Acid & Drain Re: [CF-Devel] DB's wish list
Tim Rightnour
root at garbled.net
Mon Dec 10 13:17:19 CST 2001
On 10-Dec-01 Mark Wedel wrote:
>
I think a more interesting approach would be to remove such a cap, but
>
perhaps
>
make a chance of an item being destroyed. Maybe allow all armor up to +2 and
>
weapons to +4 for sure, but after that, impose some percentage of failure
>
(like
>
15) for each plus. So to make that armor +3 implies a 15% chance of failure.
>
To make it from +3 to +4 means 30%, etc. This effectively puts a cap on it
>
at
>
+9 (but you had a 90% chance of failure to go form +8 to +9). It gives
>
players
>
with lots of money something to try for if they want.
In nethack.. the formula for determining what you can enchant is a bit simpler:
up to +5 is free, you can enchant with 0 risk. After that the chances go up
exponentially. It's very difficult to get a +10 weapon, or beyond, but its
possible with some luck. I don't remember the exact formula.. but it never
becomes 0.
I wonder though.. If I have a pile of two longswords, and improve weapon them,
does it only enchant one, or both?
---
Tim Rightnour <
root at garbled.net
>
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