[CF-Devel] acid and repairing of weapons

Andreas Vogl andi.vogl at gmx.net
Sat May 12 06:44:31 CDT 2001


I'd like to throw in some new aspect to weapon repairing
that seemingly hasn't been mentioned yet:

In many RPGs weapons get "damaged" by using them and need
to be repaired after a while. A good example for this scheme
is Diablo II. But there's more to it than just forcing players
to keep in touch with their local blacksmith:
The cost for weapon repairing kinda balances weapon level vs.
player level. E.g. if a newbie finds a super-powerful sword
(or maybe gets one as present) he cannot afford the repair
costs, hence cannot use it efficiently. So he will mostly leave
it in his backbag until he has reached a level where he can
afford to use it.

Now we all know that in CF we have this problem of newbies
getting "presents" from high level players all the time.
Maybe we could use this weapon repair scheme to our advantage
in this case:
We could make all weapons (and maybe armour too) contain a
"durability" value. While this piece of equipment is in use,
the durability would very slowly decrease. When it reaches zero,
the item can no longer be worn unless repaired.
Being hit by acid would just greatly speed up the process of
decay (This has already been proposed once). And the repair cost would
be a certain percentage of the base value of the item. Say: cheap for
ordinary stuff, expensive for artifacts. After implementing this,
we should certainly specify materials for all artifacts.
That way a newbie will have some difficulties using that demonslayer
and power dragonmail it got from the level 100 guy.
Besides, high level players would finally have something to spend
their huge amounts of money on (At least part of it).

Anyways, it's just a thought.

Andreas V.

    
    


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