Other > Suggestions

Cave content!

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ronillon:

--- Quote from: Dishonest Abe on January 16, 2013, 06:39:15 pm ---No there aren't. On TLA there were caves with two exits (therefore, tunnels) but not on 2238.

--- End quote ---
The point is, that only that owfuly loooong cave needs it. Its pain in the ass running all the way to the end, finding nothing and than running all the way back.

Ganado:
Yeah I agree, I was just saying that it isn't already on 2238.

LostSoul:

--- Quote from: ronillon on January 16, 2013, 06:48:00 pm ---The point is, that only that owfuly loooong cave needs it. Its pain in the ass running all the way to the end, finding nothing and than running all the way back.

--- End quote ---

This is the reason I NEVER explore caves... They're way too obnoxious to traverse when they're retardedly long and with no exit on the other side.


How about a cave that puts you in a long tunnel... on the other side of the tunnel is an exit, and outside that exit is ANOTHER encounter? ooooh.

Wind_Drift:

--- Quote from: ronillon on January 16, 2013, 05:52:09 pm ---Although i like alts, i don't see the need to have an alt for everything.

As for footlockers, i think the best way would be to make them locked (150+ LP or something like that) but place a key somewhere random in the cave (dead body).

OT: Lockers could be destroyable/unlockable with brute force. Crowbar could have 5% chance to open a footlocker but also have a 5% chance for beeing destroyed on every attemp. Dynamite could have 75% chance to open a footlocker but also have a 75% chance for destroying every item inside. (Different types of containers would have different chances. You just cant open a safe with crowbar. And maybe increase a chance by few % for every ST.)

--- End quote ---

150% lockpick + pick sets will already open most lockers you will find in encounters.  300% lockpick is only "required" to those players who have to make a separate alt for every task, and min/max everything.

As for the crowbar idea, maybe give it a 75 or 100% boost to lockpick skill, but make the cooldown 5x longer with reduced XP.  Example below.

I agree overall, caves should have a bit more draw to them.  Maybe not super-awesome loot, but just a little bit of attention to make them at least worth exploring more often.

Example:

--- Code: ---if( activePid == PID_LOCKPICKS )
        {
            base += 25;
            if( Random( 0, 60 ) == 0 )
                cr.DeleteItem( PID_LOCKPICKS, 1 );
        }
        else if( activePid == PID_EXP_LOCKPICK_SET )
        {
            base += 50;
            if( Random( 0, 80 ) == 0 )
                cr.DeleteItem( PID_EXP_LOCKPICK_SET, 1 );
        }
else if( activePid == PID_CROWBAR )
        {
            base += 100;
            if( Random( 0, 99 ) == 0 )
                cr.DeleteItem( PID_CROWBAR, 1 );
        }

        base = CLAMP( base, 0, 95 );
        if( base >= Random( 1, 100 ) )
        {
            locker.LockerOpen();
if( activePid != PID_CROWBAR )
{
cr.TimeoutBase[ TO_SK_LOCKPICK ] = LOCKPICK_TIMEOUT( cr );
cr.StatBase[ ST_EXPERIENCE ] += 100;
cr.AddScore( SCORE_CRACKER, 1 );
}
else
{
cr.TimeoutBase[ TO_SK_LOCKPICK ] = LOCKPICK_TIMEOUT( cr ) * 5;
cr.StatBase[ ST_EXPERIENCE ] += 25;
}


--- End code ---

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