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BatMUD Forums > Guilds.merchant > Idea regarding looted boxes/chests

 
 
#1
12 Jan 2014 20:10
 
 
Suggestion: give merchants a way to deal with box/chest traps/locks that does
not involve pcity stuff.

Reasoning:

a. We are the chest trap and lock makers. It makes sense that we would know
how to disable them.

a. As the main service-giving guild in the game, there was once a time prior
to the "new" box system where merchants would be called
upon to deal with huge boxes of mowgles, zinc, etc. using exchange money. If
merchants are able to deal with traps and locks on boxes we would
once again be able to offer a service regarding these boxes and chests as
forcing (and even blasting) boxes and chests can be dangerous.

c. Given that we find boxes and chests as a function of minecrafting it would
make sense that we would devise a means to get them open.

Methodology:

a. Seeing as how Chest Lock Creation and Chest Trap Creation are not called
for much if at all in the game we would be able to utilize them
by way of a "disable" functionality added to them. This is not the same as
removing a lock/trap as it is designed to only work on the various looted
moneychests and boxes that exist and specifically NOT on merchant-made (or the
old sailor) chests. The syntax would be such as:

use 'chest lock creation' disable at <chest>
use 'chest trap creation' disable at <chest>

b. Another way of dealing with this is via the "force lock" skill that was
found in the old mercenary (Dog Fighter) guild. I am fortunate
to have been able to use that some sixteen years ago and I found it very
useful when forcing locks in that it greatly reduced trap damage. Seeing as
how we have a pretty good adventuring flair with our minecrafting I feel this
skill would mesh well and be quite appropriate since we do find a lot
of boxes and the like.

 
Rating:
10
Votes:
10
 
 
Nyriori
N e w b i e  H e l p e r
181d, 9h, 27m, 17s old
Level:
82