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Mansion Raid: An exciting, Thieving-based minigame!


reaper88888

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I've noticed that thieving as a skill is somewhat.. boring. And as a result, it isn't practiced as much as other skills, especially in the higher levels. So what would make it more fun to train? Hopefully this:

 

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Mansion Raid

 

 

 

 

 

General idea: Mansion Raid, a minigame that can be played both solo and as part of a team, is primarily Thieving-based, but also involves other skills, such as smithing, construction and crafting. In Mansion Raid, the objective is to create thieving tools (Ex: Climbing [bleep]es, lockpicks, grappling crossbows, rope ladders, etc) using supplied materials obtained from workbenches within the game, and then use these tools to break into a building of some sort, a mansion, warehouse, etc, where the player(s) steal as much as they can within the time limit, including weapons, armor, potions stacks of coins, gems, charms, arrows and runestones, with the value of items and the number of stackables increasing with the players thieving level.

 

 

 

Possible levels : Rewards

 

Level 1- Bronze and leather items, brass jewelry, body and elemental runes, attack, antipoison and strength potions, 1-50 of stackables.

 

Level 10- Iron and studded leather items, stat restore pots, mind runes added, stackable count upped to 10-75.

 

Level 25- Steel items, chaos rune, plain gold jewelry, energy pots and uncut sapphires added, stackable count upped to 15-100.

 

Level 30- Black items, cut sapphires, and unenchanted sapphire jewelry added, stackable count upped to 20-115.

 

Level 45- Mithril items, uncut emeralds, agility pots, cosmic runes added, stackable count upped to 20-125.

 

Level 55- Adamantite items, cut emeralds, and emerald jewelry added, stackable count upped to 25-130.

 

Level 60- Uncut rubies, elemental battlestaves, prayer pots, nature runes added, stackable count upped to 25-135.

 

Level 70- Rune, green and blue dragonhide items, super attack and energy pots, uncut rubies, ruby jewelry, death runes added, stackable count upped to 25-140.

 

Level 85- Basic Dragon weapons (Daggers, longswords), red dragonhide items, super strength pots, uncut diamonds, law runes added, stackable count upped to 25-150.

 

Level 90- More Dragon weapons (maces, baxes, scimitars), black dragonhide items, cut diamonds, diamond jewelry, uncut dragonstones, blood runes, range pots added, stackable count upped to 30-175.

 

Level 99- Dragon spears, halberds, soul runes, cut dragonstones, dragonstone jewelry, weapon poison++ added, stackable count upped to 40-200.

 

 

 

When a player exchanges points, they have the choice of receiving blocks of thieving exp. or special items, such as unique, untradeable thieving costumes, a wieldable Bag of Loot, and more.

 

 

 

Guards

 

 

 

Guards patrol the building, and possibly the grounds surrounding it. With the exception of Weak Revenants, guards will teleport any player they catch outside of the building. Every second time that they teleport you, the will also take a random piece of loot from your pack. When a Weak Revenant catches you, it will not teleport you, it will attempt to kill you! Although these revenants are weaker that normal, it is advised that you run away quickly, as the only weapons or armor you will have are those that you have stolen, and you will have no food at all. If you are killed by a Weak Revenant, you will return to the portal building and receive your points, but you will lose any loot that you have collected. When any other type of guards teleports you and takes a piece of treasure, you lose the point gained for that particular bit of loot. If it was obtained from a team-only area, any teammate who received points for remaining behind to help the team will not lose points.

 

 

 

Environments:

 

Misthalin- Varrockian style architecture, terrain is mostly grass, trees, shrubs, streams, city. Guards are normal guards.

 

Asgarnia- Falador style architecture, terrain is mostly grass, trees, shrubs, paths, fountains. Guards are normal guards.

 

Desert- Kharidian style architecture, terrain is mostly sand, cacti, palm trees, small pools of water. Guards are Palace Guards

 

Kandarin- Ardougnian style architecture, terrain is mostly grass, trees, fountains, shrubs, jungle plants, coastline. Guards are Knights of Ardonuge.

 

Karamja- Karamjan style architecture, terrain is mostly grass, jungle trees, jungle plants, coastline. Guards are normal guards.

 

Rellekka- Rellekkan style architecture, terrain is mostly dirt, dead trees, trees, streams, snow. Guards are Barbarian Guards.

 

Tirannwn- Elven style architecture, terrain is mostly streams, elven forest, grass. Guards are Elven Warriors.

 

Tree Gnome Stronghold- Gnomish style architecture, terrain is mostly forest, grass. Guards are Gnomish Guards.

 

Keldagrim- Dwarven style architecture, terrain is mostly cave dirt, rock, underground river. Guards are Dwarven Guards.

 

Wilderness- Ruins, terrain is burnt soil, rock, dead trees, ruins. Guards are weak revenants that attack rather than teleport.

 

 

 

Thieving Tools: (All tools made by players from provided materials, no materials can be removed from the game)

 

Lockpicks, grappling crossbows, climbing [bleep]es, pry bars, thiefs knives, vaulting poles. (Made by smithing provided steel bars. Normal exp. per bar is gained.)

 

Rope ladders, grappling bolts, [bleep]ed ropes, climbing ropes, clockwork test drone.(Made by crafting provided steel bars, ropes, clockworks, planks.)

 

Portable bridges, trap blocking devices. (Made by constructing with provided planks and nails.)

 

 

 

Required tools, such as hammers, chisels, knives, etc. provided. No items obtained from workbenches or player construction can be removed from the arena.

 

 

 

Location and Gameplay:

 

Mansion Raid can be accessed from the building just to the northwest of Catherby, which contains the portal to the waiting room. When players enter the portal, they will be teamed up with a random number of people, between only themselves, and nine others. Whenever a team is made, it is sent to a random location from one of the geographic areas listed above, where the players will have ten minutes to construct the tools, break into the house or warehouse using the tools they have created, along with special points (Climbable trees, trellises, hardpoints for the use of tools [ex]), and steal as much loot as they can with what time they have remaining. Each time they manage to get treasure from a chest, crate, etc.( Not all crates, drawers, chests, etc. will contain treasure), they are awarded one point, along with a small amount of thieving exp. When the time is up, the players are sent back to the portal building, where they can use a deposit box to bank the treasure that they have obtained, as well as exchanging the points for chunks of thieving exp. or special items.

 

 

 

In team gameplay, teamwork is critical, as the containers and rooms with the best treasure are often only accessible by players who are working together to gain entry, (Ex: One player holds up a plank while the others cross over.). Please also note that when one player stays behind to allow other players to advance, they will receive one point for each piece of treasure plundered by teammates in the team-only room.

 

 

 

Another possible aspect of this would be competitive gameplay, where two even teams of players work against each other to plunder the most loot, with extra points going to the team with the most pieces of treasure stolen.

 

 

 

Hopefully, this will help to make the thieving skill more interesting and more popular, along with providing a fun minigame for players of all levels!

 

 

 

One final note: Obviously, the stolen items (weapons, coins, etc.) would not be evenly found, the most common would be stolen the most, even at level 99 thieving, it would still be more common to get 50 coins or a bronze scimitar than a green dragonhide body or a stack of blood runes. And honestly, I wouldnt be opposed to changing it to prevent loot from being removed, and having the only reward be points. Yeah, I realize that the rewards may be a bit too rich. So just say so.. :P

 

 

 

So there it is. Feel free to suggest changes, I will try to check often enough to edit in good ones.. And remember, constructive criticism helps, flaming doesnt.

 

 

 

Credits for suggestions:

 

-Beethovens29 : Wilderness arena with weaker revenants as guards.

 

-Kazel01 : Guards, lower time limit.

 

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Thanks for reading through all of that! ::'

There is no meaning or truth in life but that which we create for ourselves.

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hmmm very interesting if only theiving was an f2p skill as well. what about a wilderness environment where you can possibly die. a ghostly architectural theme, dead trees, lava, craters, and a "weaker version" of revenants that can attack you if you mess up or run out of time, or u trip an alarm or something like that lol.

 

although i am f2p, i support your idea

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I like it. However, I do have a few suggestions:

 

 

 

- There should be guards patrolling the mansion, adding a "Sorceress' Garden"-esque feel. If they see you, you will be tossed out of the mansion and lose some of the items you've stolen, along with the items you used to get into the house. There could also possibly be traps set throughout the mansion which you would need to disarm.

 

 

 

- I think the time limit should be lowered to maybe seven-ten minutes. Seems like you would be able to grab too large of an amount of loot in fifteen minutes, ergo making the minigame too easy/profitable.

 

 

 

- The higher-level items MUST be hardish to get. Possibly one good item every five-seven inventories? It'd still be a good way to make money and train Thieving.

 

EDIT: Sorry, must have missed that part of your post. :oops:

 

 

 

With those additions, I support. And nice thought and work =D>.

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SLAYERGEEK

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Yeah, I was considering how to work in the guards the best, and I've come up with this: Similar operation to the guards in Ratcatchers, but a bit easier to avoid. When they catch you, they teleport you outside of the building, and after every other time that they catch you, you lose a random piece of loot. The wilderness arena sounds good as well.. Time to do some editing! :mrgreen:

 

 

 

Thanks for the comments!

There is no meaning or truth in life but that which we create for ourselves.

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