Ok two more, then I'm done... One: Mark said: > This idea seems a little odd - in 'real life', it isn't all that difficult to > convert gold chainmail to liquid gold. Well, more to the point of metals, most > likely to do anything interesting with them, your 'tools' need to be able to > melt them, so in practice, you'd break off enough pieces of that gold armor to > melt down to do what you want. > > However, I don't have any big issue with the above method - presuming the > converter methods are somehow appropriate. I would hope that gold chainmail is not so common that people are lining up outside the 'gold refinery' and that it would upset the economy. The problem with using extreame cases is the images it brings to mind. I think gold as a material is much more likely to turn up in couns and tiny nuggets and the *vast* majority of refining would be to turn these little bits into big bits than vise-versa. It might even take some metals out of commission if you made enough big items like statues (impress your friends and neighbours - drop 1000lb of gold for a statue of yourself) > > > > Its not unreasonable to have yew clubs.. just that it gives the dam bonus is > > possibly wrong. This could be solved with the current system without alot of > > work, and without doing something ugly. The current materials file could > > easily be extended to have something similar to the only-for in archetypes. > > Whatever way you wanted to go with it.. > > I agree that yew clubs isn't wrong, its just doing the extra damage is a bit > odd. And I'm sure people could come up with other examples (would a steel > hammer really be much better than a magic hammer, for example? Given the > material has it lighter, it should probably do less damage in fact). These are > minor issues, but just oddities which sort of bug me. > Not so minor, combat modifiers come about as a result of a material being applied to an item (not from material alone.) There should be lists similar to the artifacts file where items are given bonuses or penalties based on material. You could even have certain material - This shouldn't be used in place of the material field in the arch however. > > IMHO it is counter-intuitive to have the system apply bonuses to items I have > > manually set to being of a specific material. If I make a mithril magic > > sword.. I don't want the system auto-changing that on me. The mapmaker should > > know what he is doing. > > Well, yes and no. If the map maker knows sufficiently what he is doing, he > can then clear the flag which says 'adjust this items bonuses based on material > at load time'. If, however, the hope is you have non developers making maps, it > should be easy for them to make mithril shields and not need to read the > materials file to see what the appropriate bonuses/penalties are (and in fact, > since the server isn't a required part of making maps, very possible map makers > won't even know what this is). This is it exactly. Placing a golden hammer on the map shouldn't be as hard as it is where you have to guess the value, guess the weight and set the bitmask for soft_metal. Certainly you can call something a golden hammer, but the 'gold' carries no intrinsic game information to work with. If you take the hammer arch (not a golden hammer arch, but a hammer arch' and set the material to gold and it adjusts the value (based on material, not utility), the weight, then you have a benefit. The fact that it reacts more uniquely by virtue of it being gold and not just a 'soft_metal' (by having different saving throws than say tin) is even better IMHO. The fact that you could use this material value to do other things is even better. Certainly you can write code to manipulate objects based on finding the word 'gold' in the name or some such, but if 'gold' is a material you can use/compare/modify you can write better and more flexable code to do it. This is how it works already, with item saving throws, - this is an expansion of the same idea which would likely make it easier to add say magnetism or decomposition or prevent players with iron objects from entering the elven city, fight a lycanthrope with a silver candlestick, make golems out of straw or out of mithril. The fact that a silver bow makes a real lousy weapon, but silver arrows are useful is apparent to you and me, but not something you can predict so you have to apply *those* type of modifiers using some sort of list however. Really I could give a tinkers damn about a gold sword being -3 to hit but +3 damage - I mean that is adding realism and all and is a great idea too, but in my mind is almost a seperate discussion. Also certainly a well crafted bow of yew will fetch more than a shoddy bow of pine, but come on, a gold bow that is unusable will still fetch so much more that the difference between the others good bow and the crappy one. I realize that in the game usefullness is more of a cost consideration than in the real world, but we still have coinage based on precious metals and therefore the gold bow is worth more by weight. That being said I am not proposing adding randomly generated gold bows to the game thus throwing off the economy... I am proposing that the material system be made more flexable and slightly more responsive. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel