Skin Based
Elf starter = Elf skin, no matter what skills
Adventurer starter = Adventurer skin, no matter what skills
G'Nome starter = G'Nome skin, no matter what skills
Hobgoblin starter = Hobgoblin skin, no matter what skills
I like this idea, but i would make several things limited, for example, a paladin and a healer will never Backstab or use arcane magic, since it's part of their personality.
A better and easy to implement method would be to have a short term debuff every time you tried to do something against your character's personality.
Also, keeping track of whether your paladin is NOT backstabbing could allow us to award XP based on roleplaying (an original idea that was never implemented).
That way, if someone keeps acting un-paladin-like, their character will be at a permanent disadvantage.
Skin Based
Elf starter = Elf skin, no matter what skills
Adventurer starter = Adventurer skin, no matter what skills
G'Nome starter = G'Nome skin, no matter what skills
Hobgoblin starter = Hobgoblin skin, no matter what skills
Skill/Class based would override Skin based.
There are a couple of problems with this, though, because the G'nome and Hobgoblin have the most specific skills in the game, really (With the Hobgoblin it's at the point where, essentially, a character would have to go some kind of mental mutation in order to use the Hobgoblin technology... Like you step on a weird floor tile and "You feel your brain get all fuzzy! You feel like you have strange new powers now!" but of course you'd have to, like, level up the skill and everything in order to use better tools or something...), so race should have effects aside from just skills.
We could also develop this into a system like Nethack's, where there are certain alliances of races (so if you're a gnome, gnomes and dwarves won't attack you), and even give some advantages to humans as well (I dislike how in a lot of games humans are pretty much inferior to the other races, or how they just have "balanced abilities;" this makes it kinda boring).
Also, arcane and divine magic are opposing forces, so a character with both would be very unusual.
It would be really hard to pull this off -- unless you're a Mystic. _________________
+ PurpleSquerkle
so race should have effects aside from just skills
I agree with this. Like certain races have basic stat bonus/penalties, and some minor abilities.
like maybe the elf should have a tiny bit of the druid's nature skill built in?
Quote:
We could also develop this into a system like Nethack's, where there are certain alliances of races
This is already in the code through "alliance.txt", but it is done on a module-by-module basis. It is a team system, and your team is specified in "spawn.txt" instead of being a real property of your character.
This could be expanded, but some of the scripting for some modules depends delicately on just how the teams are assigned.
But like you said, divin/arcane doesn't mix. If the "gods" will not bless you because you're using arcane, you won't be able to cast holy.
Also, making some items only usable by one class/race is a recipe for disaster in terms of game balance. If someone introduces a game un-balancing item that only works for Humans then al of the other classes will whine endessly (and in this case rightfully so).
Joined: 28 Oct 2007 Age: 17 Posts: 4168 Location: Midwestern US
Posted: Sun Nov 18, 2007 7:47 pm Post subject:
Yes, but in any culture in which mystics showed up, they were always either totally shunned or seen as separate or different, always... controversial, yeah.
And yes, if you get your character powerful enough you should be able to do anything you want, but I'm just saying certain things would be harder to learn. _________________
+ PurpleSquerkle
Joined: 06 Oct 2007 Age: 15 Posts: 2494 Location: San Diego
Posted: Wed Dec 05, 2007 11:56 pm Post subject:
bgbirdsey wrote:
Quote:
I like this idea, but i would make several things limited, for example, a paladin and a healer will never Backstab or use arcane magic, since it's part of their personality.
A better and easy to implement method would be to have a short term debuff every time you tried to do something against your character's personality.
Also, keeping track of whether your paladin is NOT backstabbing could allow us to award XP based on roleplaying (an original idea that was never implemented).
That way, if someone keeps acting un-paladin-like, their character will be at a permanent disadvantage.
Yes, that's a pretty good idea. In fact, maybe a Healer would lose their powers if they EVER used arcane spellbooks, or a Paladin getting NEGATIVE experience for backstabbing! Lightning zapping them, maybe?
PurpleSquerkle wrote:
bgbirdsey wrote:
Quote:
Yeah a lot of work has gone into the current starters. I rather see we did not remove them or replace them with a single generic class.
The starters would remain. If you chode one of the existing templates, the game would be the same.
If you chose option B, where you can choose your skin and skills, your starting module would match the skills and/or the skin
Skin Based
Elf starter = Elf skin, no matter what skills
Adventurer starter = Adventurer skin, no matter what skills
G'Nome starter = G'Nome skin, no matter what skills
Hobgoblin starter = Hobgoblin skin, no matter what skills
Skill/Class based would override Skin based.
There are a couple of problems with this, though, because the G'nome and Hobgoblin have the most specific skills in the game, really (With the Hobgoblin it's at the point where, essentially, a character would have to go some kind of mental mutation in order to use the Hobgoblin technology... Like you step on a weird floor tile and "You feel your brain get all fuzzy! You feel like you have strange new powers now!" but of course you'd have to, like, level up the skill and everything in order to use better tools or something...), so race should have effects aside from just skills.
We could also develop this into a system like Nethack's, where there are certain alliances of races (so if you're a gnome, gnomes and dwarves won't attack you), and even give some advantages to humans as well (I dislike how in a lot of games humans are pretty much inferior to the other races, or how they just have "balanced abilities;" this makes it kinda boring).
Also, arcane and divine magic are opposing forces, so a character with both would be very unusual.
It would be really hard to pull this off -- unless you're a Mystic.
Very good ideas-I like 'em! Only the tile would affect hobgoblins only by saying "You feel a little stronger, and your powers seem channeled..."
As for the Nethack way, I think that only monsters should attack anyone, as Nethack makes G'nomes and Humans and Elves enemies (NOT good!). Maybe they would simply tolerate them at most. You know, because they need to rescue the King....
Agent of Dread wrote:
The PET TOENAIL CLIPPER!!! Usable only by humans and utterly powerful!
Aggro in NetHack is all alignment based (as far as I can tell). There may be certain creatures that attack anything that moves. But I have not seen any NetHack creatures that attack each other...
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum