[CF-Devel] new quetzal (dragon) race

Mark Wedel mwedel at sonic.net
Mon Feb 25 23:50:18 CST 2002


 As a general note, it sounds like a cool idea.  Having similar things more
races/classes in the future would add interest  - eg, monks who start to gain
special powers or whatever.

 Not really related to this, but a better way to perhaps do such focus in the
future (for the more general case) would be to have training halls in the
various cities.  When you go to a training hall, through some mechanism
(ideally, server asking the player/client), the player chooses their focus for
the level(s) they have gained but not put any focus on.  The idea of eating food
below works, but seems more a solution because its an easy way to do it.



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      The new quetzal cannot wear armour, nor weapons,
     
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      nor will it start with fire immunity.
     
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      But it makes up for it by "evolving":
     
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      Being dragons, they have a dragon skin which can evolve
     
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      to provide resistances. The quetzals must eat flesh-items
     
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      to gain resistance. The higher the resistance goes,
     
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      the higher must be both the player's level and the level
     
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      of the flesh-items to improve it further. The upper limit
     
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      is 95% resistance, which is of course hard to achieve.
     
     
 Tuning of this is a key, but seems reasonable.  Items with relatively low
resistance values may mean very little gain (or don't work at all).  You could
easily enough do an inverse resistance of skin * resistance of food = chance of
resistance improving (eg, you are 60% resistant to fire and eat a 20% resistant
item - your chance of improvement is 40% * 20%, or .8%).  That may be extremely,
but such a system means you need to eat highly resistant food if you are already
highly resistant.


>
     
      Special attacktypes (paralyze, confuse, drain, etc) are not
     
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      included in the dragon-skin feature, as they are close to useless
     
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      at less than 100% resistance.
     
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      I plan to eventually hand out such special immunities for Q's in
     
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      form of flesh-artifacts.
     
     
 The other problem of giving confuse/drain/whatever resistant is that I don't
think any foods with those resistances ever show up - since the idea behind
resistances on food was apparantly to increase the odd of the fleshes survival
when monsters of similar type were around, that was never an issue for
drain/confusion/whatever, since those attacktypes don't destroy items.

 A minor nit - drain resistance isn't completely useless - your resistance to
drain reduces the amount you are drained by that amount.  So if your 80%
resistance, you only lose 20% of what you would if you had no resistant.  Such a
drain is still very painful of course, which is why the 100% drain rings are
about.

    
    


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