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GAME IDEAS: Mugging. need some ideas. Started by: Squishy on Feb 09, '10 16:39

I love all of the ideas minus the gun thing. I think maybe increasing or resetting timers other than the flight is also a good idea, like if your petty or felony gets reset to the max. Mostly harmless, but makes sense from an RP standpoint kind of.

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I like Shibby's idea of the possibility of damaging someones gun for X amount of time.

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How cool would this be

We mug somebody and get their gun.We get 2 guns and we can kill 2 people in one hour.The other guy has to do 25 petties to get a new gun.The chances of a getting a gun should be like 2% and should increase with each mugging.

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How about injuring or even killing one of the victims BG's? BG tries to help his boss andd he gets beat up as well. (obviously this would be hard to do so quite rare it could happen)

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I'd like to see this put in with the flight timer delayed, % of on hand, and a % of drugs...

BUt what I would really like to see, is when this is put in play, that all successful Pickpockets become stealth. A successful Pick pocket means you got away with it...

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On the topic of damaging guns, it make no sense that just because you were mugged your shooting ability should suffer.

Fair enough your gun might get stolen in the mugging, something that x petties or your CL giving you another gun could fix, but to damage someones skill at shooting all because you hit them and stole their possiesons makes no sense at all.

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Make it 100% stealth so this feature may be used before the players deem the consequences kill-worthy.

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My opinions on Squishy's 5 points.

1) Love it, thats how it used to be

2) Eh, if it was like 10-25% sure why not

3) Only if the PPer doesnt already have a gun, and theres a minimal chance
of success. Reason I mention this, I can easily see this being used as
a form of war defence and would be annoying as all hell.

4) Similar to my gun explanation, very very minimal chance as this would totally suck in wars.

5) Sure why not

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I think this option would be cool.But I think adding the fact that the person being robbed could be injured or killed as well would be a good twist.Basicly im saying to make the action have conciquences for the person doing the robbing...

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Make it 100% stealth so this feature may be used before the players deem the consequences kill-worthy.



That would be cool... maybe with a mugging WS though?

Will there be mug-backs similar to reverse PP? Might discourage people from haphazardly attacking people that are stronger than them

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Not sure if anybody has mentioned this yet, but what about stealing a WS.  This could increase strategy as two players can work together - one to Wack the victim and another to take a shot in the dark at immediately mugging an online local in the hope of guessing the witness and effectively forcing a 'stealth' attack.

The RP could be explained as a straight up beatdown to keep the witness' mouth shut.

I think this would have very little effect on gameplay as it would be realistically extremely hard to pull off.  

But for those willing to take the risk - a well trained hitter working together with a well trained mugger could theoretically kill a high level player undetected in the wee hours of the night in a sparsely populated city. 

The problem with pickpocketing is that it has so little effect on actual gameplay that some mobsters see it as fun while others get their panties in a ruffle from an RP perspective.  By making Mugging deadly serious with the WS idea above everyone would should be on the same page concerning its consequences.  There is no reason why this couldn't be combined with money/drug stealing, mugbacks, and all of your other ideas as well.

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No 1, if implemented a good 2 hrs should be enough for making another or else every one would be mugging each other. and a respectful amount should be taken and not more than 50k. (50K is still too much)

No 2, if implemented, the user has to have less that the drug units he is allowed to have so that he can fill it up for ex, if i can cary 10 and i have 8 when i mug i only get 2 and if i have 28 and i have 10 then i get a random 3 or 4 units depending on the ranks.

No 3, if implemented, the user who mugged should be stopped from making an attack for at least 2 hrs so that in that time the other user can earn back his gun by doing a few petties or felonies or else wars will be come massacres.

No 4, if implemented the user should be able to do so at least every 1 hr so that he can not do it all over again and force more than one person to prolong his flight e very few minutes. (the whole idea is not good)

No 5 is a MUST!

in my opinion NO 1 is the best

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1) You take a % of their onhand cash, no limit.

OK, I guess I better start banking my cash then.

2) You take a % of their onhand drugs, no limit.

If this were done, you sell the drugs as soon as you get them, so you don't have to carry drugs over your limit. So if you mug someone and you got 5 Heroin, you sell it at the drug dealer automatically. Yet another factor in this.

3) Possibility of taking their gun.

I don't think this needs to happen, chances are you won't have time to find it/while your getting it they'll punch you in the face.

4) Possibility of screwing up their flight timer (the harder you hit them, the more minutes they are injured and unable to fly)

No.

5) Mugback... If you fail, the person can automatically do the above back to you.

Would be great.

My other comment is on this is that this will most likely be outlawed in many cities, due to the fact it's more of an attack where as a pickpocket is just stealing. I would really shoot someone (If I could) if I found out that they mugged me. So I don't know how this feature will be used unless a city or two steps up and allows it.

I won't fly to those cities much if they did.

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I like number 3 if coded in the right way this could be huge in wars and adds to stradegy.

I think that if you rob someone of their gun you should be able to have their stats and hit the same targets they could.  The person who got their gun stolen should be able to do about 2 hours worth of petties/felonies to get it back.  This allows the person that stole the gun to get 2 major kills in or even more considering how long it takes that person to do the petty/felony crimes requirement.

Also given the fact that this could greatly affect wars, failure should result in harsh measures like death or something that could really affect that person for doing it. 

I like them all though because it creates more opportunities for more people to be involved in wars.  Plus wars would pretty much wipe everyone out because so many people have roles that would get them killed for it.

Great ideas!

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1 and 2   and must certainly 4   thats would add an extra element, needless to say it offcourse must be thoughtout well

but would really be cool

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I think that if you rob someone of their gun you should be able to
have their stats and hit the same targets they could.  The person who
got their gun stolen should be able to do about 2 hours worth of
petties/felonies to get it back.  This allows the person that stole the
gun to get 2 major kills in or even more considering how long it takes
that person to do the petty/felony crimes requirement.

Also given the fact that this could greatly affect wars, failure
should result in harsh measures like death or something that could
really affect that person for doing it. 

The gun is not what gives you your skill in this game its the training. So stealing someone gun would not give you thier ability.  Honestly I think that idea is rediculous.

The second part, if I understand this correctly you do not actually choose the option you wish to commit when mugging its still the same mug button theres jsut opportunities to do more than steal money. So mugging which results in death makes no sense.

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I think that this is how it should happen if you mug.

1.) You can take money from them. Any limit.

2.) You take their drugs also any limit.

3.) You take their gun. In order for them to get it back it takes 50 petties but also you get some sort of wack boost like an extra 5-10 kill bonus or maybe you can shoot like 15 minutes faster on the hr (every 45 min you can shoot) or maybe you just get a bonus like if you wackback or something you have an extra gun. Something along those lines would be cool.

4.) If you fail any of the 3 can comeback on you.

Also you should break down like 60% chance of money taking, 30% drugs, and 10% gun. Something along those lines on average but I do think depending on the answers that makes a difference of which one you're more likely to pull.

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For me, and maybe because I just like it how it used to be, can it not be exactly the same as it used to be on .org and here?

From what I remember:

A certain skill level declared how much money you took i.e Good defence = more money stolen.

It harms your D when mugged. Mug is beating someone up remember.

That is all it should be IMHO. Money and a beating. Nothing more. Nothing less.

And i'll say this here and now. I am a mug me and die sort of person because I don't take kindly to being beaten up and robbed. I fucking hate being PP'd for sheer principle. (I await the amazingly funny people who will now attempt to PP me..)

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When are these ideas going to go into motion?... or an idea of when we should be looking forward to it?

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Very very intricate Made Aftershock, the number three idea is good.

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