[CF List] Levels, exp and stats (tewaking the mobs in common)
Todd Mitchell
temitchell at sympatico.ca
Wed Apr 17 21:37:04 CDT 2002
I made a FRP system (based loosely on the old Marvel Superheros system) that
worked on this concept and it worked very well. It was highly stat driven
and based on a percentile table but with the players capped at around 30 (+
or - with racial differences). It was great for making challenging
encounters without going really heavy with the hitpoints or magic. (as an
example - elves were npc's with a high agility and man they could move fast
and shoot a bow... 1 elf was fairly easy, 5 a chore and 25 - no way buddy.)
I have no idea how this would impact Crossfire, but the concept brought me
back to those grand old days.
----- Original Message -----
From: "Scott Wedel" <
scott at campy.tymnet.com
>
To: <
crossfire-list at lists.real-time.com
>
Sent: Wednesday, April 17, 2002 5:52 PM
Subject: Re: [CF List] Levels, exp and stats (tewaking the mobs in common)
>
>
>We had a lot of fun in tweaking all the stats * 3.(better said
>
>ATTRIBUTES like STR,DEX,INT...).
>
>
>
>After that we really wondered why the server worked that long time
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>without crashing at all :P
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>
>
>The reason was , like you surely can imagine, that lots of stat-lookups
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>and stat-computings have just been desiged to use a (too) short ranged
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>table (capable to manage all stats from 1 to 30 i think).DEX made the
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>most problems (game crashed sometimes when giants threw boulder and so
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>on...)
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>
Two thoughts on this:
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1) It implies that CF server has an error in that can read in stats
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with illegal values. There should be error checking to prevent that.
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>
2) It is an very interesting idea on how to make the game better.
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Monsters with sufficiently high stat bonuses (actual values are
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probably unknown due to reading past the end of tables) are reported
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to make the game interesting for characters of relatively high level.
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That suggests that maybe stat tables should be extended to say 100 so
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monsters can be made strong and quick enough to be a challenge. That
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also suggests that to keep the game challenging that the max stat for
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players should remain at 30.
>
>
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