As far as race/class faces. I would agree that race is visible and should be used over class. I'm also thinking, though, if we can get the artists together -- have different faces for each race/class combination. just my $0.02. ----- Original Message ----- From: "Todd Mitchell" < temitchell at sympatico.ca > To: < crossfire-devel at lists.real-time.com > Sent: Tuesday, July 29, 2003 9:42 PM Subject: Re: [CF-Devel] Stats adjudication > > > > I'll note that if we decide to go to a point based system, one could > start > > re-thinking much more than just points for stats. > > > > Are you on the road to Crossfire 2.0 here? I'm not advocating this, just > pointing out that if you are going to do some breaking it is beter to do a > big break cleanly than a bunch of little breaks. > > > > > > As for stat system, presumably the idea of 'all players start with the > same > > stats' is meaning something like, you get 18, 17, 16, 15, 14, 13, 12 (or > > whatever) and let the players arrange them? > > > > Well I meant more like 12 12 12 12 12 12 12 (this is two points above > average if natural max is 20 BTW)and get say 5 points to add and I like that > idea of limited point transfer idea where you can move an additional 10 or > so existing points around. > This could give you 15 8 15 16 10 17 9 or 20 16 15 9 12 8 9 > > > that seems a bit boring to me - one could look at one of the other > proposed > > systems and say 'well, that system basically costs X points. So why not > just > > give them X points to do as they want?' > > > > No real reason. This way might be quicker and have a nicer interface is > all. I think that it amounts to the same thing really - assigning the > initial points just saves you a bit of time I think - you should still be > able to get the same results you want depending on how many points you let > people move around. Presumably if the maximum is 20 few people will want > stats much lower than 5 (if they do then the penalties for low stats aren't > good enough). > > > Now if one was going to re-do the stats, one could even take it further > and > > re-do the stat tables. Right now high stats are very important, because > at > > around 20, the bonus really start jumping up (for grace, for example, a 21 > gets > > you a 10 bonus. a 24 gets you a 20 bonus. From 11 to 20, the grace bonus > just > > goes up one at a point. > > > > One could just completely smooth the tables, ala AD&Dv3. If that was > done, > > you could remove all stat limits (90 strength? Fine.) This would > probably make > > things a bit more interesting in fact - do you get for that 34 int but > only 26 > > pow, or do you go for 30 int and 30 pow? > > > > On the one hand if you remove or raise the limit you will extend the value > of all stat altering objects and the value of stat bonuses in the game which > is good. On the other hand if you allow player to use these higher values > initially then you lower the value of these. I would say you would want to > lower starting values and raise the limit to get maximum game play value. A > long career of gaining stats is good for business... > > > Now on the topic of starting out, I am a big fan of using the race faces and > not the class faces. I know that many people like the class faces so I > won't advocate only using the race ones (but come on people- race is > visible, class is just your skills....what if you are in your leisure > clothes?) and would like to see a starting option to be able to choose to > keep the race face or use the class one (hmnnn, or maybe a command to be > able to switch between them in game perhaps?) > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel