Board |
Ideas.old [context] |
Sender |
Harmoni |
Date |
Sun Sep 30 10:37:30 2012 |
To |
all |
Subject |
Thieves |
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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.
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