Catching up on more old email.. Tim Rightnour wrote: > 2) Anyone can worship any god. A troll can worship lythander, an elf Gnarg, > etc etc. I don't think we should restrict it completely, but there should be > some racial restrictions on what you can worship. A human worshipping an elven > god is just plain bizzare. (an elf wannabe?) I thought I saw code someplace such that if you worshipped a god that was your enemy (or you were an enemy of the god), bad things would happen. But maybe that is just for equipping god named items. I don't have a problem with being able to worship most any god. After all, perhaps you are now a reformed troll who really likes elves and really hate other trolls because they made fun of you as a kid. I don't have a problem with not being able to worship a diametrically oposed god, but would prefer that beyond that you can still worship most anyone. Note that some names for classes may not be good - I believe a paladin could worship one of the evil gods no problem, which isn't really a problem other than most people (and in fact the webster definition) lists paladin as good people. But certainly most all gods should have fighter/cleric hybrids, so the only problem (and minor one at that) is the name. > > 3) Weapon types. Earlier someone on the archives had brought up the idea of > classifying weapons, such as bludgeoning, slashing, etc. I think that is a > really good idea, and one I programmed into my mud. Some benefits that we used: > > a) When I attack with a dagger, and do lots of damage, it says "you smash the > troll" How exactly did I "smash" him with a dagger? We can have specific > messages for different weapon types, a knife might stab, dagger pierce, sword > slash, rapier slice, hammer crush, etc etc. These are hard coded, which is the real problem. Plus, the code has no idea if a weapon is a pointing tape or a bludgeon type, or whatever. > > b) The above could be extended to attack types. When I attack with fire, I > should singe, burn, ravage. Acid might burn or sizzle. This adds flavor to > the game. You don't simply hit the monster, now you are clawing him, or > stinging him, or he is doing that to you! It's not all hit/miss, it adds > character to the fight. Wouldn't be really hard to do - just set up a table someplace in the attack.c file that lists the attack types along one grid and the damage potencies along the other - then the code further down figures out potency message (based on amount of damage), and looks up the right entry based on the weapon attacktype. This doesn't help with bludgeon/whatever, because that information currently is not contained anyplace. I think there could also be a problem with weapons that have multiple attack types - ideally the message displayed should be from the attack that did the most damage, and while the attack code further down figures that out, I don't think it is passed back up, so the function that calls the damage determination function only knows it did X damage, and not attacktype did X damage. the nice thing about getting information on the attacktype that did the most damage is that the messages now provide a little more information. If you have a weapon that is say physical | fire, and the damage messages say you are doing physical, you can pretty much know that the monster has high fire resistance, so maybe switch to that phys | cold weapon, and certainly don't cast fire spells at it. > > c) Certain monsters can be immune to certain weapon types. A pudding might > divide when you slash it, but not crush. A dragon might not care if you stab > it. A monster might also take more damage from a certain weapon type, like a > slash might be really dangerous to a soft bodied kobold. (stabs might suck for > beholders) > > d) Classes can have weapon type restrictions. Priests can't wield rapiers, > they get crushing/bludgeoning weapons. Thieves can't carry warhammers, knights > don't use knives. This would presumably be done via skills (priests have bludgeon weapon skill, thieves have stab/slash weapon, fighters have all, etc) > > e) You can use weapon type as a skill. (this is something I implemented on my > mud) Every class/race starts out with an innate skill in N weapon types. For > example, a quez might be *really* good at clawing, but not as good at > swordsmanship. (looking at how skills are done, this might be difficult to > implement) This means a thief could learn to use a hammer, but would have to > slowly work himself up to it. Yeah - the problem is that skills are not unique experience collectors, but rather are grouped in pools of categories. So the current code is such that if a thief started with slashing weapon and gots gobs of exp in that, and then learned bludgeon weapon, he would be just as good in that, presuming that both use the physical experience category). The other problem is that the restrictions would only exist by lack of those skills not be avaiable - currently, if you can find the appropriate skill scroll, you can find any skill - there is no way currently to say 'this class/race can not learn this skill'. So if weapons get broken out into a bunch of skills, that cleric could eventually learn slashing weapons if he learns the skill. Now all of this could be changed - weapon skills could be modified such that each one has its own experience category (effectively). And you could add something into the class/race infos that contain skills that can not be learned (although that isn't very realistic - learning a skill should always be possible, using it may be a different story). One problem I see with seperation of the weapon skills is that is now is very important to learn/use the weapon we plan to use the rest of the game. OTOH, until level 10, exp needed isn't very high, so a character could fairly easily switch at that point to whatever. > 4) More skills, more uses for them. Some of the skills are nice, but generally > not useful. Take karate. If I've learned karate, maybe every now and then I > might kick the monster while fighting. Maybe thieves making an initial attack > against a peaceful monster might have a random chance of a backstab ocurring, > doing extra damage in the first hit (if you were hiding, perhaps you could > backstab an aggro monster). At some level, I think having too many skills gets annoying. Currently, crossfire is more an action game than true RPG, and as long as it remains that way, you don't really want too many complications (I don't have a problem with it moving more RPG like, and I think that is slowly happening, but is a lot of work) > > Maybe divide missile weapons into bows and crossbows. Just because I'm good at > one doesn't mean I'm good at the other. Add more missile weapons, like slings. Going to above, other than the difficulty of needing to learn another skill, this won't really have any effect unless these are different experience categories. > > Perhaps new fighting styles, like judo, where I might throw an opponent a few > squares away, or stun him temporarily. Perhaps punching could randomly KO a > monster, and put him to sleep. Problem with many of these are potential balance issues. If a player KO's that dragon (ignoring for the fact that the player could probably not reach its head), that now may become an easy kill. IMO, there are already lots of problems in the code that treat multi part monsters special (can't have this or that happen to them). > > Maybe a warrior skill that lets me fight with two swords, or a thief skill that > lets me fight blind with no penalties, or an evasion skill that lets me evade > attacks better when I'm not fighting back. Attacking with two weapons has been discussed before. Biggest problem is that weapons are generally the best items in the games (as it is one of the few items players can improve), thus being able to use two of them becomes very powerful. I wouldn't mind seeing two handed weapons in which you can't use a shield (and many artifacts should perhaps be in this category, like bonecrusher). This then adds more choices to the player - "I found this great two handed weapon, but is it sufficiently better than the weapon I have if I take into account I can't use a shield', etc. IMO, one problem which a lot of people have worked on to make better are the artifacts that are cleary the best - I think it is much better to have multiple artifacts roughly usefulness in power, but some may be much better in some circumstances, while a different one may be much better in others.