Finely Crafted Crime

Forum for suggesting changes to Salem.

Re: Finely Crafted Crime

Postby Feone » Sun Sep 07, 2014 7:17 pm

ImpalerWrG wrote:
Potjeh wrote:Items should be used to pacify defences (shoot a brazier with a water arrow for example) when you commit criminal acts. Initiating combat or starting to destroy a lean-to should always activate the defences and make it impossible to pacify them.


This might be a better way to go, the key is that we make attacks on property be fueled with property so the online/offline distinction advantage is eliminated and groups fight on an economic level to out produce each other.


Posts have an edit button, no need for double ones.

I also don't see why fights should come down to economy.
Strength combat wise isn't neccesarily the same as the ability to produce lots of random crap. Making it purely economy would take all skill out of it.
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Re: Finely Crafted Crime

Postby ImpalerWrG » Sun Sep 07, 2014 8:04 pm

Feone wrote:I also don't see why fights should come down to economy.
Strength combat wise isn't neccesarily the same as the ability to produce lots of random crap. Making it purely economy would take all skill out of it.


I should have said war in that context, and historically war has been won by the side that could produce more crap, but their was certainly still skill involved, but it was the skill of intelligently deploying thouse resources for optimum effect. When two characters meet they fight using the combat system and what ever skill they have with that system, that won't change cause it's not property crime and their is no online/offline disparity.

But sad fact of the games nature are that most attacks are going to consist of online players attacking a base defended only by static structures and the whole design of walls and braizers takes this into account. Currently attackers have to grind away on these defensive structures with phlegm and black bile with very little 'skill' involved. I'm just saying to move that grind back to the attackers base where they make the war materials.

Also I'm sure most traders/crafters would say that their activity involve skill too. Also JC has explicitly said that new Stall systems will involve some form of town vs town combat over control of the stalls, so even economics will have elements of combat in it thus putting elements of economics into combat is fair game.
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Re: Finely Crafted Crime

Postby DarkNacht » Sun Sep 07, 2014 8:10 pm

This would force you to carry around the crime items everywhere you go, or just run a way if you are attacked in the wild instead of fighting back, since if you did not have the items to loot/kill your opponent fighting them is pointless. That or you would have to hang around while someone brought you a pile of magical stealing sticks or the magical killing knife.

ImpalerWrG wrote:with very little 'skill' involved.

There is skill in planning and executing a successful attack.
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Re: Finely Crafted Crime

Postby Feone » Sun Sep 07, 2014 8:32 pm

ImpalerWrG wrote:
Feone wrote:I also don't see why fights should come down to economy.
Strength combat wise isn't neccesarily the same as the ability to produce lots of random crap. Making it purely economy would take all skill out of it.


I should have said war in that context, and historically war has been won by the side that could produce more crap, but their was certainly still skill involved, but it was the skill of intelligently deploying thouse resources for optimum effect. When two characters meet they fight using the combat system and what ever skill they have with that system, that won't change cause it's not property crime and their is no online/offline disparity.

But sad fact of the games nature are that most attacks are going to consist of online players attacking a base defended only by static structures and the whole design of walls and braizers takes this into account. Currently attackers have to grind away on these defensive structures with phlegm and black bile with very little 'skill' involved. I'm just saying to move that grind back to the attackers base where they make the war materials.

Also I'm sure most traders/crafters would say that their activity involve skill too. Also JC has explicitly said that new Stall systems will involve some form of town vs town combat over control of the stalls, so even economics will have elements of combat in it thus putting elements of economics into combat is fair game.



Tactics, strategy or just plain clever use of surroundings/defenses is a skill in its own right.
One very different from mindless item production or trading.

Your argument on "grind" to breaking a base is inherently flawed. There is little to no danger in grinding items. There is significant danger in exposing yourself to brazier fire, crime etc near an enemy base. Waste claims and the time it takes to break trough said static defenses also mean it's far from player vs building. Defenders have a lot of opportunity to spot and/or fight back against an attack.

On top of that economy is already siginificantly important to siege outcomes however the actual fight and the economy that support it are seperate. Each of these contribute to the gameplay. To wipe one out for no reason whatsoever makes no sense and would only serve to make the gameplay less interesting.
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Re: Finely Crafted Crime

Postby Two-Piece » Sat Sep 20, 2014 6:00 am

I think it makes sense to use items for some criminal acts. I love the idea of using ropes with metal grappling hooks for stone walls and wooden plank walls. Climbing over a wall should however take some time / cost a certain amount of biles. Perhaps the rope could break while trying to climb over (potentially locking in the burglar, so better take enough ropes with you). Breaking ropes would be based on a certain skill or maybe the purity of the rope/grappling hook. You should be able to climb over basic fences without additional attributes.

Another option to get in would be by picking the gate's lock. Alternatively the gate could be forced open with a crowbar Chances of the tools to break would once again be based on the purity of the crowbar or lockpicks. I think all gates and front doors of buildings should be forced open or picked with a lockpick to get in.

On a final note a thief should be able to avoid damage from the torchposts.

These mechanics would give you the feeling you are going to sneak around and steal something and it would make you consider if it is worth stealing from a target.
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Re: Finely Crafted Crime

Postby Darwoth » Sat Sep 20, 2014 4:01 pm

Potjeh wrote: (shoot a brazier with a water arrow for example)


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Re: Finely Crafted Crime

Postby Potjeh » Sat Sep 20, 2014 4:15 pm

I see you're not well versed in classics of gaming.
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Re: Finely Crafted Crime

Postby Darwoth » Sat Sep 20, 2014 4:54 pm

i have played nearly every game worth playing since legends of kesmai and when magestorm used to cost 2 bucks an hour on aol, so you must be about as right as you are on everything else.

i am certain some game has a "water arrow" i am also sure such an item would be stupid in the salem setting since it attempts to have at least some basis in reality.
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Re: Finely Crafted Crime

Postby Potjeh » Sat Sep 20, 2014 5:15 pm

Seriously? I guess for you MMORPG is the only genre worth playing.
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