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Author Topic: A Patient Thieving Scenario  (Read 1805 times)

Retrogator

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A Patient Thieving Scenario
« on: June 21, 2010, 06:00:51 am »

As un-fun as it is to get robbed, its fun enough to try and learn from the loss and not let it happen again. Here's a thieving scenario that I could not think of a good solution to get out of it. Maybe someone can think of a better way:

I am bartering with one of the merchants in San Fran as two tough guys walk into the same building. One thug proceeds to block the only doorway into/out of the room (there's no blocking warning). I am now trapped inside. The other stands two hexes behind the doorway, on the inside of the room. As I use the push command to displace the person blocking the doorway, the other person standing two hexes behind the doorway has time to pick my back pockets. Furthermore, even after I push the person out of the doorway, there is enough time for him to step back into the doorway to keep blocking me before I can take a step out. This is because of the delay between giving the push command and initiating a move command.

What do I do?

Do I put my most valuable items in my hand slots, cross my arms, and wait it out? --Who's got more patience?
« Last Edit: June 21, 2010, 06:13:11 am by Retrogator »
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Re: A Patient Thieving Scenario
« Reply #1 on: June 21, 2010, 07:24:15 am »

I've been in a somewhat similar endurance situation before.  I had me and my brahmin at the workbench, and whenever I was to go and talk to my brahmin to get my materials, the guy would attempt to thief it.  I moved my brahmin back and forth and back and forth for perhaps a good twenty minutes before he gave up. 
So yeah, I would recommend waiting it out.
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Re: A Patient Thieving Scenario
« Reply #2 on: June 21, 2010, 11:01:31 am »

Groups of thieves have been doing the same in NCR and VC courtyard.
It's very annoying as you can't get out and you can't log out.
Only chance is contacting a friend willing to sacrifice himself by killing the door blocking thief and hopefully the other one too.
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Re: A Patient Thieving Scenario
« Reply #3 on: June 21, 2010, 10:26:41 pm »

It's hard to do without help, but heres a hint keep your least valueable (of the two valueables) item in the visible active slot. with awareness people might decide its worth knocking whatever out of your hand to have their buddy grab it. (targeted shot thief teams suck..)
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Retrogator

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Re: A Patient Thieving Scenario
« Reply #4 on: June 21, 2010, 10:32:30 pm »

It's hard to do without help, but heres a hint keep your least valueable (of the two valueables) item in the visible active slot. with awareness people might decide its worth knocking whatever out of your hand to have their buddy grab it. (targeted shot thief teams suck..)

Good point. Wouldn't want Mario knocking the coins out of me.
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gordulan

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Re: A Patient Thieving Scenario
« Reply #5 on: June 21, 2010, 10:35:20 pm »

nope, but you definetly would rather have the coins knocked out of you than a super star, or a 1-up mushroom
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Re: A Patient Thieving Scenario
« Reply #6 on: June 22, 2010, 11:16:23 am »

maybe a 1 ap or 2 ap push command should be edited instead of the current 5 ap
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gordulan

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Re: A Patient Thieving Scenario
« Reply #7 on: June 22, 2010, 02:05:10 pm »

actually i'd prefer if the puish command would move the guy 2 hexes instead of one, because of the push anim->walk anim takes some time, and of course the dedicated thief will just get back to the previous position before you have time to take a step.
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Retrogator

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Re: A Patient Thieving Scenario
« Reply #8 on: June 22, 2010, 10:27:04 pm »

actually i'd prefer if the puish command would move the guy 2 hexes instead of one, because of the push anim->walk anim takes some time, and of course the dedicated thief will just get back to the previous position before you have time to take a step.

This would definitely be a good solution to stopping blocking thieves, although it might look a little weird to push someone that far.
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Re: A Patient Thieving Scenario
« Reply #9 on: June 22, 2010, 10:36:06 pm »

This would definitely be a good solution to stopping blocking thieves, although it might look a little weird to push someone that far.

I, for one, would love to see this being implemented around the Gunrunners' fortress, with additional possible outcomes >.>
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