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Old 12th Mar 2003, 06:37 PM   #1
LuckyNuggetRabitKing
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-Thievery Ideas-

*Skill System
All players have a variety of skills they can choose from to make there experience more exciting. All players start out with six points to put in to their skills but can only put in the max of 3 per skill. Each them has there own skills that will make them unique to the other team.
>Thief Skills<
Sneak- Makes it on how much sound you make depending on your level.
1st level = 25% less sound
2nd level= 50% less sound
3rd level= 75% less sound
Trap disarm- Based on how good you are at disarming a trap without it going off.
1st level= 20% chance
2nd level= 40% chance
3rd level= 60% chance
Acrobatics- Based on how “high” you can jump.
1st level= You can jump over a big box
2nd level= You can jump over a horse
3rd level= You can jump a tree
Potion Lore- Based on “how long” potions last and there effectiveness.
1st level= 5% better with potions
2nd level= 10% better with potions
3rd level= 15% better with potions
Pick Pocket- Based on how well you can steal loot off guards (potions, gold, rations / NOT WEAPONS)
1st level= 30% chance
2nd level= 50% chance
3rd level= 70% chance
Back-Stab- With the use of a dagger to perform a devastating attack.
1st level= Minor damage
2nd level= Good damage
3rd level= Critical damage

>Guard Skills<
Strength- Determines how hard you hit.
1st level= Weakling
2nd level= Hard hitter
3rd level= Battering ram
Disarm- Allows a guard to disarm a thief.
1st level= 10% chance
2nd level= 20% chance
3rd level= 30% chance
Athletics- Determines how fast you move.
1st level= Turtle
2nd level= Horse
3rd level= Cheetah
Sense- Determines how well you hear.
1st level= Good hearing
2nd level= Great hearing
3rd level= 6th sense like
Tracking- How well you notice footstep prints.
1st level= Novice tracker
2nd level= Good tracker
3rd level= A ranger
Willpower- How well you can resist drugs. (Crack arrows)
1st level= Minor resistance
2nd level= Lesser resistance
3rd level= Ok resistance
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Old 12th Mar 2003, 06:41 PM   #2
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Hmm... Nah, I don't agree with that. That would fill the game with boring stats.
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Old 12th Mar 2003, 07:18 PM   #3
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I like that idea.

Perhaps they can add it in so you can personalize your character more.

The stats would be chosen then, and after that would be pretty much set in stone until you create a new character.
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Old 12th Mar 2003, 07:51 PM   #4
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One of the things I've liked about first person games is that everyone starts out on equal footing, barring their own personal skill. While this is more true for other first person games, such as UT, where each team is essentially identical, it still holds true for Thievery.

This is a far cry from skillpbased game systems, which essentially pit a player against his ability to develop a skill tree, rather than against an actual opponent. I'd vastly prefer Thievery stay that way. One player's skill against the other's.

I won't even get into the already far steeper learning curve this game has as compared to others. Adding a skill system like that would simply make it too overwhelming for a new player.
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Old 12th Mar 2003, 08:21 PM   #5
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Sorry, but I like Thievery the way it is. If you want all that skill stuff, play Diablo II or D&D.
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Old 13th Mar 2003, 03:10 AM   #6
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I'm all for a little role playing and personlisation of our theify and guardy characters, (I would REALLY like to see more skins/avatars in game) but I have to disagree, the game would become based around who played the most, (therefore who had the highest skill levels)

And unless the characters were held on a server somewhere and somehow whats to stop players hacking their characters and coming on as uber thieves?
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Old 13th Mar 2003, 03:42 AM   #7
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 Originally Posted by LaughingRat:
One of the things I've liked about first person games is that everyone starts out on equal footing, barring their own personal skill. While this is more true for other first person games, such as UT, where each team is essentially identical, it still holds true for Thievery.

This is a far cry from skillpbased game systems, which essentially pit a player against his ability to develop a skill tree, rather than against an actual opponent. I'd vastly prefer Thievery stay that way. One player's skill against the other's.
I concur.
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Old 13th Mar 2003, 06:55 AM   #8
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 Originally Posted by Lurox:
That would fill the game with boring stats.
 Originally Posted by LaughingRat:
One of the things I've liked about first person games is that everyone starts out on equal footing, barring their own personal skill.
 Originally Posted by The Dragon:
If you want all that skill stuff, play Diablo II or D&D.
Thievery is hard enough to get to grips with for a newbie, even without extra stats and options. IMO loadouts make the roles as customisable as they need to be, and roleplay type stats work better in single player games than multiplayer.
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Old 13th Mar 2003, 07:32 AM   #9
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Good idea... for System Shockery 2.
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Old 13th Mar 2003, 09:50 AM   #10
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 Originally Posted by The Dragon:
Sorry, but I like Thievery the way it is. If you want all that skill stuff, play Diablo II or D&D.
That's not what I'm saying.

I'm saying we choose skills at the beginning when we create our characters, but then we can't add skills on.

We choose what we are best at first, but then nothing can be changed or added on.
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Old 13th Mar 2003, 10:52 AM   #11
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 Originally Posted by Taffergirl:
I'm saying we choose skills at the beginning when we create our characters, but then we can't add skills on.

We choose what we are best at first, but then nothing can be changed or added on.
The arguments about player skill still stand, though. What's being suggested is a method of implementing character skill, rather then the player's own personal skill at the game. Not a good idea for a competetive online game.

And the argument about difficulty to learn the game is even more overwhelming.
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Old 13th Mar 2003, 04:19 PM   #12
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 Originally Posted by LaughingRat:
The arguments about player skill still stand, though. What's being suggested is a method of implementing character skill, rather then the player's own personal skill at the game. Not a good idea for a competetive online game.

And the argument about difficulty to learn the game is even more overwhelming.
I still disagree.

Each of us is different and likes using different tactics, and expecting everyone to perform the same way is dumb.
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Old 13th Mar 2003, 04:24 PM   #13
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 Originally Posted by Taffergirl:
Each of us is different and likes using different tactics, and expecting everyone to perform the same way is dumb.
Who said anything about expecting everyone to perform the same way? I rather hope they won't. In fact, it's the difference in performance (personal skill) that I like about most competetive first person games.

And again, there's the learning curve issue. There's already quite a bit for new players to learn, without also having to remember a list of different skills, their levels, their costs, and their ingame effects.
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Old 13th Mar 2003, 04:26 PM   #14
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 Originally Posted by LaughingRat:
 Originally Posted by Taffergirl:
Each of us is different and likes using different tactics, and expecting everyone to perform the same way is dumb.
Who said anything about expecting everyone to perform the same way? I rather hope they won't. In fact, it's the difference in performance (personal skill) that I like about most competetive first person games.
I find that personal skill has very little to do in the way of how much noise you make while you creep even.

I find that the game makes thieves too noisey. I'd like to change at least that part.

Give a thief a choice between... wait... new thread. Different topic.
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Old 13th Mar 2003, 05:07 PM   #15
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Well, it doesn't have to be exactly that way. How about a class system based on that? Your stats depends on your class, *and they do not otherwise change*. (Thus you wouldn't TRACK stats.) You can only change class except when you first enter a map. Moreover, available classes could be defined by the server admin, through the use of configuration files perhaps. A few default classes could be offered just in case.

Here's how I would lay the options given such a twist. All options are a decimal value from -1 to +1, with 0 as the usual/default behavior. Sometimes the extremes are useless, they are shown as reference only. (Or maybe the admin wants to allow really wild classes.)

Energy: -1 means minimum HP (1HP?), +1 means double health than usual.
Strength: -1 means can not cause any damage at all, +1 means any hit kills.
Constitution: -1 means can die from any energy loss, +1 means invincible (useless).
Jump: -1 means can't jump, +1 means wild jump capabilities.
Speed: -1 is immovable (useless setting), +1 works just like the speed potion.
Sense: -1 means deaf, +1 means wildy sensitive to all sounds in a level.
Noise: -1 means totally silent, +1 means noisy beyond belief.
Vision: -1 means blind (to characters), +1 means can spot anywhere in the dark.
Presence: -1 means can never hide in dark (always can be seen), +1 means total invisibility.
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Old 13th Mar 2003, 06:24 PM   #16
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 Originally Posted by Yenzarill:
 Originally Posted by LaughingRat:
One of the things I've liked about first person games is that everyone starts out on equal footing, barring their own personal skill. While this is more true for other first person games, such as UT, where each team is essentially identical, it still holds true for Thievery.

This is a far cry from skillpbased game systems, which essentially pit a player against his ability to develop a skill tree, rather than against an actual opponent. I'd vastly prefer Thievery stay that way. One player's skill against the other's.
I concur.
Ditttttoooooo.
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Old 14th Mar 2003, 09:25 AM   #17
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Yeah I agree with LR, this "skill building" would only clutter the game and make it even more confusing for newbies. So NO!
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