Scents rework

Forum for suggesting changes to Salem.

Scents rework

Postby Chrumps » Thu Jun 21, 2018 10:05 pm

This topic is limited to how scents are dropped and collected. I do not want to deal here with how scents are used and what punishments are.

There is an action to switch tracking on and off. What is the purpose of that switch, given the Kandarim's custom client switches it on by default?
As far as I know currently there is no penalty for running around with tracking mode on and switching it on permanently is no-brainer.

I suggest the following:
- add speed and bile drain (BB and YB) penalty when using tracking mode so it becomes a meaningful decision to track or not to track. By the way turn it into a movement mode, similar to foraging.
- build a more complicated tracking and scent masking system to give a meaning to a ranger profession.

The bug which allows foraging mode on a cricket should be removed as it will also affect tracking.

Tracking system.
- each scent has a difficulty level, nominally in the range 0.00 to 100.00 however it will be possible with extreme effort to reach values above 100,
- a hypothetical fresh char with no proficiencies and no skills drops scents at difficulty 10 on average. A random number in the range -10 ..10 is added so the scents difficulty will be in 0 .. 20 range.
- the difficulty level of each scent will slowly rise over time adding 1 point each day.
- Cloak & Dagger, Arts & Crafts and Law & Lore each add to scent difficulty level. At the proficiency level of 1000 the difficulty is be increased by 5. The standard square root diminishing returns function is be used. A fresh char would get 1.06 points from these. A char with 100 in each proficiency would get 4.74 points. A char with 1000 proficiency in each would get 15 points.
- sneak walking mode adds 15 points of difficulty
- larceny adds 5 points to difficulty level (barely relevant for trespassing scents, but it stacks later)
- a new skill "Tiptoe through the tulips" passively increases scents difficulty by another 5, Requires around 100 Cloak & Dagger and Arts & Crafts.
- a new skill "Shadow" assively increases scents difficulty by another 5, Requires around 400 Cloak & Dagger and Arts & Crafts. It makes a total of 15 points added by passive skills,
- a new skill "Covering tracks" which enables action to cover a scent. Covering a scent increases it's difficulty by 20 points.
- a craftable tool and a shop tool which shorten the time of covering scent action
- a new potion requiring larceny and illicit pharmacognosy (or the Shadow skill) which lasts for 15 minutes and adds another 15 points to scent difficulty
- the total difficulty level for a character with 100 in all 3 relevant proficiencies and with all bonuses is around 80+/-10, which will rise up to 90+/-10 just before the scent (larceny & vandalism) expires. Scents that last longer will be significantly harder to see at the end of their lifetime. For a character with 1k in each relevant proficiency max difficulty is 90+/-10 and rises to 100+/-10 after 10 days.

Scent difficulty is decided at the moment of dropping. Tracking is deterministic to prevent abuse by repeatedly entering the area in order to get a better roll.

The detection mechanics is similar to dropping one.
- base detection level is 15,
- the C&D, F&W, L&L proficiencies give bonus to detection level, up to 15 points at 1k proficiency
- use tracking mode to add another 15 points to scent detecting
- use indian tracking skill to passively add 5 points to scent detecting
- a new skill "homegrown detective" (around 100 points in proficiencies) adds another 10 points to detection level
- another new skill "forensic professional" (around 400 in proficiencies) adds another 5 points to make a total of 15 points added by passive skills,
- a new craftable item "magnifying glass" to increase scent detecting when equipped by 20
- a new skill to make a potion "cat eye" which increases scent detection by 15 for 15 minutes, while increasing insanity gain as well

- to see a scent the character's detection level must be equal or higher than scent difficulty
- to collect evidence the character's scent detecting level must be by 10 points higher than the scent difficulty

- when all stats are equal a ranger shall see 75% of dropped scents but he would be able to pick up only 25% of scents (or 1/3 of the visible ones) and only if they are fresh,
- a beginner thief will drop scents at difficulty 32+/-10, a new char needs tracking turned on to see some of scents made by a beginner thief and with indian tracking he will see most of them.
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Re: Scents rework

Postby gorniksam » Thu Jun 21, 2018 11:41 pm

giving ideas in dead game is kinda pointless, giving **** ideas should be bannable, pls stop or I will be forced to kill you
steeloxidex wrote:Lel, this game is ****, you probably all only play it because you have garbage computers that cant play real games.

I am going to go play some real games. LOL scrubs.

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Re: Scents rework

Postby Ronch » Fri Jun 22, 2018 1:31 am

I like the idea(s) a lot Chrumps.

But, scent timers should be increased accordingly if tracking is going to have humor drains.
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Re: Scents rework

Postby Lihz » Fri Jun 22, 2018 4:02 pm

So this is what you would like the non-existant developers to work on?!
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Re: Scents rework

Postby Heffernan » Sat Jun 23, 2018 10:27 am

ezy pezy let me just store my criminals at the top left or bottom left of the map in big darkness and you have double drain getting there making it impossible tracking them unless u use a titan.
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Re: Scents rework

Postby AudriePlanck » Sat Jun 23, 2018 12:20 pm

One of the best reasons of having scents not require any prelims is to give justice where it is due.

If you want to complain about something with scents, go make a post of TbC's instead, not this.
(P.S. this system is basically haven and hearths crime/scent system)
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Re: Scents rework

Postby Ronch » Sat Jun 23, 2018 2:15 pm

AudriePlanck wrote:One of the best reasons of having scents not require any prelims is to give justice where it is due.

Justice should only be a reality on the light-side of the map in this game, not on the dark-side.
Last edited by Ronch on Sat Jun 23, 2018 3:42 pm, edited 1 time in total.
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Re: Scents rework

Postby Rifmaster » Sat Jun 23, 2018 2:51 pm

Ronch wrote:
AudriePlanck wrote:One of the best reasons of having scents not require any prelims is to give justice where it is due.

Justice in only a reality on the light-side of the map in this game, not on the dark-side.


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Re: Scents rework

Postby ZoddAlmighty » Sat Jun 23, 2018 2:58 pm

Rifmaster wrote:
Ronch wrote:
AudriePlanck wrote:One of the best reasons of having scents not require any prelims is to give justice where it is due.

Justice in only a reality on the light-side of the map in this game, not on the dark-side.


whut

Self-medication.
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Re: Scents rework

Postby Ronch » Sat Jun 23, 2018 3:31 pm

Rifmaster wrote:whut

ZoddAlmighty wrote:Self-medication.

Neither one of you coat-tail-riders are capable of bringing justice to anyone on your own, anywhere on the game's map, the light-side or the dark-side.
So, it's probably best to just leave the answer where it resides ---> (way over your head) ;)
Last edited by Ronch on Sat Jun 23, 2018 10:46 pm, edited 1 time in total.
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