others players to be relax.. u might not loose any items in doing.. but it will cost you time :P
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Aku Soku Zan
Re: The cost of thievery.
« Reply #14 on: March 20, 2011, 06:09:54 am »

easiest way

make unprotected visibly to other players with other name colour

if you think they are not even worth wasting a bullet

make guards kill them
that was a failed idea most people kill blockers because of it
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