Robbing banks
1- Starting the rob
On the West, there were lots of outlaws and bandits, and I believe this reflects in the Dueler class. They robbed banks, and this could be a good deal.
Something new that could be implemented in the game is robbing banks. To start a rob, a significant level player (around level 50) would start a rob by renting a house in a city. This would be done by paying about $1,000 (those would be added to the town treasury). Once the house is rented, the player that rented the house can invite other players to rob the bank with him. There are 5 player types (including the leader), so only 5 man can rob a bank.
When all members have done buying their equipment (see after), the leader can start the rob, and then, 12 hours after all the robbers must reunite in the targeted town (choosen by the leader), and when the 12 hours end, if every robber is there, the rob starts. If not, the rob fails and any invested money is lost.
The targeted town doesn't get knowing of the rob, and ANY MEMBERS present at the town during the rob can defend the town. How the town is defended, we see below.
The rob will take about 1 hour.
2 - The reward
The money earned is about how succesful the rob was. It can vary from 1% to 50% of the targeted's town treasury plus 1% to 50% to the town member's bank account. Experience is the money won divided by 8.
Luck, is the sum of all shop buildings, multiplied by 2.8
A complete town has 100% luck then. If you find anything in the rob, some lucky member will get it too. This will open ways to get those rare items like Jesse's Schofield. Also, if someone find an item, 70% of its value is added to the total rob value, giving a total of 17,5% of the value of the item per robber. This will make earning more money, and that money won't be took from the Treasury!
Of course, all this if they don't get caught...
After the rob, you receive a report, just like a fort battle or a job. If we rob Springfield's bank, we shall receive a report just like that:
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3- The equipment and the members
Each player will occupate one of the 5 total positions in the rob, each one needs to buy different equipment so the rob goes well.
Member 1: Leader
The leader is the one who rented the house. He can get products from jobs to increase the chances, as all others. When most items he gets, more the chances. It is better to have 3 of each item than 10 from only 1 item. The items are:
Map (from Exploration) - Map of the bank to discover where the vault is.
Documents (from Firefighter) - Information about the bank, like guards.
Pocket Watch (from Robbing settlers) - To watch the time.
The chance of all other members doing well their job is calculated by the leader's Leadership skill.
Member 2: Burglar
The burglar is the one who will pick the door lock, making the team enter the bank safely and silently. If this guy's equipment fails, the rob automatically fails and no one gets no money or experience points. The equipment are:
Barbed Wire (from Installing fence) - To make the pick, barbed wire is good. Paperclips didn't existed in this time.
Roll with Wire (from Setting up poles) - If the barbed wire ends, it's good to have extra.
Tool Box (from Building Wind Mills) - To make the tension wrench.
Also, the hability used by this members is Fine Motor Skills
Member 3: Explosives dude
This guy is the one who will plant some bombs near the bank's vault, opening it and allowing the team to take the money. If his equipment fails, the team don't get money, but gets experience (for what they've done).
Nails (from Building a Ranch House) - I don't know why. Maybe he must stake the bomb in something.
Cigars (from Trading with Indians) - To trigger the dynamite
Dynamite (from Transporting Ammunition) - I don't need to say, right?
Hability used: Tactics
If the Tactics is low, he may not plant the bomb well and hurt any of the members.
Member 4: Gunslinger
The gunslinger is the one who understand about bullets and weapons. He will buy bullets for the member's weapons. His equipment only will get used if they get caught, increasing the damage (more equipment, more increase).
Horn of a cow (from Branding Cattle) - Store the powder
Smuggle goods (from Smuggling/Chasing bandits) - You never know what you'll find in those boxes
Rounds (from Guarding the Stage) - What you'll shoot
Hability used: Shoting
Member 5: Escape dude
The escape dude is a dude (or a girl... ) which understand a much of horses, and will providenciate horsy things. More equipment, more bonus in the Horseback Riding ability when they try to escape.
Saddle (from Breaking in/Stealing Horses) - To ride the horses
Horseshoe (from Shoeing horses) - So the horses can ride
Train Ticket (from Building train station) - To get in the train station and run away fast.
ability used: Horseback riding
4- Protection against robs
To protect the bank, you can level up the The safe. Each level of the safe lowers the total money that can be won and the chances of the robbers being caught.
The Maximum Amount of Money Stolen From The Treasury Is 50%
The Maximum Amount of Money Stolen From sum of all the money of all the members of the townis 50%.ie The total money everyone banked, out of that the max is 50 %
It Depends Upon Your Luck, it can vary from 1% to 50%
5- The escape
If everyone is good enough and don't get caught, they escape and get back to the planning town, the time is definited by the horse the escape dude bought. Your part of the crime is recieved instantly after the succesful rob. But, what the hell will you tell to your wife? I imagine the discussion "how did you got all that money!?" "er... I won in lottery". Ok but let's don't get out of the real point. You may ask yourself now: And If I get caught? This takes us to our next part...
Getting Caught:
If they get caugt in any way, they lose their money and are jailed forever until someone comes up with Dynamite and *BOOM*!
Therefore, This is the idea which is going to be implemented right?