Open CraftsmasterKubilai opened 7 years ago
IDEA from Tiro: Make "spiked" versions only available to T2+ crafters for balance reasons (so, T1 Builders have no access to any spiked versions, but T2 has access to sandstone AND stonebrick varieties). I feel this is a fair compromise if anyone has balance concerns, and DOES make more higher-skilled crafters more "valuable" (which you know I'm all about). =)
IDEA from Tiro: Give thieves a way to bypass spikes. We could accomplish this by making a new item: "padded gloves" (modeled off climbing gear) or even something like a "thieve's grapple" (totally new item) to negate the effect. I DO like this, but suggest we add this as an enhancement after individually-lockable doors and chests (and probably lockpicks and such) are "a thing" in-game, allowing players to create a proper "Thief" character via TERPO feats.
The current (wonky) climbing system allows people to bypass defenses easily if there's any sort of elevation change they can take advantage of. This is silly - people have been using defenses like glass embedded in mortar for centuries to deter cat burglars.
IDEA: Make a "spiked" version of every building component (denote with a red border on its icon to make finding it easier) that, when touched, causes damage just like T3 fences do, causing a climber to fall off. For V.1.0, we can use the exact same mesh/model for the new placeable (the spikes are subtle), or, if possible, we could create a new model with visible spikes as a later ehancement.
Additional crafting cost: Add either an additional GLASS (my preferred solution since it can be used even with T1 pieces), or iron/steel REINFORCEMENTS cost to the base cost of the building piece. Whatever is used, scale it up with building tier:
T1: 5 glass/unit T2: 10 glass/unit T3: 15 glass/unit T4: 20 glass/unit
Note that T3/T4 fences should not need a "spiked" version, since they already have this anti-climbing attribute.