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Posted

Example—be able to add oil to arrows then set flame to them using any of the game's fire sources. Food needs, being hungry will reduce movement speed, and make bow aiming more wonky, and have less time to nock the arrow before tiring. Player can buy food before a mission or scavenge it from the map. Could also kill any small animals like rats and eat them raw (risking disease) or make fire to cook them. Player will need to harvest firewood or make use of in game stoves. Injuries: if player if takes a heavy blow in combat, have injuries such as limping, injured weapon hand makes sword swing weaker, and bow wonky. Player can heal by health potions, or injury would naturally heal over a significantly longer time. Sword can also be knocked out of the players hand, if so they are without weapon, they can pick up an enemies sword or craft a melee weapon.

Posted

Please no! We don't need crafting and survival in every game, just because it is a trend. What would be next, Battle Royale? Although I always play like this: knock out everybody on the map until I am the last one standing ;)!

  • Like 3
Posted

Bad fit for TDM, maybe not impossible for a mapper with good scripting skills to make happen. It might end up more like a list of fetch objectives before sneaking aboard some ship, rather than something meant to affect gameplay.

Posted
3 hours ago, Wallace said:

Example—be able to add oil to arrows then set flame to them using any of the game's fire sources.

Oh yeah, I have yet to experience a mission in which I end up setting the whole place on fire 🔥💀🔥

3 hours ago, Wallace said:

Food needs, being hungry will reduce movement speed, and make bow aiming more wonky, and have less time to nock the arrow before tiring. Player can buy food before a mission or scavenge it from the map. Could also kill any small animals like rats and eat them raw (risking disease) or make fire to cook them. Player will need to harvest firewood or make use of in game stoves.

I don't know about this. Missions take place in real time and normally during the course of a single night.

3 hours ago, Wallace said:

Injuries: if player if takes a heavy blow in combat, have injuries such as limping, injured weapon hand makes sword swing weaker, and bow wonky. Player can heal by health potions, or injury would naturally heal over a significantly longer time. Sword can also be knocked out of the players hand, if so they are without weapon, they can pick up an enemies sword or craft a melee weapon.

Ok but not gonna happen.

  • Like 1

TDM_Modpack_Thumb.png

Posted

I think survival elements could be fun in the right context. Hazard Pay comes to mind as an FM that leaned in that direction. In some ways Thief/TDM looting is largely isomorphic to resource gathering in a survival game. It's just the manner of utilization that's different.

Posted

Crafting tools isn't a bad idea, I remember misions where I use a knife to escape a prison, a crowbar instead of lockpicks, a saw to open a cellar, a wrench to open a floodgate...things like these are in several misions.  This can be extended to use one or more objects to improvise a tool

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Posted (edited)
On 6/13/2023 at 7:21 PM, wesp5 said:

Please no! We don't need crafting and survival in every game, just because it is a trend. 

This. There's really no need to pack everything into this game.

I already scratch my head about all those tons of super "useful" suggestions, and even additions to the code (presented in a really aggressive "add it, or I will be very disappointed because I spent so much work on it" manner) by some hyperactive users here (no, I won't name names 🙄). I hate bloat. Focus on a few gameplay elements, which fit to the theme of the original Thief games, but, don't make this a boring feature monster, which does everything, and nothing really in depth and good.

If you really want such stuff, do a mod or something, but, please, keep it out of the base game.

Edited by chakkman
  • Like 1
Posted

I agree. It's possible to use scripting to do all that anyway.

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Posted

There are a lot of missions that have the player effectively cooking or crafting something as part of the plot. I think it's not even uncommon, so evidently a fine fit with the game. But it's usually handled by the vanilla scripting and the objective system, since it should be tailored to the mapper's own story they want to tell, and I think that's the best way to do it.

Edit: I almost forgot, the S/R system is also designed to do this kind of job. It lets you create a reaction whenever you have two things of some type in some kind of contact with each other.

  • Like 2

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