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| Idea |
Summary |
Thoughts For |
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Give
human guards alertness levels. |
Makes human guards act more like AI (unalert until
aware of thieves). |
Much more realistic. Artificially stops the guards from 'knowing'
that thieves are coming. |
Comment Here |
| Date |
Person |
Other Thoughts |
Thoughts Against |
Dev Team Response |
| 6th Mar '03 |
Ammatai |
Alertness 'points' could be gained by seeing thieves/stolen
loot and lost by running around etc. |
Would be hard to make the game know how alert a player is to thieves.
Might spoil fun for guards (especially against ghosters). |
I'm a dev and
I want to comment |
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| Idea |
Summary |
Thoughts For |
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Creep
button plus. |
Adds extra functionality to the creep button making
you de everything slower but quieter. |
Would benefit ghosters and allow easier use of moss/water in camped
areas. |
Comment Here |
| Date |
Person |
Other Thoughts |
Thoughts Against |
Dev Team Response |
| 4th Mar '03 |
Jarvis |
This could include lockpicking, bow drawing and opening
doors/chests. |
Guards would lose the ability to hear thieves (most ghosters leave
little trace except sound). |
Non-combat arrows now draw quieter (1.3) |
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| Idea |
Summary |
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AI
Command: Assume My Position. |
Allows you to make a guard move to stand where you
are and 'guard here' |
Would stop guards having to 'push' the AI about. |
Comment Here |
| Date |
Person |
Other Thoughts |
Thoughts Against |
Dev Team Response |
| 1st Mar '03 |
Entropy |
The guard would also assume your direction. |
It wouldn't detriment the thieves, just take away a bit of tedium
for guards. So, none. |
I'm a dev and
I want to comment |
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| Idea |
Summary |
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After-game
timer. |
Allows a set amount of time for players to talk after
a match. |
It would allow players to have a quick chat about a match, which
is sometimes fun. |
Comment Here |
| Date |
Person |
Other Thoughts |
Thoughts Against |
Dev Team Response |
| 27th Feb '03 |
mOdEtWo
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It could start when all players have clicked or (if
they all don't) after a short delay. |
It might get annoying if you don't want to talk. |
I'm a dev and
I want to comment |
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| Idea |
Summary |
Thoughts For |
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Scouting
Orb |
For those who haven't played Thief 2, I'm sure you
can guess what it does... |
Would allow thieves to be a lot more sneaky. |
Comment Here |
| Date |
Person |
Other Thoughts |
Thoughts Against |
Dev Team Response |
| 20th Feb '03 |
BobTheMad
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Should it be totally invisble, silent or indestructible? |
Might be difficult to make the idea work well. |
Implemented in 1.3 |
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| Idea |
Summary |
Thoughts For |
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Explosive
barrels |
They're barrels. They blow up. |
Would make players careful in certain areas. |
Comment Here |
| Date |
Person |
Other Thoughts |
Thoughts Against |
Dev Team Response |
| 16th Feb '03 |
The Dan
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Could possible allow maps to include a 'blow this
wall up to excape' part. |
Players might just 'remove' all the crates at the start of a game. |
I'm a dev and
I want to comment |
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| Idea |
Summary |
Thoughts For |
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Map
specific loadouts |
Players can set a different loadout (or set of loadouts)
for each map. |
Would allow more flexibility for mappers to alter starting loot
and availability of items. |
Comment Here |
| Date |
Person |
Other Thoughts |
Thoughts Against |
Dev Team Response |
| 16th Feb '03 |
Entropy
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Might be a pain to set them all up for the first time. |
I'm a dev and
I want to comment |
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| Idea |
Summary |
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New
player class: Mages (guard team) |
Mages cast spells rather than use convenional weapons.
They would regenerate spell points to cast spells. |
Do I need to say how cool it would be? |
Comment Here |
| Date |
Person |
Other Thoughts |
Thoughts Against |
Dev Team Response |
| 12th Feb '03 |
Kiech Bepho
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See the discussion on it, there are so many.
There are, honest, I'm not being lazy... |
Would take some work to balance and would require new coding and
skins. |
A model is being made, expect in a future
release. |
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| Idea |
Summary |
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Improved
helmets. |
When a guard uses the supply chest his helmet is
replaced/repaired (if he bought one).
The helmet could reduce flash effects. |
Would make the helmet more useful as many players are turning their
backs on it. |
Comment Here |
| Date |
Person |
Other Thoughts |
Thoughts Against |
Dev Team Response |
| 12th Feb '03 |
LameHamster
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There could be two versions of a helmet (cheap - use
once and expensive - unlimited repairs).
A helmet could make a guard BJ-invulnerable (requiring 1 full power
hit to remove it). |
Making the helmet too powerful might mean thieves never win (only
MadGerbil would like this to happen...) |
I'm a dev and
I want to comment |
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| Idea |
Summary |
Thoughts For |
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Map
specific item costs. |
Items cost different amounts depending on the map. |
Would add more variety to the game and give maps more of an individual
flair. |
Comment Here |
| Date |
Person |
Other Thoughts |
Thoughts Against |
Dev Team Response |
| 6th Feb '03 |
Entropy
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Could tie the reasons for different prices into the
map story.
Also could be good to disable certain items on some maps. |
Might make map-specific loadouts necessary (is this a bad thing?) |
I'm a dev and
I want to comment |
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| Idea |
Summary |
Thoughts For |
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Limit
on late joiners to a game. |
A time limit on levels after which new players can't
join. |
Would stop a game becoming totally unbalanced right at the end when
there are only a few players left. |
Comment Here |
| Date |
Person |
Other Thoughts |
Thoughts Against |
Dev Team Response |
| 2nd Feb '03 |
BobTheDog
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A balance ratio could be used instead of a time limit. |
People might get fed up waiting around to join. |
I'm a dev and
I want to comment |
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| Idea |
Summary |
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New
types of mine. |
Napalm mines are like firebolts.
Regular mines gain partial invis.
Claymore mines are noisy and set off easily but are a one hit kill. |
Would add new levels of strategy to the game and make mines a lot
more useful. |
Comment Here |
| Date |
Person |
Other Thoughts |
Thoughts Against |
Dev Team Response |
| 2nd Feb '03 |
-=V12US=-
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Picked mines can be 'repaired' by guards using a repair
tool. |
Might be difficult to balance well. |
I'm a dev and
I want to comment |
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| Idea |
Summary |
Thoughts For |
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Fake
potions that thieves can buy. |
They give a crack effect to a guard when he
drinks it. |
Would induce a new strategy level , making the guards feel less
secure about using dropped potions.
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Comment Here |
| Date |
Person |
Other Thoughts |
Thoughts Against |
Dev Team Response |
| 1st Feb '03 |
Yenzarill |
Potion colour can be changed by a thief.
Thieves can see if a potion is fake (except thiefmatch). |
Might be very difficult to implement. |
I'm a dev and
I want to comment |
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| Idea |
Summary |
Thoughts For |
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Fighting
stick - replaces the sword and BJ. |
It can KO guards from the back like the BJ , but
also stun them (overhead attack) from front ; can block attacks.
Adds visibility like the bow does. |
Would look more realistic and promote ghosting (it won't be that
cheap). |
Comment Here |
| Date |
Person |
Other Thoughts |
Thoughts Against |
Dev Team Response |
| 1st Feb '03 |
Stakhanov |
Perhaps add a block limit after which it breaks. |
Being able to block and KO with the same weapon allow DMers to take
on a lone guard anywhere. Virus may miss his dear sword. :> |
I'm a dev and
I want to comment |
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| Idea |
Summary |
Thoughts For |
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Add
the ability for guard players to inhabit a mech. |
Add Child of Karras style mechs that could be used
on appropriate level and could be inhabited by human guards. |
This would be sweet! |
Comment Here |
| Date |
Person |
Other Thoughts |
Thoughts Against |
Dev Team Response |
| 30th Jan '03 |
Yenzarill |
Mech could be given various disadvantages (like distorted
vision) or difficulty in controlling weapons etc. |
Might be too much work to code in.
Would be hard to get the balance right (although that could be left
mostly up to the mapper). |
I'm a dev and
I want to comment |
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| Idea |
Summary |
Thoughts For |
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Visual
warning when guards bump into a thief. |
A half-life damage style trapezoid appears on-screen
to show the thief which way he was bumped into from in case he didn't
see. |
Excellent for newbies. |
Comment Here |
| Date |
Person |
Other Thoughts |
Thoughts Against |
Dev Team Response |
| 30th Jan '03 |
Buho |
Guards could also get a warning if a thief bumps into
the back of them (e.g. trying to KO and gets too close). |
Takes excitement out of the game or makes it too easy. |
I'm a dev and
I want to comment |
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| Idea |
Summary |
Thoughts For |
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Win
by KO causes a loss. |
To greater encourage players to win by objectives make
it so that killing or KOing all the guards causes the thieves to lose. |
A great incentive for thieves to play for objectives. |
Comment Here |
| Date |
Person |
Other Thoughts |
Thoughts Against |
Dev Team Response |
| 28 Dec '02 |
Rob FILTH |
It might be better to have it called as a draw. |
What if an objective becomes uncompletable (i.e. quest item gets
lost) |
I'm a dev and
I want to comment |
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| Idea |
Summary |
Thoughts For |
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| Guards
have 2 hands... |
Let guards carry small items whilst they have a weapon
out, dropping it if they swing the weapon.
They put away their weapon if they pick up a large object and auto-equip
it again once their hands are free. |
Makes it less hassle to move small crates etc. |
Comment Here |
| Date |
Person |
Other Thoughts |
Thoughts Against |
Dev Team Response |
| 28 Dec '02 |
Kewlazme |
This could also apply to flares (which are also dropped
when the weapon is swung), or not. |
Might give the guards too much advantage. |
I'm a dev and
I want to comment |
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| Idea |
Summary |
Thoughts For |
Back to Top |
| Guards
can drink/destroy invis potions. |
It's annoying having to find somewhere to hide them
all the time. |
It's a bit of fun hiding them, they're useful for thieves to find
or retrieve from guards. |
Comment
Here |
| Date |
Person |
Other Thoughts |
Thoughts Against |
Dev Team Response |
| 28 Dec '02 |
WildBill |
Could give guards partial invisibility or could 'crack'
them for a few seconds.
Potions could break when stepped on. |
Upsets the balance of the game. |
Guards can destroy potions in 1.3 |