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Author Topic: An alternate scouting idea  (Read 467 times)
Anthraxus
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« on: March 01, 2010, 03:21:46 PM »

Either in conjunction with the other scouting thread or as a stand alone idea.  A new item that you can find (call it a card if you want, but I wasn't planning on making a card for it) that after a successful scout, can be left on a homestead as a trap for the next person to search it.  That person would get an intelligence check to find the trap before it goes off.  If they find it they can either leave it in place, or take it with them.  If the trap goes off it will steal 200-500 MD * (stat level average) in MDs from the victim and give it to the "owner" of the trap.  Your stat level average is the average of Weapons, Defense, Int, Sec.  The loss would, of course, be capped by the funds that the victim has.  Unless you think that MD cards should be included.
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e76
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« Reply #1 on: March 01, 2010, 06:26:45 PM »

I am not sure I really understand it, but from what I can tell, it seems overly complicated. I like the one on the other thread where if you successfully scout a settlement, your chances of taking it are a little better. I think that was the idea if I understood it correctly.
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korndog
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« Reply #2 on: March 01, 2010, 07:34:45 PM »

Either in conjunction with the other scouting thread or as a stand alone idea.  A new item that you can find (call it a card if you want, but I wasn't planning on making a card for it) that after a successful scout, can be left on a homestead as a trap for the next person to search it.  That person would get an intelligence check to find the trap before it goes off.  If they find it they can either leave it in place, or take it with them.  If the trap goes off it will steal 200-500 MD * (stat level average) in MDs from the victim and give it to the "owner" of the trap.  Your stat level average is the average of Weapons, Defense, Int, Sec.  The loss would, of course, be capped by the funds that the victim has.  Unless you think that MD cards should be included.

Very cool! I like it alot.
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darkduck
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« Reply #3 on: March 01, 2010, 09:39:36 PM »

I like this, I think it could be interesting.
I do like the idea of a loss cap, ie (If the trap goes off it will steal 200-500 MD)

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Anthraxus
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« Reply #4 on: March 02, 2010, 09:13:51 AM »

I am not sure I really understand it, but from what I can tell, it seems overly complicated. I like the one on the other thread where if you successfully scout a settlement, your chances of taking it are a little better. I think that was the idea if I understood it correctly.

that was the suggestion in the other thread.  Basically this idea gives you an option for if you successfully scout someone and they are still too tough for you to take on.

I do like the idea of a loss cap, ie (If the trap goes off it will steal 200-500 MD)
Just to be clear, I was thinking that the actual limit would vary depending on your stat average.  i.e. if you are fully maxed out (30 on all), then your stat average is 30 and you would actually stand to lose 6000-15000, while a newbie (averaging 2 on their stats) would only lose 400-1000 MD.  While these numbers may seem a little large, remember that people are averaging much more money per day than they used too.
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« Reply #5 on: March 02, 2010, 01:26:52 PM »

I was totally against this at first glance, but now I am totally for it. This will bring the scouting stat almost a necessity to upgrade. With the trap thing, that will make the security stat way more attractive as well.

Just out of curiosity, if the trap won't be a card how would it be used? does everyone get a free one at reset? I think it would be a good sub incentive.
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« Reply #6 on: March 02, 2010, 02:08:10 PM »

Just out of curiosity, if the trap won't be a card how would it be used? does everyone get a free one at reset? I think it would be a good sub incentive.

there would be a listing on the stats page for it, and if you have one, you will be prompted to use it after each successful scout.  I would not want to give everyone one at reset, but they would be added to the digs, AH and Ruin discovery lists.  I'm sure we can come up with some kind of sub incentive with it.  Perhaps allowing subs to buy traps at outposts or something.
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darkduck
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« Reply #7 on: March 03, 2010, 09:29:09 AM »

Just to be clear, I was thinking that the actual limit would vary depending on your stat average.  i.e. if you are fully maxed out (30 on all), then your stat average is 30 and you would actually stand to lose 6000-15000, while a newbie (averaging 2 on their stats) would only lose 400-1000 MD.  While these numbers may seem a little large, remember that people are averaging much more money per day than they used too.


OK, but what happens if you don't have that many MD's?
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« Reply #8 on: March 03, 2010, 09:31:38 AM »

Then you lose what you have down to 0.  Same as if someone attacked you.
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darkduck
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« Reply #9 on: March 03, 2010, 09:35:57 AM »

I like it, This is more than Fair to Subs and newbies.
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