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GAME IDEAS: Mugging. need some ideas. | Started by: Squishy on Feb 09, '10 16:39 |
Here is a list of some of the ideas we are kicking around for implementing in the mug feature coming out soon. 1) You take a % of their onhand cash, no limit. 2) You take a % of their onhand drugs, no limit. 3) Possibility of taking their gun. 4) Possibility of screwing up their flight timer (the harder you hit them, the more minutes they are injured and unable to fly) 5) Mugback... If you fail, the person can automatically do the above back to you. |
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2) You take a % of their onhand drugs, no limit. Curious to see how this will work. If you're carrying your full amount of units, will you still be able to mug someone and take units from them, or will this only be avaliable if you're not currently carrying units to sell? I do like the possible addition of being able to take a nice percentage of cash off them, upping the odds over the limit of 5000 is pretty sweet. I see players taking a more hardline stance on the NO PP rule based upon this |
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Reply by: Falcon at Feb 09, '10 16:58 | |
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Would the automatic chance for a mugback effect the victims assult timers? |
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Reply by: EvelinaGallo at Feb 09, '10 17:05 | |
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Since the mugback is done without the victims consent, then, I dont think it should change their attack timer. As far as the drugs, as of now, the existing code wont allow you to carry more than what you can carry, but we have to look at the 'rp' behind it. The limit, rp-wise is more or less a "what you are allowed to buy" rather than what you can physically carry. So, I think what we may end up doing is make it so you can carry overloaded if you scored drugs from a mug, but are forced to sell down to below your limit before you can purchase more. |
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Reply by: Squishy at Feb 09, '10 17:07 | |
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If we are looking at this from a role play standpoint, I would hardly be walking down the streets of new york physically carrying 27 POUNDS of drugs. That much would be smuggled to me.. or be in a car. Muggers aske for all your money, so If someone mugged me and took all my money, I can understand that. I would also understand if they could take like.. a pound of drugs.. at most, but more than that would not really be realistic at all. It would be more like a robbery at that point. Also, would they have the successful mugger have the drugs at the price of 0? I suppose? |
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Reply by: EvelinaGallo at Feb 09, '10 17:22 | |
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What if you have a gun. Can you mug someone and hold 2 guns? |
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Reply by: Skorpeon at Feb 09, '10 19:20 | |
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I would like to see 1 and 4 implemented. |
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Reply by: David_Webb at Feb 09, '10 21:18 | |
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But only ONE of these options each time, right? Or could there be some combination of getting cash and drugs, or something like that? I do quite like the idea of screwing up their flight timer though... so maybe that, as well as getting cash. You get the idea. |
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Reply by: -wordslinger- at Feb 09, '10 21:40 | |
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Be a pretty cool idea to be able to take there drugs more then anything. Would it make your units go up or how would that really work? |
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Reply by: MichaelVizzi at Feb 10, '10 02:15 | |
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I can remember when the 4 got implemented last time round, it was a good addition, I would definately say that needs to come back. 1. is a definate, there should be no set amount like the pick pocketing. If the person has 1 million on hand you surely would take more than a shitty 5K. |
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Reply by: Mogwai at Feb 10, '10 05:40 | |
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Do BG's can affect mugging chances? you cant just mug someone easily with 4-5 guys around him/ |
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Reply by: pucky_returns at Feb 10, '10 06:13 | |
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I'm sure the chance of mugging someone would go down just like it is for PPing someone. Its harder to pp someone when they have bgs and will be hard to mug someone if they have bgs. That should be a given. |
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Reply by: Joe_Torro at Feb 10, '10 08:50 | |
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Reply by: Drexl at Feb 10, '10 11:48 | |
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Sounds pretty kewl. Accept for the delaying of the flight timer part. but like EvelinaGallo said, stealing 10lbs from someone would not be very realistic, but I do like the idea. Maybe a new sort of mugging feature or a new MUC that will allow people to rob someone's DFP would be pretty kewl. |
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Reply by: A-Dam-Waco at Feb 10, '10 11:48 | |
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I'm of the opinion that it's a good idea, but will need to be implimented carefully. |
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Reply by: Fredio at Feb 10, '10 12:15 | |
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I like the idea. One thing that I would like to know, though, is that if another possibility of failure is getting jailed, maybe? |
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Reply by: M_Cicci at Feb 10, '10 12:25 | |
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As much as i hate to admit it the French man Fredio has a fair point. |
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Reply by: Mogwai at Feb 10, '10 12:39 | |
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Perhaps make it like doing a petty? Like choose which you want to do (steal money, drugs, or gun). Each one has different difficulty percentages and such. |
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Reply by: Darth_Plagueis at Feb 10, '10 18:09 | |
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Let's make it personal and take their credits instead. |
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Reply by: RalphieBeans_Jr at Feb 10, '10 18:45 | |
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If you were doing the gun, the attack should A) damage there gun - give them 8 hours to repair (so no shooty shooty) B) toss there gun away - disarm (they have to earn a new one/wait a set period of time 48 hours to get a new gun - no loss to skill) or C) Damage there vision - reduced locals, lower shooting and WB ability, no attacks for set period of time. If you go down the hospital/multiple gun route you are treading down .orgs route... which we all know is an EPIC FAIL. The ability to steal drugs/money/both is also a good option - your skill should decipher what you do best - so like you get hitters, you can have people specialise in defensive attacks etc etc etc |
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Reply by: Shibby at Feb 10, '10 19:06 | |
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