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City-bound Thugs & Bandits
Posted: Thu Aug 07, 2014 3:34 am
by Hrosskell
Hi there! Recently I was attacked on a good character by a thug inside Waterdeep. I was thinking that it would seem a bit against my character's ethos to kill an unarmed man even as an aggressor within the city as he posed virtually no threat. My suggestion would be a small program that despawned the thug/bandit in question if it was drug to a proper authority (guards or perhaps watch barracks), maybe with a small reward in line with bandit scalp. I know this might take a bit of code, but the only other option (besides having a thug follow you around for a while) is to kill it. >_>
Re: City-bound Thugs & Bandits
Posted: Thu Aug 07, 2014 6:08 am
by Gwain
Something I've seen lately that I really like is mobiles that do not leave corpses when they are killed. It seems like thugs that melt out of nowhere could just as easily leave no remains if they are stunned or killed. A simple echo (As you beat the thug senseless he quickly crawls away) or just a junking could solve this.
Re: City-bound Thugs & Bandits
Posted: Thu Aug 07, 2014 8:10 am
by Baeus
A bounty system like what Hrosskell describes would make for an excellent city quest. However, for older characters where the mobile didn't provide any threat at all I'm guessing aside from RP value there would be more efficient ways to make coin AND train.
Gwain wrote:Something I've seen lately that I really like is mobiles that do not leave corpses when they are killed. It seems like thugs that melt out of nowhere could just as easily leave no remains if they are stunned or killed. A simple echo (As you beat the thug senseless he quickly crawls away) or just a junking could solve this.
If this is used selectively then absolutely. Within a civilized area for example. However, out in the wilds, mobs that go poof without leaving at least coin will also ensure that the area will not see much traffic beyond possible quests found there.
We can already set killmode stun and just walk away when they are senseless, which I often do upon the road. If you are quick enough this can be done after they have attacked you. I do realize that this isn't foolproof as they may still bleed out from severe injury.
Even a good aligned character would recognize the need to defend themselves and or teach the aggressor a lesson in the process whether or not they are armed or unarmed. Plenty of people are killed with bare hands. However, I would agree that this does not always need to be a lethal or even martial response, depending on the character.
What if the mobile in question could make a comparison between your level and their own. If you are too much of a threat you might get a sour look while they continue about their business. If within the appropriate threat range they would attack as intended. I'm guessing the intent is to challenge younger characters and offer a threatening atmosphere within certain areas of the city. This way your character would have to make an active choice to engage the thug or not if you are too skilled.
Re: City-bound Thugs & Bandits
Posted: Thu Aug 07, 2014 4:00 pm
by Gwain
I'm only a dressing the mobile in the city. One of the reasons you can't often stun them is that they will hunt you through an area. Road bandits cannot follow you off the road into areas.