viewtopic.php?f=8&t=39033
If this change is made, then this game could be even more viable (as the containers in any given town could be used for this), although magery as a weapon is less viable
So here's a more fleshed out version of what I am thinking.
UO spy vs. spy, A new (old school) 1 v 1 tinker game::
About:
In the spy-vs-spy on the Commodore 64 or Nintendo, the purpose was to run around searching all these containers for parts to build an airplane or rocket or something to escape; some containers contained items that you could use to trap other containers or attack the other spy (when they died it took a while for them to come back to life)... I envision a similar game as a fun 1v1 event (both for the players and for the person who sets it up).
Player preparations:
- for this event, you will need a character dedicated to this game (sorry for you vets who have no slots available!)
- A newbie tinker character (you might start with a blank newbie key worth > a tower deed!) with 10 strength, 50 magery (and int), and 50 tinkering (apparently enough to make dart traps). Perhaps we could have all tinkers train up to 60 or 70 skill so they don't fail as much... this would need to be explored... (would probably take 500-1000 ingots to train up to that level as you make lockpicks, which only cost 3500-7000gp; chump change) Make sure to lock their strength down!
- the character needs 50 magery so they can recall .
- No other skills are allowed (or needed).
- Make your character public so that your skills can be inspected. Lock down all skills except magery and tinkering.
- many (20-30) trappable containers (untrapped to start)
- a guildstone to add yourself and the 2 tinkers, such that no murder counts are given and you can send messages to each other with.
- 5 of each recall reagent
- some non-gm weapons (e.g. katanas/krysses/clubs--weapon type doesn't matter since the tinker has 0 fighting skill). Would need to test exactly how that two 10 STR 0 fighting skill tinkers do in combat with each other; they might be fine with their newbie daggers, but perhaps other weapons could be available in the containers too
- some greater explosion potions (for attacking the other "spy" with, or for creating traps if they so desire)
- some poison potions for poison traps
- crossbow bolts for bolt traps.
- some random prizes throughout the game board (can be lost or stolen)
- sulfurous ash for magic arrow spell; or possibly extra black pearl (although it overlaps with the recall reg) for fireball (like the gun in spy vs. spy )
- a bunch of hay / ore / some other heavy object to weigh down each container (so it doesn't decay, and so people don't just pick them up and run with them)... Note also that I think it'd be good to have extra pouches such that you can put container into container into container (with the heavy stuff in the inner-most container), such that "searching" a container takes more than just one second.
- a house with a recall rune to another house that has the "prize" in it (the prize could be just a newbie book (who's serial number you have written down) that can be traded in for the real prize.
- potentially could do it in such a way that the game board has several of your houses, and the tinkers find keys that let them into the houses where other boxes could be stored... depends how complex you want this to be. Could also make the goal have to do something with tinkering a complex item (the most complex at that skill level looks like a clock) and putting that item in the house (In fact, I think the best idea is to have them craft as many clocks as possible in a given time)... Anyway, a small amount of boards and ingots would be required in this case...
OR perhaps, the goal could be for each tinker to get as many clocks built as possible in a certain time frame, where each of them is friended to a different house (or the same house, since I propose that both players take an RPV of the entire game and submit it if cheating is suspected) where they can drop their clocks in a secure container.
- The game moderator
- The game moderator picks an appropriate location (not revealed to anybody but the 2 participants such that griefers are not likely to come), and randomly puts down the containers with the items involved in the game randomly distributed among them. If this were done in a guild town of some kind, it might be ideal. It could potentially be done in town, except this would make magic spells worthless.
- set up a few res stations (auto bandaging the closest green)
- The players
- Both players must take RPV's of the entire game such that any suspected cheating can be investigated
- start the game with nothing in your pack including newbie items (bags snooped) + RPV taken ensures they aren't "holding" a bag full of stuff.
- can pretty much do anything you possibly can to fulfill your goal (without involving other players / characters, of course). Trapping containers (materials found in the game), attacking them directly (weapons possibly found in game depending on what is discovered in experimenting), using explosion potions / magic (all involving materials found in the game). With several res stations availabe, res killing might even be permissible (don't you come back with 10 hit points anyway?)