[CF-Devel] seperating skills (was RE: brief introduction)
Tim Rightnour
root at garbled.net
Sun Sep 30 01:11:32 CDT 2001
On 29-Sep-01 Mark Wedel wrote:
>
A lot depends on how complicated you want to make it. While the three
>
weapon
>
skills (bludgeon, slash, poke) could make for attack types, it may not follow
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really well for actual weapons. You could easily have something like a top
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level physical category, then the bludgeon/slash/poke subcategories, and then
>
more specific weapons below that.
Well.. off the top of my head.. I had planned something like this:
Slash:
Sword-like
Axe-like
Pierce:
dagger-like (think stiletto)
Stab:
spear-like
knife-like
Slice:
katana-like
rapier-like
Whip:
whip-like (we don't actually have any yet though.. eh?)
Bludgeon:
Club-like
staff-like
Crush:
hammer-like
mace-like
flail-like
Combo: (I stole this from you, I really like this)
polearms, halbards, etc. The idea here would be to have different
kinds, like in DND, so one might be slash/pierce, and you would have to
know both to wield it. Like you said, the best damage type would win.
Wierd:
saws and magnifying glasses. ;) Probably nonsensical to have a skill
for those.
Anyhow.. the idea here, is that you have the different dammage-message and
attack types, which would be the first column (slash, stab, pierce). The
second column would be the actual skills, each one signifying a different
fighting style. (using a club is nothing like using a quarterstaff, at least,
effectively) Monsters would be immune or vulnerable to the damage-types, not
the weapon-skills.
The problem with doing these as attacktypes.. which I originally had planned
on, is that we are running out of room in that bitmask. Unless we want to make
the leap and make it a 64bit int, I'm not sure what we can do about that.
>
IMO, the most flexible way to deal with this is for one skill to have
>
pointers
>
to related skills that exp funnels into. Then really you can have as many
>
skills that have experience categories as you want.
>
>
I personally would like to see more skills potentially available, but also
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easier to learn those skills. In my playing experience, it can take a very
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long
>
time to find a skill scroll of some specific skill you are interested in. I
>
think having many skills fairly readily available (easier to learn skills
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perhaps via guilds, and also make them cheaper), but the power of them more
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independent of other skills you may know would make things more interesting.
Perhaps there is a better way of doing this. Simply making every skill
available in scroll form right off the bat seems too easy. Perhaps just upping
the chances of it showing up in a shop would be enough. Maybe guilds really is
the way of doing it. Join a guild of fighters and learn some attack types.
Perhaps the payment could be non-monetary, and level based, for a level 10
player, it might be, "bring me the head of an orc and I'll teach you swords".
Just a random thought.
---
Tim Rightnour <
root at garbled.net
>
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