Posted by Questioning Questioneer on December 12, 1999 at 09:36:56:
Alright, I was thinking about the different races in the game. The Thug would have a 'breathing' lag, like assassins, after fighting. The other thief, which will either keep the name 'thief' or become a 'burglar' or something. ***Counterfeit : Syntax ***Smuggle : Syntax ***Improved sneak : Syntax Now this is the skill everyone's wanted thieves to have. well, that's all for now, have fun with it and please endorse it, I would honestly love to see this implementation and I think it would enhance the game a lot.
And I was wondering why racial characteristics (Lore for gnomes
Berserk for Duergars, etc...) don't carry over into all the classes?
I can understand why a cloud druid shouldn't have bash but I think it would
be cool for a duergar shaman to have berserk, or let those frail
elven warriors get scrolls or something. Now I am sure there are tons of points on this,
but I just thought of it, so cut me some slack.
Secondly, I got thinking about druids...
Shouldn't druids be able to see camo?
and also, I think druids and rangers should be even more deadly in the woods.
a few little additions.
They should auto-sneak at all times when in a wilderness area (Charmies too)
and I think it would be cool if they wouldn't show on the 'where' list when in a wilderness
area. And , to be more technical, they shoul _not_ keep their quiet movement when
in a civilized area, and their charmies should refuse to enter (except the treant). It makes sense, yes?
Ok, I know this has probably been said before, but thieves need to change, they need to "LOSE THEIR FRIGGIN TEETH AND GET SOME SKILLS"
so to speak. I have seen it happen on many an occasion where a thief beats the hell out of a nicely dressed
and well-trained warrior, that just doesn't add-up. I can see the thief class dividing into two sects.
The first sect would be the new class which is considerably more 'thiefy' and into that stealth stuff.
the second sect would be a type of thug, who would keep their teeth but loose some things like the normal steal but...
they would gain some other stealing-type skills like 'cut-purse' and such.
***Cut-purse : In the midst of a fight the Thug can attempt to slash open his opponents purse, spilling all of his/her
gold onto the floor.
I could see all sorts of cool skills to go with both types of thief.
(I'll jot them down later, Rome, your invited to give some thoughts on skills)
Well, they will keep everything except backstab, and dual backstab. (Honestly, wouldn't you rather have 'knife'?)
They will also get some nifty things like 'snatch' (Stealing an item that a person is wearing)
***Snatch : Upon rendering a victim unconscious the skilled thief can attempt to take a piece of
clothing from the items the victim is wearing. After an attempt the thief will have too much adrenalin
to try again for another hour or two. (Note: weapons cannot be taken in this manner. ((although it would make sense))
And they would get skills like 'Hussle', 'Bribe', 'Counterfeit', 'Smuggle', and 'Improved sneak'
***Hussle : (basically an improved haggle)
***Bribe : Syntax
Bribe (Player/Mob) (item)(amount gold/amount counterfeit)
Bribing someone is like a 'passive stealing',
The thief must offer at least twice the amount of gold that the item is worth to even have a chance.
If successful the player/Mob will give into the temptation and give the item in question to the thief.
If unsuccessful the player/mob will keep the money and also be 'unstealable' to that thief for a while because
they will be 'wary' of him. Difficult to perfect but very much worth it because it can be used along with the
'counterfeit' skill. So, in essence, the thief could offer a huge amount of 'money' and so increase his chances of success greatly.
However, though bribery will not be considered a crime, if the player/Mob notices the counterfeit currency they will yell, and that is a crime.
Counterfeit (Amount)(person/Mob) (item)
An invaluable skill, the crafty counterfeiter can make an immense amount of this fake money and
as they improve in skill and level both the amount and quality of the false money will improve.
Hehehe, now this skill is beautiful. If the thief successfully passes off the counterfeit currency it will
continue to be passed along from the Mob or player until it's duration wears off and it crumbles.
Also, let's say the thief passes 10,000 counterfeit gold to a warrior who then uses it to try and buy
potion of return, the Wizard will probably notice and yell "Die, warrior, you counterfeiting wretch!" and attack him.
(of course, the player won't get wanted for counterfeiting a Mob, but will if counterfeiting a player and getting caught)
Note : counterfeit gold will be kept in a separate purse than the regular gold (For the thief) so the worth screen for that thief will
be like this ... You have 10,000 gold coins, 500,000 counterfeit coins, and 69 exp to level.
It is also impossible to counterfeit another thief, and thugs are a little harder to counterfeit than let's say, a warrior.
Smuggle (item) (player/mob)
Smuggle is simple but beautiful.
The thief attempts to plant an object on a person without their knowledge.
This could cause all sorts of trouble with battleragers and such (planting potions)
To turn the skill off or on the command is the same
Improved sneak
With improved sneaking on the thief will automatically hide and when 'vis'ing' they will
not stop sneaking, only come out of hiding.
Also, Thieves can sneak past outer guardians of cabals and also Centurions with this skill.
Normal guards will not see the thief who is sneaking in this manner but the Enforcer and special guards will.
This will also take them from the 'where' list by anyone but other thieves and assassins of equal or higher level(who are too aware to be fooled)
This skill can only be used in cities and civilized areas such as roads and taverns.