Jadon on 30/3/2005 at 17:01
Quote Posted by Maximius
More stuff about climbing gloves
Interesting proposition... Personaly I thought the speed was fine, but slower... hmm... It would be interesting test out.
Maximius on 30/3/2005 at 20:33
Im assuming its not going to be too hard to alter, course I could be wildly wrong. But I really think it will add a lot. Garretts tools are all about balance, they have strengths and weaknesses. In the same vein, I would like to see the prices of items in the stores go WAY up, like maybe 200 for a broadhead to give an idea, and/or the value of stolen items go way down. Gas arrows should be nearly IMPOSSIBLE to afford, as they often were with T1T2s budgets. I use to buy maybe one, hopefully find another, and save both until I absolutely HAD to use them. In TDS, I could work a little bit and relatively soon have a nice batch, knock out half the guards in a mission and breeze through the rest. Or, limit quanitites. Sure, use all the gas arrows up but there wont be another shipment in for a month and a half, weather permitting, so supplies are limited. It forces you to use your precious resources to their maximum effect, come up with clever combinations, setting up ambushes and traps for AIs.
Jadon on 30/3/2005 at 22:22
But broadheads are 25 a pop in Thief 1&2 (are they the same in DS can't remember at the moment.) but yeah some of the specialty arrows are to cheap. I think the biggest thing thats different in 1/2 vs. DS is the carry loot from mission to mission I know I've waited a mission or two before stockpiling loot so I can buy all the real fancy toys but You couldn't do that in 1 & 2.
Maximius on 30/3/2005 at 23:20
Right but in the FMs you generally had a budget you had to adhere to and when you spent it, thats it except for what you find lying around. I would have made it harder to buy resources in the T1/T2 campaigns as well.
Jadon on 31/3/2005 at 00:12
That was the same way in the original missions of 1 & 2 also. The only one that deviating from this is DS
nobody on 31/3/2005 at 14:06
do you guys run the minimalist project mod? it limits the amount of gas arrows and other equipment you can carry
Jadon on 31/3/2005 at 16:36
1.4 had just came out (not sure if before our thread hijacking ;) ) and previous version didn't have that feature (as far as I know.)
Now back to the original topic...
OrbWeaver on 31/3/2005 at 16:50
Quote Posted by nobody
do you guys run the minimalist project mod? it limits the amount of gas arrows and other equipment you can carry
As I recall, the game itself limits the amount of equipment you can carry, unless you disable it with a hex editing tool.
Unfortunately this results in the even worse problem of having equipment lying around which disappears into thin air when you frob it, if your quota is full.
Maximius on 31/3/2005 at 20:34
Jadon<)----> The point was that in some of the FMs, the availability and cost of resources were tweaked to raise their value, forcing greater economy and to my way of gaming a lot more fun. I wasnt referring to loot laying around, but resources, arrows etc. You got so much gold at the beginning of the level, spent what you could and that was it, on to the game. No one is questioning that the process of buying stuff was the same in either format, only that in the games loot and resources were not precious enough. How do I know? At the end of each level,way too much stuff in my pockets. In TDS, it was a like I won the Thief Market Shop A Thon Sweepstakes.
I want to see more of that old FM level of economy with TDS FMs, tight, hard to come by, scarce stuff. I want to make maps eventually that give you nothing to start with and not whole lot on the map itself. I want to worry about drinking a health potion when Im only a few points down because there might not be anymore. Getting a gas arrow should make you smile really big. Getting the climbing gloves should be like a birthday party.
Maximius on 31/3/2005 at 20:41
Nobody Im going to check that out ASAP. I had misunderstood what I thought the Minimalist was about, thought it was more of an artistic endeavor than gameplay. Good to hear. Do you know, would it be possible to construct a bit of software that would allow you to raise other difficulty factors, like Thiefbot does for AIs? For example, could you make a program that would limit the number of torches and candles you could put out, or AI knockouts, or set goals such as if the AI sees you the missions fails?
Max