[CF-Devel] Change in equip method.

Yann Chachkoff yann.chachkoff at mailandnews.com
Wed Jun 5 14:45:55 CDT 2002


Some thoughts about all those ideas...

The bow problem:
----------------
Bows are indeed not very useful, mostly because other, better ranged attacks 
are easily available to anyone (ranged spells). 
Bows should never be used in conjunction with another weapon (in game terms, 
both being applied at the same time). Seems rather difficult to hold a sword 
and use it efficiently when wielding a bow in your other hand... 
Either you have your bow, ready to band it for fire (then you can consider it 
'applied', and thus also preventing the use of another weapon), or you have it 
in your bag/sac/back and you've something else in your hands (a shield and a 
sword for example - the bow is then 'unapplied'). You get only the bonus/malus 
of what you're currently using (in game terms, what is currently 'applied').
Note that simulating this with the 'body slot' system shouldn't be too 
difficult; you then just need to make bows two-handed weapons.

I'm also not sure changing the way bows are handled could create big changes 
in their usefullness. I don't use bows simply because they're too weak 
compared to other means of doing ranged damage. Maybe the average attack 
strength of bows should be aligned with effectiveness of other common ranged 
attacks of comparable level (thrown items and common ranged spells)?

The Ego idea:
-------------
Interesting idea - as long as it isn't only another artificial rule. IMO, 
simply adding ego scores until reaching the maximum allowed and then telling 
the player: "It is too powerful for you to use" simply sounds too limited and 
artificial. I'd rather prefer allowing the player go higher than his/her 
maximum ego, but with increasing risks (like loosing control of a weapon). I 
also suggest the creation of 'personality templates' for ego-items, describing 
general item behaviour and possible backfire effects (I suppose that a Sword 
of Valriel hasn't the same ego as a Dagger of Devourers for example). Also 
note that some actions could temporarily make the ego of an item higher or 
lower than normal - for example, if you give elven blood to a Sword of Gnarg, 
it may appreciate it and thus be a little easier to control.
Note that this is a system comparable to the one currently used with Grace 
Points.
Now I admit this would be a little (hum) more coding than just adding an ego 
score. But it could also be somewhat more interesting on the long run.

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