Re: Stealing in Genesis
Posted: 11 Apr 2016 17:54
How about make stealing from closed containers possible, within certain parameters. Such:
Make it possible to imbue containers with "wards" to block stealing. Of course, they would run out after a while, but be fairly easy to replace. And warded containers could do special things as well.. Perhaps a specific one could sound an alarm to all in the room that "so and so" is a thief. Others could cause damage or disorient the thief. A particularly powerful one could even lock the thief in place, stopping their movement for a short time. Obviously, the cost would increase for each of these and some would be one-offs, like the one that freezes the thief. What I mean is that it triggers then needs to be reset. Perhaps even make it possible to stack the wards.. Like the one that freezes the thief would trigger first, then the one that sounds the alarm, then all that would be left would be one that just makes thievery impossible..
Endless possibilities!
Lockable containers would be neat too. Then the thief would have to unlock, search, then steal, making them incredibly likely to be caught. Though if someone locks their own key in there that could be troublesome..
- • It takes a long time, maybe 30 seconds (60 seems a bit much)
• The other player gets a notification that their pack opened. (After a bit?)
• If the other player does any action at all, the thief is detected
• Perhaps make it necessary for the thief to search the pack first <tsearch/thiefsearch pack>
• Maybe make it a thief guild ability. Otherwise, a random item is acquired
• There was one other thing, but I can't remember what it was..
Make it possible to imbue containers with "wards" to block stealing. Of course, they would run out after a while, but be fairly easy to replace. And warded containers could do special things as well.. Perhaps a specific one could sound an alarm to all in the room that "so and so" is a thief. Others could cause damage or disorient the thief. A particularly powerful one could even lock the thief in place, stopping their movement for a short time. Obviously, the cost would increase for each of these and some would be one-offs, like the one that freezes the thief. What I mean is that it triggers then needs to be reset. Perhaps even make it possible to stack the wards.. Like the one that freezes the thief would trigger first, then the one that sounds the alarm, then all that would be left would be one that just makes thievery impossible..
Endless possibilities!
Lockable containers would be neat too. Then the thief would have to unlock, search, then steal, making them incredibly likely to be caught. Though if someone locks their own key in there that could be troublesome..