Allright, I'm going to put some ideas here. They're not ment to be put into thievery, but I would rather like to know if it were able to put them in through the use of a mutator or something. I might want to use them in a map I plan making.
Thieves:
Weapon:
Freezing arrow
I figured the thieves needed a firebolt kinda weapon, but more usefull for thieves. I came up with the freeze arrow. An arrow that temporarely freezes all players in an area (same as firebolt splash area), but doesn't damage them.
Frozen players (you can also freeze yourself!
) obviously cant move or attack anyone and look like blue statues. Players unfreeze after being frozen for 10 seconds, or they can thaw themselves by using a firebolt (instanly thawed) or a flare (4 seconds, like relighting a torch). Also, frozen players cannot be blackjacked or killed (that'd be WAY too easy). The freeze arrow could also be used to disable mechanic objects placed close together, or to douse torches with it's cold draft.
Cost: 100 (expensive)
Inventory item
Spy orb (?) remote
Or however those spying balls are name.
The spy orb remote will allow you to go back and view through your deployed spying orbs at any given moment, as opposed to only after you've thrown them. That way, you won't have to retrieve them again, but let them lie around so you can spy on the guards.
Cost: 50 (cheap? max capacity = 1)
Guards
Weapon:
Poison bolt
The guards are a bit underpowered in the field of archery, so I was thinking about a bolt that could be used for damage, but could also be used in a more strategic manner. What I came up with is the poison bolt.
When you fire the poison bolt at a thief, it deals the normal damage of a bolt (30), but after that it will keep damaging the thief for 10 more damage total (doing 1 hp damage every second, making the thief flash visible every second for ten seconds).
That is not the only use for the bolt though. As soon as the bolts hits a target, it wil form puddles of poison (think moss) that damages any thief that treads on it for 10 hp damage (guards wear heavy greaves and don't fear poison). The poison lasts on the floor for 20 seconds, then it dissappears.
Cost: 60 (semi expensive)
Inventory Item
Sentry Whistler
I allready proposed this weapon as a Nightblade weapon, but I guess it could also fit into thievery, if properly balanced.
The sentry is basically a whistler that sits on a tripod and scans the surrounding area (120 degree arc in front of the sentry) for thieves. If it registers a thief (when it is over 20% visible), it will fire bolts at it until the thief goes below 20% visibility, until the thief is dead or until the thief comes within a certain radius that's it's too close to fire at. Basically it's like an AI that only stands still and shoots bolts (same rate of fire). Like any mechanic object, the Sentry whistler can be disabled or destroyed by melee weapons.
Cost: 150 (expensive: max capacity = 1)
Thieves:
Weapon:
Freezing arrow
I figured the thieves needed a firebolt kinda weapon, but more usefull for thieves. I came up with the freeze arrow. An arrow that temporarely freezes all players in an area (same as firebolt splash area), but doesn't damage them.
Frozen players (you can also freeze yourself!

Cost: 100 (expensive)
Inventory item
Spy orb (?) remote
Or however those spying balls are name.
The spy orb remote will allow you to go back and view through your deployed spying orbs at any given moment, as opposed to only after you've thrown them. That way, you won't have to retrieve them again, but let them lie around so you can spy on the guards.
Cost: 50 (cheap? max capacity = 1)
Guards
Weapon:
Poison bolt
The guards are a bit underpowered in the field of archery, so I was thinking about a bolt that could be used for damage, but could also be used in a more strategic manner. What I came up with is the poison bolt.
When you fire the poison bolt at a thief, it deals the normal damage of a bolt (30), but after that it will keep damaging the thief for 10 more damage total (doing 1 hp damage every second, making the thief flash visible every second for ten seconds).
That is not the only use for the bolt though. As soon as the bolts hits a target, it wil form puddles of poison (think moss) that damages any thief that treads on it for 10 hp damage (guards wear heavy greaves and don't fear poison). The poison lasts on the floor for 20 seconds, then it dissappears.
Cost: 60 (semi expensive)
Inventory Item
Sentry Whistler
I allready proposed this weapon as a Nightblade weapon, but I guess it could also fit into thievery, if properly balanced.
The sentry is basically a whistler that sits on a tripod and scans the surrounding area (120 degree arc in front of the sentry) for thieves. If it registers a thief (when it is over 20% visible), it will fire bolts at it until the thief goes below 20% visibility, until the thief is dead or until the thief comes within a certain radius that's it's too close to fire at. Basically it's like an AI that only stands still and shoots bolts (same rate of fire). Like any mechanic object, the Sentry whistler can be disabled or destroyed by melee weapons.
Cost: 150 (expensive: max capacity = 1)
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