[crossfire] A few random ideas

Mitch Obrian mikeeusaaa at yahoo.com
Fri Apr 15 11:37:21 CDT 2005


Gold and platinum ore should only be found in limited
places in limited supply. We could have a
geography/mineral map for each world map maby: Ie you
dig in this spot you get x etc.
--- Nicolas Weeger <
     
     nicolas.weeger at laposte.net
     
     > wrote:
>
     
      Hello.
     
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      Here are a few things i'd like to add to Crossfire
     
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      (and which i may add soon, who knows), giving'em
     
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      away to get feedback / ideas :)
     
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      * items combination / use item with item
     
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      Example one, use apple on knife => sliced apple.
     
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      Example two, use sliced apple with base pie crust =>
     
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      ready to cook apple pie. Then put it in oven
     
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      (alchemy-like), except if you fail you just get a
     
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      burnt pie, no exploding oven!
     
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      First example, knife doesn't disappear, apple is
     
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      transformed.
     
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      Second example, 2 items are merged to make a 3rd
     
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      one.
     
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      I think I could possibly do the 2nd stuff with
     
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      altars - like add a special field that make them
     
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      disappear when they are activated [i don't think
     
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      that exists yet?].
     
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      Or i'll just make code for that, with a new item
     
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      type (COMBINABLE_ITEM?), and a field to tell whether
     
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      the applied item disappears or not.
     
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      The shortcoming i see for that is that you can only
     
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      have one single combo - apple gives sliced apple,
     
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      but you can't get quarters of apple. Hum, what about
     
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      treasure lists, and player tells what item to
     
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      generate?
     
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      Those actions would probably not give any
     
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      experience, though, they would just give materials.
     
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      The idea is to use items to make non buyable items,
     
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      then use those with alchemy, woodsman (i'd like to
     
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      add cooking, too :p), and so on.
     
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      And as a side note, something like: drink bottle of
     
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      water => raises food level, drop empty bottle (need
     
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      to check if that can't already be done with
     
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      inventory, maybe).
     
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      * "harvestable" items
     
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      Something along the line of "the bee hive makes
     
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      honey, you can grab it if you have an empty honey
     
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      pot" (need to apply it standing on / facing the
     
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      square, probably).
     
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      This would make it fun to go grab exotic materials
     
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      for alchemy / cooking / you name it.
     
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      I'd like to have different graphics/archetypes for
     
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      that, so that you know when there is something to
     
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      pick and when there is not, and make some maximum
     
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      item holding (don't accumulate more than 5 honey
     
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      units), also regenerating slowly over time with
     
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      random values.
     
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      This looks like adapted monster generator, no? :)
     
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      It could give xp in a specialized skill ("honey
     
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      harvesting"?). You could then add a
     
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      difficulty-to-get level, adapted based on skill
     
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      level, and with a minimum level.
     
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      Example: mining. You can mine rocks to get ore, but
     
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      you need to be level 50 to get gold. And the higher
     
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      you are, the easiest to get ores.
     
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      * enable alchemy to keep (some) used items
     
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      Example i see: get melt gold ore, use a ring mould
     
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      => get a gold ring + the ring mould.
     
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      Need to think more about that, i guess, i'm not
     
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      totally convinced myself :)
     
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      Just a few tossed ideas. But I feel like
     
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      implementing some soon :)
     
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      Ryo
     
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