Thank you for the suggestions. > Likewise, one has to be careful about making things more expensive for > known theives - unless there is a counterbalance to that - well known/liked > characters get discounts. Otherwise, same thing happen - get a another > character to buy your stuff. If there is a form of good reputation, then > stealing becomes much riskier - do you take that chance that your > reputation may get lower. If your a thief, do you care about reputation? I'm thinking if you are a thief character you are stealing from the store to gain experience for your stealing skill. Plus make some cash. > > At a higher level, I really wonder if this would get used much at all - > money seems to be so plentiful, I can't see much reason that players would > ever steal. Why have a steal skill or thiefs in the game at all if is pointless to steal? Higher level players will probably need another outlet for the stealing skills. + Here are some quick ideas to keep down the money supply. Weekly permanent apartment rent. When apartment map loads, calculate rent for room and extenders. Search for money in room or on character, and use as rent. If no money, close extenders + cash in random item from room. When no stuff left, apartment closes again. Obnoxius but effective. Boats could charge for passage. Thief monsters in higher level dungeons. Pay the price for the experience. Thiefs steal and run. They prefer money, but take other items if money isn't enough, or backstab player in retaliation could avoid newbies. (Don't jog in central park without cash!! :). Once out of site thief hides,or is gone. Kill him quick if you want your items back! Anti theft spells and items could help, but not 100%. > Find another field in the object for your > multiplier. Thanks for the advise > I'm not sure if it makes sense for a shop to get more difficult to steal > from as it gets stolen from. Will this reset when the map resets? I don't think stores should be cleaned out by thiefs. Maybe just a stealing limit instead of difficulty? > If your going to have levels of punishments with stacked arch's, > something in the arch should say at what level that object takes > precendence, and not something like 'each one is 10 levels higher'. > hardcoded values in the code are very bad, and almost never stay around for > very long, simply because someone at some point says I want finer control. Advise taken Thanks Adam _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel