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Stealing paintings the right way


snatcher

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22 hours ago, snatcher said:

Cool! but when you build the house, you don't start with the roof ;)

The problem with suggestions is that things can go south pretty fast, and while a good brainstorming can bring new and/or greater ideas, we many times lose focus and end up alienating developers.

I try to bring to the table reasonable ideas that could be integrated into the environment that we already have without much hassle by recycling existing assets or mechanics.

I never believe such ideas are just being added as a core mechanic. They first have to be created in a mission and then players can say, hey this is a cool feature, maybe something to integrate in core. Therefore I posted some other ideas that came up that can be implemented by a mapper (might just be me).

I guess it could be implemented as a prefab or something so that mappers can more easilly add it to their missions.

Edited by datiswous
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Using the detour of implementing it in a fm first definetely can help convincing devs of adding stuff to the core mod, especially if it's about something most people didn't explicitely asked for or solving issues most people do not consider to be such.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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I think the devs already have a mechanism to deter fast snatching of prized paintings. Some of the big mansions in mods (thinking Angel's Tear), have painting in secure rooms with alarms, heavy guards, AND in glass cases with locks. Having this fulfills exactly what is being proposed. Spend time unlocking the glass case with guards all around, then you have your painting. I feel like this is sufficient, realistic, and up to the mod creators as it ought to be.

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