Currently, the only two ways to disable a mine as a thief is to lockpick it, or run over it.
What if the thief does not have lockpicks, and not enough health to run over it? What then does he do?
I would like to suggest a simple third alternative: a broadhead arrow shot at the mine detonates the trap. Any kind of arrow will do, actually. Anything that causes 1 hp damage. Since steping on it causes it to detonate, anything more drastic surely would.
Having this added functionality will definately tweak the balance, since arrow shooting will probably become the prefered choice of disablement, as it's faster and also remote. I think that this addition should be coupled with the invisible mine idea, where guard-placed mines in shadows react to shadow as thieves do, becoming invisible. That would prevent remote detonation via arrows, since thieves don't know where to shoot, unless they closely inspected the area first.
What do you all think? Is this balanced? I know the Developers will like this, since it's probably uber-easy to impliment.
What if the thief does not have lockpicks, and not enough health to run over it? What then does he do?
I would like to suggest a simple third alternative: a broadhead arrow shot at the mine detonates the trap. Any kind of arrow will do, actually. Anything that causes 1 hp damage. Since steping on it causes it to detonate, anything more drastic surely would.
Having this added functionality will definately tweak the balance, since arrow shooting will probably become the prefered choice of disablement, as it's faster and also remote. I think that this addition should be coupled with the invisible mine idea, where guard-placed mines in shadows react to shadow as thieves do, becoming invisible. That would prevent remote detonation via arrows, since thieves don't know where to shoot, unless they closely inspected the area first.
What do you all think? Is this balanced? I know the Developers will like this, since it's probably uber-easy to impliment.
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