What's so crazy about that? Three classes can summon already, sneaking is much less offensive, and remember, the thief's main goal would be to steal, not kill. n/t:

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Posted by Me again on December 13, 1999 at 13:24:37:

In Reply to: You're crazy if you think anyone is getting the ability to get past cabal outers. (nt) posted by Thief on December 13, 1999 at 12:49:54:

> > Alright, I was thinking about the different races in the game.
> > 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.

> > The Thug would have a 'breathing' lag, like assassins, after fighting.
> > 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)

> > The other thief, which will either keep the name 'thief' or become a 'burglar' or something.
> > 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 : Syntax
> > 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 : Syntax
> > 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)

> > ***Improved sneak : Syntax
> > To turn the skill off or on the command is the same
> > Improved sneak

> > Now this is the skill everyone's wanted thieves to have.
> > 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.

> > 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.


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