I humbly suggest a new mode that can be enabled or disabled by the game server.
If "Anti-Camping Mode" is off, the game is normal.
If "Anti-Camping Mode" is on, then all non-loot objectives are ignored and all guards get lanterns.
(Lanterns: functionally, a flare-effect that does not run out in time, can be put out by water, and still must be dropped to draw a weapon; one exists per guard in default inventory, guard tools gain implicit "flint and steel" to relight lanterns. This should be fairly easy to impliment.)
The gameplay changes are obvious: thieves can't camp in shadows as safely, and guards needn't camp at objective items. Further gameplay changes can be integrated by adjusting the percentage loot that "returns" when killing a thief with loot.
If the ease of victory becomes too unbalanced, we can say "Who cares? Its just a mode to play now and then." If some maps still encourage guard camping at certain loot, we can say, "Oh well. It's just a mode to play now and then." Etc.
If "Anti-Camping Mode" is off, the game is normal.
If "Anti-Camping Mode" is on, then all non-loot objectives are ignored and all guards get lanterns.
(Lanterns: functionally, a flare-effect that does not run out in time, can be put out by water, and still must be dropped to draw a weapon; one exists per guard in default inventory, guard tools gain implicit "flint and steel" to relight lanterns. This should be fairly easy to impliment.)
The gameplay changes are obvious: thieves can't camp in shadows as safely, and guards needn't camp at objective items. Further gameplay changes can be integrated by adjusting the percentage loot that "returns" when killing a thief with loot.
If the ease of victory becomes too unbalanced, we can say "Who cares? Its just a mode to play now and then." If some maps still encourage guard camping at certain loot, we can say, "Oh well. It's just a mode to play now and then." Etc.
Comment