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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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Would the automatic chance for a mugback effect  the victims assult timers? 

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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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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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What if you have a gun. Can you mug someone and hold 2 guns?

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I would like to see 1 and 4 implemented.

4 is the main one because it makes mugging a strategic tool that would add depth to wars beyond what we're used to.

1 is secondary to me but I would assume if you take 30% of someones cash you would be stuck in that city for 30 minutes? Something like that. I would think the cash percentage range for mugging should be between 25-75% of someones on-hand cash?

Of course mugback would be part of it as well but I consider that a given.

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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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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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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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Do BG's can affect mugging chances?

you cant just mug someone easily with 4-5 guys around him/

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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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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.



Yeah but at the same time, from an RP standpoint, you wouldn't be taking your car on a plane to carry 27 units (not pounds neccesarily) on a flight with you.

I started playing MR after the mug feature was disabled, so I'll be looking forward to seeing this dynamic implemented. Sounds like it would really suck to be on the receiving end of it, but again from an RP standpoint muggings aren't supposed to be pleasant.

Plus during times of war it would give lower ranked players a much more active role other than just giving goddam pro-shots

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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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I'm of the opinion that it's a good idea, but will need to be implimented carefully.

With the possible gains of drugs, massive cash amounts and crucially also guns, I can see it being a feature that would be instantly banned in the cities except as a strategic weapon in war.

Mugging witness statements would be a must (ideally sent to more than one person), as (in my view) would be the MUCH, MUCH lower possibility of mugging someone by stealth than you can get away with when PP'ing.

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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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As much as i hate to admit it the French man Fredio has a fair point.

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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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Let's make it personal and take their credits instead.

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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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