Weren’t there thieves at that time in the 17-19 century? I suggest doing the following gameplay:
- The Thief can only be killed by the Explorer or Spies , (also the Thief can only fight with the Explorer and Spies). The Thief is invulnerable to others units, and other units is invulnerable to Thief. This also applies for all buildings.
- The Thief can approach fast gather some resources from enemy mill or estate e.c.t., a limit on a reasonable amount, and (maybe need to be brought to the main town center).
- The gate from the wall is not an obstacle for Thief
Need good ideas. The game engine allows to “carry resources on the path to go” - this is how it was in AoM. Thanks if you liked it!
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I like the idea but sounds more like a thing for a new game mode with limit units/resources. Could be a good role-play game.
As some of Warcraft 3, a group of 8 players 1 was a werewolf each has too develop it’s base, each player had a character that if killed lost.
You could have the thief be able to steal like 10% of res gathered from nearby opponents settlers on mines/mills etc. You just sit there in stealth and it slowly takes resources. Outposts,forts, tc etc could all easily identify them, same with explorer and any unit that gets too close.
Yes, Thieves are already in the game.
Being invulnerable makes no sense and would be terrible for gameplay.
I wouldn’t mind an expanded role for Spies to let them sabotage enemy buildings. Stuff like hindering gathering or siphoning off a few resources from a Mill, slowing production at a Barracks, or temporarily opening a Gate.
Why do we need a thief? Does he add a fun gameplay element?
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This is a Red Flag - having a unit invincible except against certain units is a 1 bazillion percent no-no. It doesn’t flavour gameplay - it just makes the a whole army of infantry, cav and arty completely redundant.
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You just need a Highwayman/Dacoit/Thugee shipment with some kind of pillaging upon siege attack or unit death.
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Having a unit being able to scale/sneak through gates could be interesting, though only really as a late game thing and only for civs that lack artillery. As a niche, invulnerable unit though, no. Ninjas like aoe4, maybe.
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could make bandits in general more usefull if they’d get something inbetween the mexican revolution card and chipotlee tactics.
Are you inattentive? A Thief cannot fight with all units (exception of Explorer and Spies), he can’t damage to settlers! His goal is to quickly get some resources and bring them.
This is non Thief, they should have the ability to resources thieves. Otherwise they are just mercenaries.
He didn’t say anything about settlers though. You clearly stated that your “thief” could only be killed by explorers or spies.
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I would really like to see this in the new dlc. The main goal is to add work for Spies. Of course, developers need to test this before releasing it to the public. And draw conclusions whether such a mechanic would be appropriate or inappropriate. Visually it looks great! I don’t know what looks in the gameplay, but I don’t see anything bad, practice will tell.
When a Thief is killed, the robbed resources remain behind the landscape, (also they can be picked up by any willing settlers), so realistic. OR it may be automatically returned to the owner (the player who killed the Thief) - unrealistic, but appropriate if many do not like the first variant. If a player wants to kill his Thief, there will be no cheat, the resource will definitely remain on the landscape. Thief need to bring resources to the near Town center!
I remind that the game supports the mechanics of invulnerability (example the livestock animals) and carrying resources in unit hands (example the AoM).