COSAS 2 Mission X - Available Now ... 8-15-08 | Updated Jun 22 2024 - by Digital Nightfall
Kyle Kellahshehskee on 21/8/2008 at 04:34
NOTE: In spite of not having the patch yet, and in spite of how late it is, I can
not keep myself from firing up this mission and proceeding on anyway. Just keep in mind that the ideas & suggestions I'm posting below are being offered with only 1 hour invested into the mission, and I'm still on the 1st floor, so I don't know if you've already implemented these concepts into the mission. If you haven't, feel free to use them in a revised edition or in another mission (drool!).
1.
Replace the dagger and the blackjack with a one/two-handed pollaxe. I really enjoyed the
sensible concept that a blackjack is fine to use on an unarmored person (the amnesia effect is nice techno-babble to "legitimize" Thief game mechanics), and that something more energetic is needed to similarly affect armored targets. But... the dagger-loaded-with-poison attack is most convincing only with the overhand attack, because it's the one most likely to pierce armor.
That said, why not do something that I'm sure many thieves do: condense as many important tools into one as possible to maximize its efficiency and effectiveness. My solution, is the
Thief Pollaxe. Here's a quick image of it that I drew:
Inline Image:
http://i37.tinypic.com/wmblhh.jpgI hope that you can read my handwriting! :)
Basically, it's either a one or two-handed pollaxe that has a
swappable cartridge of knockout pois...oops, uh, I mean
"medicine" on top. The cartridge shown is screwed into an angled receiving chamber, but it could be a straight one as well. This cartridge is
clear, so that one can see how much medication one has left after each injection.
One end of the Thief's Pollaxe has a
hollowed out spike/needle for piercing material heavier than wool, and the other end has a
leather padded hammerhead that has several small recessed needles. When the hammerhead strikes a surface, the head is driven back onto a
spring, allowing the needles to become prominent enough to deliver the medication into the subject. Once the weapon is pulled back, the spring pushes the padded hammerhead into its Ready position, wherein the several needles are covered enough to reduce risk of injury to the weapon's user.
Beneath the leather and studded handlewrap, the weapon's handle is made up out of several different pieces of metal that are fitted together. The
metal is positioned based on its density, with the ultimate goal to make a weapon that's as
balanced as possible to ease its use in
parrying incoming attacks.
The Thief's Pollaxe is made complete with a
leather wrist wrap that's also used for quickly hooking onto or off of one's utility belt.
This weapon is quick to ready, and useful in a broad range of circumstances. Select
Weapon Slot 1 to use its
hammerhead injectors, or select
Weapon Slot 2 to flip the weapon to its other face dominated by its intimidating
spike injector.
So, what do you all think of this concept?
If anyone's interested in using it, all I ask is that
a copy of my original drawing be included in the download, and that a simple acknowledgment is given to me in the Read Me.
I know that I'd certainly be
honored to have it featured in this CoSaS mission, or any other such Thiefy work of fan made art.
2.
Have there be a percentage-chance for certain team-based events to go wrong. This will increase the tension level dramatically. It'd be more than nail-biting if such situations were setup so that the player had
a real opportunity to intervene to save his/her teammate(s). I couldn't imagine the tension one would feel having to sprint from the current location to another whereby one or two well-placed arrows could drop those who are pursuing your comrade and/or divert their attention enough for one's panicked teammate to suddenly get an upper hand.
Yours!
Kyle
Aug. 21, 2008
~P.S.
Am I now too tired to play the mission? Not after I jammed these toothpicks to prop my eyelids open. The points are starting to pierce the sagging tissue, but don't worry, the pain's sufficient to keep me awake. :thumb:
jtr7 on 21/8/2008 at 04:54
Looks like a super deluxe version of T2X's knockout hammer.:D
SneakyJack on 21/8/2008 at 05:05
Thanks Slyfoxx and Shadows. I didnt know the explosion caused all the guards to go into alert - but now that I think about it, that of course makes the most sense. :)
I just couldnt figure out why six or seven of them ended up on my location all at once - I probably died four times on reloads trying to get my landing just right. Haha.
Digital Nightfall on 21/8/2008 at 11:19
Quote Posted by Kyle Kellahshehskee
That said, why not do something that I'm sure many thieves do: condense as many important tools into one as possible to maximize its efficiency and effectiveness.
That's neat. :)
Quote:
2.
Have there be a percentage-chance for certain team-based events to go wrong.Because that's really unfair to the player. Events should be based on either their own mistakes or correct choices, or be totally out of their control - but those events out of their control shouldn't be unfair, should never force a failure upon them, and shouldn't dramatically alter the scenario based on a dice roll. At least, that's my game design philosophy.
That said, I really like your enthusiasm. I may be contacting you in the future to help out. :thumb:
242 on 21/8/2008 at 11:26
Quote Posted by Dawggon
Two things I don't get a response from are:
1. Placing the scroll case outside the Monarch room.What do you mean? You just take it in any of the many places and place it on the table at the door. Use the table :)
Quote:
I have been everywhere, except the lift, which is unavailable to me as I chose disabling the elevator and not the cameras. But I'm missing 625 in loot. Is there some loot only available if I made the choice of turning off the cameras?
No, I'm missing just 20 on Pro and I chose to disable elevator too.
Quote:
Just a thought.....
any of the talkers in the garden packing loot? The only way to get that would be through invisibilityCloud
has a purse, yes. But you don't need invisibility potion to steal it. They won't notice you if you sneak up to him from behind and crouching. As for the rest of the loot I can't really tell any hard to find loot except some loot on armoires, two rings - in the 3rd room restroom and in the room near drunk guest, also there is some loot above mahogany hall and I can't remember where but also somewhere high, also hard to notice flute on a table in the Monarch Suite near the gambling table. Did you steal all the loot from players in the first floor casino, also did you clean out money exchange safe?And my question now, is there any loot in the room of drunk guest? I wonder where is the last 20 loot I couldn't find.
Digital Nightfall on 21/8/2008 at 11:34
You can eventually get everywhere in the building, no matter which objective you choose.
Once you're done with the cameras, you can exit the camera room through that door and get into the basement.
Once Steel is done with the cameras, he will leave you the vent key in the 1st floor store room.
Scroll case...
Did you knock out or kill the guard in red patroling outside?
Painting...
The way it's supposed to work, is that nothing happens with the painting before you've found cloud's journal, but once you've found that, if you've seen the painting already you get the hints for both the sketch and the painting.
Dafydd on 21/8/2008 at 12:31
I'm still stumped on two of Rubber's tasks:
I delivered the soap, red suit, and scroll case; still need to get the drunk guard and lock the clubhouse balcony door.
I followed Diggerydoo, or whatever his name is, when he picked up the case; but after showing it to Rasputin (I'm bad with names), he headed back to the stairs -- and is just standing there, humming. He didn't descend, at least not yet.
So I'm in the stairwell, in the triangular shadow, waiting for something to happen. I can't get the drunk guard because the Pearl Gambling Hall is still packed to the rafters with guards and assorted riff-raff. I can't get into the clubhouse because I don't have a key and can't figure another route yet. Besides, I keep expecting Diggerydoo to do something interesting... something other than standing in the stairwell doorway making vague attempts at music.
Have I messed something up?
Thanks,
Dafydd
SlyFoxx on 21/8/2008 at 12:39
@Dafydd
[spoiler]As for the clubhouse doors...you probably read a note about thieves getting in that way...go out the front door and look up...that's the balcony to the clubhouse....stick a vine arrow in the railing...
Or you could just bash down one of the 2nd floor doors.
As for your wandering friend...don't know why he stopped there.[/spoiler]
Digital Nightfall on 21/8/2008 at 12:52
Quote Posted by Dafydd
So I'm in the stairwell, in the triangular shadow, waiting for something to happen. I can't get the drunk guard because the Pearl Gambling Hall is still packed to the rafters with guards and assorted riff-raff. I can't get into the clubhouse because I don't have a key and can't figure another route yet. Besides, I keep expecting Diggerydoo to do something interesting... something other than standing in the stairwell doorway making vague attempts at music.
I've seen that before. Do you have a saved game from before he gets stuck? There's something about a way a door can almost-but-not-quite-close that confounds him. If you can get in front of him and open and re-close the door (or just open it) he'll be fine.
I'll put it on the patch todo list.
242 on 21/8/2008 at 13:39
My impressions more detailed.
Loved:
-the whole design direction, spy movie atmosphere, working in a command, more modern setting than FMs usually have, even though it somewhat contradicted the time the mission was supposed to take place in (before T2). I guess I'm just bored with usual FM setting;
-new technical achievements, especially comm mask;
-architecture & map design, it felt very realistic, like real place, right proportions of everything;
-AIs placement, it was very realistic too, diversified and thought out, some areas were realistically empty and some crowded;
-loot placement, the loot is not nearly as devilishly hidden as f.e. Randy liked to hide it or MadGod ;) almost all of it is quite easy to find, required is not dull clicking at every inch but attention;
-texturing, lighting, new objects, conversations, movies, music, inventory items, menu screens - everything was not just top-notch by itself, but what's important was done in one style aesthetically and felt very harmonic all together;
-writings quantity, their length, and distribution. It's really VERY rare virtue in an FM (!). FM authors often overload their missions with readables placing several scrolls in about every room. Before playing, I looked into books/english directory to determine if I would be overloaded with reading in this FM, and it seemed I would, and very much. But as it turned out, it wasn't the case. Writings were distributed very well, there wasn't a scroll or two in every room at all, as the result I wasn't pulled out of action and immersion more than it was needed, moreover there was NO ONE overlong writing. I'm almost sure it was made deliberately. Very professional.
-lots of customized writings, it all adds to mission quality very much;
-attention to details, loved how it was not that easy to figure out where the mistress ACTUALLY stayed in, loved how the objective became checked off even though it wasn't the right door. I didn't know that until I finished the mission and wondered why there were so many hints if the objective was very easy to accomplish by marking every door until the objective would become checked off. How naive I was :)
-unusual absence of loot goal and prohibition to knockout/kill (except very limited number of AIs).
-difficulty. It's like it was made exactly for my taste.
-commercial quality of the whole package;
Didn't love:
-absence of PUZZLES. I love hard puzzles, logical or acrobatic.
That's it.
Now, I hope that at least CoSaS Mission 3 will see the light of day, or rather the dark of night eventually, we'll be waiting :thumb: