Re: [crossfire] shops and stealing

2005-12-31 Thread hv
Mark Wedel <[EMAIL PROTECTED]> wrote:
:  For a long time, the thief skill stealing has been available, but the only 
use 
:was the limited ability to steal from monsters.
:
:  With the addition of new fields in the map header for shops, it'd seem like 
it 
:would not be possible to extend stealing to shops.  Not that the current 
headers 
:are really in any way useful, but in a sense, because they sort of give an 
:example of extending the shop attributes.
:
:  What I'd suggest then is fields like:
:
:steal_adjustment:  Represents how hard/easy it is to steal from this shop.  A 
:positive value denotes it is easy, negative value means it is hard.
:
:max_steal_value: Maximum value of an object that can be stolen from this 
store. 
:  Thus, if someone drops a 10,000 pp item in a shop easy to steal from (which 
:normally has junky stuff), one wouldn't be able to steal it, because this 
value 
:for the shop may be something like 10 pp.

Maybe shops should refuse to buy such expensive items from players if they don't
have the facilities to display them securely, or they should buy and immediately
sell on to the nearest shop that does.

:jail_map:  If the theif is caught, map where they are sent.  At least scorn 
has 
:a jail if I recall - not sure if other maps.  But basically, get caught 
:stealing, have to sit around for 5 (or more) minutes.  Easier shops would 
:probably sentence you to less time.   This could be in the form of [EMAIL 
PROTECTED],y 
:to denote coordinates to put the player into.

I don't like the idea of automatic jail time - keep that for things that
you *don't* want players to do, like pking and abusive behaviour.

For game balance, I think it'd be enough to ban a thief from the local shops
for a period of time (maybe around constant * (1 + log_2(item_value)) ticks).
If more is needed, the shop keeper should call the guards - no loot, no exp,
and guaranteed to be higher level than you. But I don't think it is needed.

The rest sounds good to me.

Hugo

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Re: [crossfire] Re: I'll commit the large denomination coin archtypes, I'd like to edit the amber coin to look more ambery (any objections)?

2005-12-31 Thread Brendan Lally
On 12/31/05, Mark Wedel <[EMAIL PROTECTED]> wrote:
>   Not until relative recent history did paper money really become popular.  
> That
> said, if currency is changed, I'd suggest unique graphics (that are clearly
> distinguishable) are probably desired - having bunches of coins in my 
> inventory
> that all look the same would be confusing/annoying, and remove some of the
> reason for doing this, which is to add character.

This would also have to affect character generation, currently players
that are generated get an amount of money when they choose a class,
and before they exit the nexus. If the two destinations from the nexus
have differing currencies, then the player could get the 'wrong' type.

Moving the acquisition of money to the teleporters which the player
stepped on might work, but since dead players return there until they
get another savebed, this might be hard to guarentee to not be
exploitable (at the least, every existing player who didn't set a
savebed, would get some money next time they died).

Making those teleporters damned could work, indeed, if they pointed to
a relatively 'safe' place (scorn town hall maybe?) it might be
considered a good thing anyway.

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Re: [crossfire] shops and stealing

2005-12-31 Thread ERACC
On Saturday 31 December 2005 12:02 am
Mark Wedel wrote:

> [...]
>   With the addition of new fields in the map header for shops, it'd seem like 
> it 
> would not be possible to extend stealing to shops. [...]

Good ideas there. I would add that a player's luck score should have
a lot of influence on ability to steal from a shop. So, a player that
wants to PK /and/ steal is truly "out of luck" and will have a much
more difficult time stealing from a shop. A 'luck 0' score would mean
luck has no affect on the percentage chance of getting caught. A luck
score of +1 or greater means the player has an exponentially greater
chance of stealing successfully. A luck score of -1 or lower greatly
increases the player's chance of being caught exponentially as the
score goes down. So, someone with 2 PKs (luck -2) would have a much
harder time stealing than someone with a luck of 0.

Gene
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Re: [crossfire] Banking system

2005-12-31 Thread Rick Tanner


Post on behalf of Todd Mitchell (Avion):

The Imperial Banking system was not intended to be a modern bank, more 
of an old fashioned type bank.  The Imperial Note is not money, it is a 
credit note.  Basically it was to allow players to carry and transfer 
large amounts of wealth between cities or as a way to pay for large 
ticket items (such as guilds) while avoiding inflation of value that 
large coins would bring.  The coin system is based on weight and this is 
a good thing that limits the amount of treasure folks can carry. 
Because they are low weight and easy to carry, the Imperial notes are 
not supposed to be worth anything intrinsically and cannot be used as 
money, but can be used to transfer large sums of money (and always for a 
convenience fee). All this talk of large denomination coins seems to be 
to me misplaced since the point of the coins is to limit what can be 
hauled out of dungeons easily and limit wealth accumulation.  Large 
coins will lead to inflation as they allow players to carry more cash on 
hand. As for 'credit cards' and other stuff to pay for big purchases? - 
why bother when you can easily make special altars (or use scripting) 
for expensive things that accept Imperial notes.  They are already 
credit notes.  Allowing their use as *money* however would simply make 
them into large coins and defeat their purpose.
Also the bank code was designed to allow for alternate credit 
institutions and easily changable service fees.


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