thievery based on time instead of chance

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lpokm
Posts: 2
Joined: Sun Apr 08, 2018 12:04 am

Sun Apr 08, 2018 1:06 am

With sneak activation timer would start, character have to done malicious action (opening, stealing, being where he shouldn't, stealth kill) until the timer run out or performing it will instantly alert nearby NPCs, then have to wait some time to try again. Increasing thievery skill would increase the timer duration and shorten time to restart it. Malicious actions would have 100% chance to success during the timer run. Difficulty would be set by time needed to perform such action.

lpokm
Posts: 2
Joined: Sun Apr 08, 2018 12:04 am

Wed Apr 11, 2018 6:58 pm

benefits of a such system:

- deterministic
- higher risk
- need planning
- and execution - you have to play through situation
- there is not enough time to rob everything in the shop
- a lot better skill progression: first you have time for just open shack door when there aren't any npc nearby, with higher skill you can try steal from table or shelf, later you have to plan your way to given target

UltraDelux
Posts: 11
Joined: Tue Jun 05, 2018 2:29 am

Mon Jun 11, 2018 4:04 am

I wouldn't mind seeing a hybrid of this and the existing mechanics. Perhaps different actions would have a different ratio of "time to succeed determined by skill" and "success chance determined by skill". My reasoning is... Have you ever tried to pick a pocket? It really doesnt matter if you have all day. Even snagging an item from a tricky spot, more time helps, but theres always a chance you bump it against a shelf or knock something else over and it makes a noise.

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