Shoplift, we touched on that briefly, just wanted to post a reminder.
Stackable armor. Dermalweave should work with other forms of armor, etc...
|-||ReeferMadness||2h||May the bridges I burn light the way.|
|j||Fengshui||9h||http://www.amazon.com/dp/B00M0DV5IQ <- My Book|
|And 14 more hiding and/or disguised|
Still...perhaps like 'search' in the park sometimes turns up random shit, steal/shoplift can?
And maybe the same code used to earn you a good/bad rep with the gangs can be used to earn you a good/bad rep at a store...if you get caught enough (or at all) then maybe you get banned or get less dough from the shop during a buyback.
There's lots of shit being worked on (proportional to the available people/time to do the work, because RL) but I'll put my theory on balancing shoplifting here anyway.
The difficulty of shoplifting an item should be based on the item's:
Which display it's stored in.
Higher value items will be watched more closely, and larger/heavier items are harder to slip into your pocket. Try shoplifting a wallscreen IRL. Stick that 50" LED HDTV in your pants.
And obviously, if something is in a case rather than a shelf, it'll be harder to take it without anyone noticing.
That said, there should also be a 'sweet spot' for shoplifting. Immediately when you enter a shop, for a few moments the staff's attention is solely on you. It should be nigh impossible to steal immediately on entering.
Likewise, if you stand around too long, the staff will get suspicious and start watching you more closely. This would also make it less likely to be successful.
Mechanically, it'd be a debuff on your thievery skill that lasts renews itself while you're in the store, with a gap between renewals to represent the 'sweet spot'. Once something is stolen from that shop, you don't get the gap between renewals anymore - for any shop in that level. Word gets around over SIC, I expect.
So, theoretically, an easy thing to do would be to go into Uncle Sungh's, hang around for a couple minutes and swipe a bag of soyanuts or a lighter. Going into Tickers and swiping a Rolex would be the higher end. And everyone would get a turn at swiping something every day, with a lot of room for making mistakes and finding the perfect 'technique' to maximize your profits without emptying every fucking store.
I think the main problem with implimenting shoplift in game is because the term 'abuse' has never been defined. I think once lines are drawin in the sand regarding what's acceptable shoplifting, and what's not. (or carved in stone more likely) Then figuring out how to handle the rest should fall together pretty easily. I'd be more than happy to contribute things I've seen elsemoos that seem to work really well.