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Potion/Item Balance

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  • Potion/Item Balance

    I think someone offical has already said that verison 1.3 will have distinct binds for thief and guard play. Nevertheless, I propose having potions/items usable by both teams, perhaps as follows:

    Health: same for thieves and guard

    Speed: same for thieves and guards

    Tumbling: Catfall for thieves / Leaping for guards

    Luminocity: Invisibility for thieves / See-Invisible for guards

    Rockiness: Slow and visible and undamageable, same for thieves and guards

    Bomb: Flashbomb for thieves / Sonicbomb (all victim's noises replaced by a steady hum) for guards

    Mines: crack-mines for thieves / damage-mines (as they are) for guards

    Mines II: para-bolt-like-mines affecting people of both teams, same for thieves and guards

    BJ: as is for thieves / guards can cut it open to spill out the lead shot, making a floor noisier and slower to run across

    Etc.

    This way any character can use any dropped item, and the same color (as well as the same key) would have similar intent for both thieves and guards.

    (In a related note: Thieves should be able to pick up maces from guard bodies. Dropped maces should KO anyone whose head they land upon, assuming the mace fell at last 6 feet.)

  • #2
    Originally posted by Abrahamster
    Sonicbomb (all victim's noises replaced by a steady hum) for guards
    You didn't really think this through, right? How would you AVOID this? And how could this give GUARDS an advantage?

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    • #3
      Originally posted by LegalAssassin
      Originally posted by Abrahamster
      Sonicbomb (all victim's noises replaced by a steady hum) for guards
      You didn't really think this through, right? How would you AVOID this? And how could this give GUARDS an advantage?
      I'm confused now. I meant that the sonicbomb would be a guard weapon. It would deafen thieves temporarily, so they would not know if they were being quiet or not. Like a flashbomb it would be impossible to avoid (at least I can't avoid flashbombs). It is not very crippling in-and-of-itself. I have no idea what price it might cost.

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      • #4
        Originally posted by LegalAssassin
        Originally posted by Abrahamster
        Sonicbomb (all victim's noises replaced by a steady hum) for guards
        You didn't really think this through, right? How would you AVOID this? And how could this give GUARDS an advantage?
        Guards may have a lesser effect when they are wearing helmets, similar to the thieves having a lesser effect from flash bombs.

        Comment


        • #5
          Sounds good to me.
          "I can teach you how to bottle fame, brew glory,
          even stopper death - if you aren't as big a bunch
          of dunderheads as I usually have to teach." -- Professor Severus Snape.

          Comment


          • #6
            Originally posted by Abrahamster
            Tumbling: Catfall for thieves / Leaping for guards
            This would put guards at a huge disadvantage IMO. Look at it this way: whenever a thief and a guard meets on a roof or similar high place, the thief is assured a 100% chance of escape, since the guard cannot follow him down. The guard's leap, however, will be largely useless, since if you're chasing a thief who doesn't have a leap potion, you will obviously never have to follow him to any place where you cannot get without it.


            Luminocity: Invisibility for thieves / See-Invisible for guards
            If the guard version only works against thieves who have drunk an inviso, than it will be worthless, since it's use is too limited. If it allows the guard to see every thief, even ones that are just hiding in the dark, it will make the guards too powerful.


            Rockiness: Slow and visible and undamageable, same for thieves and guards
            And who would buy it? If it slows you down, you cannot use to escape guards, nor to chase down thieves. A feature which nobody uses is a bad feature.

            Bomb: Flashbomb for thieves / Sonicbomb (all victim's noises replaced by a steady hum) for guards
            I don't see a practical use for the sonic bomb.

            Mines: crack-mines for thieves / damage-mines (as they are) for guards
            Makes sense, but mines aren't exactly hard to jump over or walk around, and a guard can usually afford to lose a second or so in a chase by carefully circumnavigating a mine. A thief cannot. Therefore, any kind of thief mine will be less useful than a guard mine. Maybe an exception would be a mine that is very hard to notice.

            Mines II: para-bolt-like-mines affecting people of both teams, same for thieves and guards
            I think it's redundant. If you want to slow someone down, there are already parabolts/crack arrows for that.

            (In a related note: Thieves should be able to pick up maces from guard bodies. Dropped maces should KO anyone whose head they land upon, assuming the mace fell at last 6 feet.)
            For that matter, big wooden crates should KO anyone whose head they land upon. Implement that first.

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