On Wed, 4 Apr 2001, Peter Mardahl wrote: > > > > But what skill does the exp go to? I can see this as much a problem as not > > giving out exp. If the player can control the category (through readied skil > >l > > or whatever), this may open up abuses. IF this is hard coded to go to specif > >ic > > categories, it proves mostly useless if the character isn't using that skill. > > > > I suppose you could give out the exp based on the current distribution in th > >e > > skill, so it goes mostly to what the player already has. > > No, it should go into something map-maker specified. > Like thief-experience for solving a big puzzle or something, > priest experience for completing a holy quest.... > > PeterM Yeah that makes sense. Designated exp given for solving an entire mapset from beginning to end would probably be a very good idea. Also, Mark, when I was talking about theifs you said most of this type of game (crossfire, rogue etc) are just hack and kill. The point I was making, was that this particular player found the theif enjoyable because it had skills other than that. It is for that reason that I was wondering about how we might improve the crossfire experience, by making _such_ skills as theivery more powerful, or even more useful. dnh > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel >