[CF-Devel] Suggestion for new skills
crossfire-devel-admin at archives.real-time.com
crossfire-devel-admin at archives.real-time.com
Wed Oct 8 08:23:39 CDT 2003
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IMO, overall experience should primarily be a measurement
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of "overall toughness".
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In the game code, quite often questions come up like "should the player
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survive this?", "should the player get hit by this, and how much?".
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Sometimes you can decide such things based on a specific skill or
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stat value, but in other cases you really need to have an
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"overall measurement".
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Take maximum health points for example. While it may be intuitive
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to base this on a physical skill, it would be really unfair to
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those wizard/priest classes to get no good health unless training
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in a physical skill.
So hp depends on physical & magical level, but overall experience
accounts for literacy & meditation :)
I agree on the unfairness for wiz/pri, would be too nasty...
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Both alchemy and literacy do not incur the risk to die,
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hence they should not contibute IMO.
Err, alchemy IS dangerous :)
Take a level 5 char, put 10+ ingredients in a cauldron, use the alchemy
skill, you'll be lucky to not die imo ^_^
(mana blast, fire, bomb, monsters, ...)
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I also tested the new system, and I can really understand
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your notion. However, I think the main problem here is
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the split of the magic skill being problematic.
<snip>
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The idea about intermediary levels isn't bad, but it
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might be hard to implement and also more complicated.
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I think it might be easier and more appropriate to just
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not split magic and melee in the first place.
Hum I don't mind splitting really different magic skills. After all
summoning elementals or using burning hands are not really the same thing.
OTOH, icestorm & burning hands do look the same, except one is fire and
the other is ice..
Splitting skills though makes the game more 'realistic'.
Even if I'm a champion at one hand weapons, I don't know anything about
using a bow... Or punching :)
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AndreasV
Nicolas 'Ryo'
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