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64 changes: 64 additions & 0 deletions src/design-proposals/thief redeisgn concept.md
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\#Thief Rework

| storm| Implemented | GitHub Links |
|---|---|---|
| stormyatt | :information\_source: Open PR and :x: No | TBD |

\#\# Overview

It first replaces thiefs objectives with a objective to put 10,000ish spaceos into a bag. It also replaces the pacifism implant with a objective that will redtext if you kill anyone

\#\# Background

Since there is talk of thief redeisgns i am suggesting my own. Seemingly people dislike the current version for ending in people doing repetitive gimmicks, but dislike the old ones because it is too restrictive.

i have been told the discord game design area holds an argument and that there was acontested pr regarding this.

\#\# Features to be added

1. A bag thief gets at round start that while only being 2 space can hold effectively infinite items, maybe allow this to be put in the belt slot.
2. A objective which tracks the spaceo value of everything within the bag and greentexts when it is above 10,000 or whatever numbe people think would be reasonable but hard. Wording like “you need x spaceos by the end of the shift. You need to put them in your endless thieving bag to ensure you do not lose them”
3. A objective that will redtext if one kills another person. Wording like “you do not want to have the heat from committing a murder. You want to avoid killing anyone this shift.
4. The removable of the previous objective
5. The removable of the 20,000 spaceos item in the kits. I do not know what to replace it with

\#\# Game Design Rationale

Seriously silly

- What your stealing may be funny, but stealing them to survive is rather serious. This has little connection to this pillar admittedly.

There is no winning and losing

- While this makes people more win or lose oriented by being a greentextable objective, it also serves to create a narrative by pushing people to steal valuable objects and generally play more like a thief instead of a crimnal prankster, as seems to be the issue now.

Maintaining authenticity

- Someone stealing to get money makes sense from a character peresective. It also aligns with the class warfare narrtive funky wishes to make

Take things slow

- This objective forces a thief to plan out a big heist on something valuable or steal tons of objects since, unlike previous versions, the objective can not be completed in 1 action due to the sheer amount of money needed.

Maximizing Roleplay Potential (Avoid QOL slop)

- This objective gives a narrative a thief can choose to follow. Either one of debts needing to be paid or biblical greed. Being able to kill if absolutely needed also adds more to the thief and allows for more interesting stories due to being less restricted. It also makes more sense as a thief already caught would be know by nanotrasen and thusly marked on teh security console as a thief(not done because it would make it easy to get the thief for a crime if this was know).

Dyamic enivroument

- This objective is more open then old thief objective still allowing for dynamic play just now with a goal in mind

\#\# Roundflow & Player interaction

\- the new objective should encourage theifs to actually play as a thief, someone who wants or needs money and is falling to crime to do so.
\- the new method of discouraging murder should still work as people find objectives on antag important and rampantly ignoring it would be something admin worthy

\#\# Administrative & Server Rule Impact (if applicable)

\- as mentioned above, there is going to be those who ignore the murder rule without care. This will force admin intervention and overlook.
\- there could be issues of them losing the bag and requiring a new one or the bag being tossed into space by a powergamer.
\- hopefully the objectives being set the way they are will avoid this but there will still be crack

\# Technical Considerations

\-there should be no technical impacts