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Suggestions

Here you will find (hopefully) all the current suggestions and ideas that have been raised to improve Thievery.

This guide is here, partly as a reference to avoid people dragging up tired old arguments, partly so that the devs can have somewhere to quickly check out all the latest and coolest ideas. The great thing about this is that they can then spend more time getting the next release ready!!

Ok, most of the details for each suggestion are obvious but for those that aren't...
To comment on the suggestion click the link by 'Comment'.
'Other Thoughts' are alternative or altered suggestions to the original idea that are worth noting.

Please note: When you are commenting on an idea, please be specific as to what aspect of the idea you like and which you don't.  Don't just say 'I like it!', say WHY you like it! It's possible that some variation of the suggestion may be implemented and the devs need to know what makes the idea popular. Also, feel free to discuss variations on the ideas as the more input, the better this mod will get!


Add a new suggestion below (you must first post a full description on the Thievery forums).

Name:
Link to thread on Thievery forums:
Suggestion name:


Give human guards alertness levels
Creep button plus
AI Command: Assume My Position
After-game timer
Scouting orb
Explosive barrels
Map specific loadouts
New player class: Mages
Improved helmets.
Map specific item costs.
Limit on late joiners to a game.
New types of mine.
Fake potions that thieves can buy.
Fighting stick.
Add the ability for guard players to inhabit a mech.
Visual warning when guards bump into a thief.
Win by KO causes a loss.
Guards have 2 hands...
Guards can drink/destroy invis potions.

 


 





Idea Summary Thoughts For Back to Top

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

 


 





Idea Summary Thoughts For Back to Top

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)

 


 





Idea Summary Thoughts For Back to Top

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

 


 





Idea Summary Thoughts For Back to Top

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

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

 


 





Idea Summary Thoughts For Back to Top

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

Should it be totally invisble, silent or indestructible?

Might be difficult to make the idea work well. Implemented in 1.3

 


 





Idea Summary Thoughts For Back to Top

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

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

 


 





Idea Summary Thoughts For Back to Top

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

 

Might be a pain to set them all up for the first time. I'm a dev and I want to comment

 


 





Idea Summary Thoughts For Back to Top

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

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.

 


 





Idea Summary Thoughts For Back to Top

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
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

 


 





Idea Summary Thoughts For Back to Top

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
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

 


 





Idea Summary Thoughts For Back to Top

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
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

 


 





Idea Summary Thoughts For Back to Top

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=-
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

 


 





Idea Summary Thoughts For Back to Top

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.
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

 


 





Idea Summary Thoughts For Back to Top

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

 


 





Idea Summary Thoughts For Back to Top

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

 


 





Idea Summary Thoughts For Back to Top

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

 


 





Idea Summary Thoughts For Back to Top

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

 


 





Idea Summary Thoughts For Back to Top
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

 


 





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

 

 

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