You're crazy if you think anyone is getting the ability to get past cabal outers. (nt):

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Posted by Thief on December 13, 1999 at 12:49:54:

In Reply to: Ideas for druids, rangers, and thieves...read it, you might find it interesting. posted by Flipper on December 13, 1999 at 10:39:29:

> 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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