Board Ideas.old [context]
Sender Harmoni
Date Sun Sep 30 10:37:30 2012
To all
Subject Thieves
In terms of combat, thieves tend to be "second rate assassins/ninjas": they are worse than assassins/ninjas at many of their combat skills and have few unique skills useful in combat (with the exception of mug/anklebiter etc, which are mostly lower level skills) I know the standard reasoning for this is that thieves are mainly not combat people and so it makes sense for them to be slightly weaker than assassins/ninjas, but this can be done while giving them an interesting and unique mode of combat and skills of their own, rather than just being second-rate assassins/ninjas. How about making thieves optimized for the flee/backstab mode of fighting? I know currently flee/backstab is more of an assassin thing, but from an RP perspective it doesn't make much sense for assassins because assassins are supposed to kill their targets as quickly as possible and not let them get away, and fleeing halfway from a fight definitely would give the target a chance to escape. Whereas it makes a lot more sense for thieves because they are supposed to rely a lot on 'dirty tricks,' and flee/backstab does seems a bit like a dirty trick. Possible skills (names may be a bit silly atm :P): Speedy Getaway - passive skill so that when they flee, the opponents don't see which way they went, and also increaes flee %. Smoke Bomb - creates smoke in the room for a short while; the thief is invisible when standing in smoke, and can freely enter or leave a smoke filled room unnoticeably (this prevents the opponent from spamming "kill X" after the thief flees) Cripple - combat starter (i.e. backstab alternative) that has various status effects depending on which body part is targeted. I know this is alot like gunslinger's aim :P but I really like the idea of having strategic choices depending on who/what you're fighting, and starting the battle by creating a situation that the opponent has to respond to.