Z
Zyon Rockler
Guest
I posted this idea already but I haven't seen anything added to the game like it yet, except for stealing from spawn.
I was hoping there would be a way to make it possible for a thief to steal items in Trammel from a wide range of objectives.
If you have vendors at your house and your house is not in the city, perhaps an item could spawn on the vendor. So, the thief would check the vendor by peeking into his packs, the same as you take from spawn.
If the thief is able to steal the item, undetected, he can simply stealth away but if he fails, the thief turns grey and anyone can attack the thief. If you attack the thief, he is then able to fight back.
Maybe they could do the same thing with players, where a thief was able to walk up to your character and check for an item, just like the spawns and if there's an item, the thief has a chance to steal it.
Also, something could spawn randomly in houses, possibly, like a chest or maybe the owner of the house could place a thief's box, of some kind. So, the thief would look from house to house for these boxes or possibly have ruins to several, already. The thief would use lockpicking to unlock the chest. If there was an item inside, the thief could try to steal the item and get away, undetected.
But, if not, the thief would turn grey. After the thief turned grey, perhaps, for 5 minutes they would stay grey and not be able to recall or hide. So, it would be challenging for them to avoid players.
Possibly, tracking could help you find players, vendors or these thief boxes that had items in them, even boats, possibly have a chance of an item being on the deck, for example. This way the thief would not need to go onto the boat, again the same way you steal items from spawns, where you would click the skill, then the boat and it would say there are no items here to steal or a message, You have discovered a rare item. Would you like to attempt to steal it?
This would move people around, bring back a sense of community. They might even be able to use the detective, where tracking could be used to find the thief, as well as, forensics.
For example, The thief steals an item, you see him steal the item and decide you're not going to allow this. The thief turns grey because he failed but he continues trying until he is successful. He sees you approaching and begins running away.
You begin to attack him and chase him down but the thief is able to kill you. You get a rez and call the detective, who uses tracking and leads you to the thief because the thief can't log out, hide or recall for a 5 minute period. Once you find him, you're able to kill him and then using forensics, you could recover the item that he stole.
So, they could also be similar to PKs because once they flag grey and are attacked they are able to kill you. Things that you steal from dungeons could also activate this making thieving more challenging.
I was hoping there would be a way to make it possible for a thief to steal items in Trammel from a wide range of objectives.
If you have vendors at your house and your house is not in the city, perhaps an item could spawn on the vendor. So, the thief would check the vendor by peeking into his packs, the same as you take from spawn.
If the thief is able to steal the item, undetected, he can simply stealth away but if he fails, the thief turns grey and anyone can attack the thief. If you attack the thief, he is then able to fight back.
Maybe they could do the same thing with players, where a thief was able to walk up to your character and check for an item, just like the spawns and if there's an item, the thief has a chance to steal it.
Also, something could spawn randomly in houses, possibly, like a chest or maybe the owner of the house could place a thief's box, of some kind. So, the thief would look from house to house for these boxes or possibly have ruins to several, already. The thief would use lockpicking to unlock the chest. If there was an item inside, the thief could try to steal the item and get away, undetected.
But, if not, the thief would turn grey. After the thief turned grey, perhaps, for 5 minutes they would stay grey and not be able to recall or hide. So, it would be challenging for them to avoid players.
Possibly, tracking could help you find players, vendors or these thief boxes that had items in them, even boats, possibly have a chance of an item being on the deck, for example. This way the thief would not need to go onto the boat, again the same way you steal items from spawns, where you would click the skill, then the boat and it would say there are no items here to steal or a message, You have discovered a rare item. Would you like to attempt to steal it?
This would move people around, bring back a sense of community. They might even be able to use the detective, where tracking could be used to find the thief, as well as, forensics.
For example, The thief steals an item, you see him steal the item and decide you're not going to allow this. The thief turns grey because he failed but he continues trying until he is successful. He sees you approaching and begins running away.
You begin to attack him and chase him down but the thief is able to kill you. You get a rez and call the detective, who uses tracking and leads you to the thief because the thief can't log out, hide or recall for a 5 minute period. Once you find him, you're able to kill him and then using forensics, you could recover the item that he stole.
So, they could also be similar to PKs because once they flag grey and are attacked they are able to kill you. Things that you steal from dungeons could also activate this making thieving more challenging.