I came up with an interesting twist to the standard Guards vs. Thieves gameplay today, and I would like to know what you think.
There would still be a thief team, but instead of guards, you would play as city watch officers. The object would be for the thieves to evade the cops as long as possible, and the cops would have to "arrest" all the thieves in the city surrounding their police station. Cops would arrest a thief by first stuning them with their nightstick, then slapping them in irons. The twist is that the cops cannot kill the thieves, they must bring them back alive to the jail.
While incarcerated, the thieves can be broken back out (with some difficulty) by any remaining thieves. The round ends when either time runs out (thieves win) or when x amount of loot is recovered or y amount of thieves are in cells (guards win). Thieves may KO guards, but these guards can be revived afterwards. If a thief kills a guard, they then become a "public enemy", a marked man, and lose their ability to hide in shadows. These "cop-killers" would also be fair game for the guards to kill.
Thieves have a loot amount given at the start of the round (not loadout loot, but simulated swag from their previous escapades). When stunned and arrested, they drop some or all of it, which must then be taken by the guard to an "evidence locker" for storage. There are also loot cashes in various thieves' dens around the city that the guards can retrieve.
In addition to loot and thieves, guards can also arrest various "crime lords" around in the thieves' dens, which count as double towards the capture score. Thieves must protect these VIPs by leading and escorting them around to different safehouses in the city.
To assist the guards in their duties would be a few new inventory items and weapons. First would be the irons, 3 maximum. These could be obtained from either the jailhouse or the guard supply chest. Once a thief is cuffed, it as if they are KO'ed, and the officer must carry the thief back to the jail and put them in a cell. Next, the nightstick, part of the default loadout. This would stun a thief for a few seconds (similar to parabolts), in which time a guard must put them in cuffs. The guards could also buy a torch, which stays lit a long time, unless dropped or extinguished by a water arrow. It would have a slightly larger radius than a flare, and it could also be used as a weapon. When it strikes a thief, the thief would catch fire. The guard must be careful, however, not to injure the thief too badly, lest the thief dies. Lastly, the officer would receive a whistle, which would alert other guards to come assist. This whistle would summon a few nearby AI guards to help with the pursuit.
I am also thinking there may be a possibility for police dogs, which would accompany an officer, and could run fast. A bite from a dog would stun a thief, in which time the guard must catch up and cuff (or further stun) the thief. To counter, a thief may KO the dog from any angle. If a thief kills a police dog, well, that's just cruel
. The ASPCA would then put out an APB for that thief (similar to the "cop-killer" rule).
A thief can also purchase spiked sausages, which would attract the dogs and incapacitate them, similar to a crack arrow.
I'm not sure if anyone has had a similar idea in the past, but I'm sure this would make gameplay more interesting to both teams, instead of the guards acting in a passive role.
Opinions?
There would still be a thief team, but instead of guards, you would play as city watch officers. The object would be for the thieves to evade the cops as long as possible, and the cops would have to "arrest" all the thieves in the city surrounding their police station. Cops would arrest a thief by first stuning them with their nightstick, then slapping them in irons. The twist is that the cops cannot kill the thieves, they must bring them back alive to the jail.
While incarcerated, the thieves can be broken back out (with some difficulty) by any remaining thieves. The round ends when either time runs out (thieves win) or when x amount of loot is recovered or y amount of thieves are in cells (guards win). Thieves may KO guards, but these guards can be revived afterwards. If a thief kills a guard, they then become a "public enemy", a marked man, and lose their ability to hide in shadows. These "cop-killers" would also be fair game for the guards to kill.
Thieves have a loot amount given at the start of the round (not loadout loot, but simulated swag from their previous escapades). When stunned and arrested, they drop some or all of it, which must then be taken by the guard to an "evidence locker" for storage. There are also loot cashes in various thieves' dens around the city that the guards can retrieve.
In addition to loot and thieves, guards can also arrest various "crime lords" around in the thieves' dens, which count as double towards the capture score. Thieves must protect these VIPs by leading and escorting them around to different safehouses in the city.
To assist the guards in their duties would be a few new inventory items and weapons. First would be the irons, 3 maximum. These could be obtained from either the jailhouse or the guard supply chest. Once a thief is cuffed, it as if they are KO'ed, and the officer must carry the thief back to the jail and put them in a cell. Next, the nightstick, part of the default loadout. This would stun a thief for a few seconds (similar to parabolts), in which time a guard must put them in cuffs. The guards could also buy a torch, which stays lit a long time, unless dropped or extinguished by a water arrow. It would have a slightly larger radius than a flare, and it could also be used as a weapon. When it strikes a thief, the thief would catch fire. The guard must be careful, however, not to injure the thief too badly, lest the thief dies. Lastly, the officer would receive a whistle, which would alert other guards to come assist. This whistle would summon a few nearby AI guards to help with the pursuit.
I am also thinking there may be a possibility for police dogs, which would accompany an officer, and could run fast. A bite from a dog would stun a thief, in which time the guard must catch up and cuff (or further stun) the thief. To counter, a thief may KO the dog from any angle. If a thief kills a police dog, well, that's just cruel


I'm not sure if anyone has had a similar idea in the past, but I'm sure this would make gameplay more interesting to both teams, instead of the guards acting in a passive role.
Opinions?
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