[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.
>
>
Here are a few things i'd like to add to Crossfire
>
(and which i may add soon, who knows), giving'em
>
away to get feedback / ideas :)
>
>
* items combination / use item with item
>
Example one, use apple on knife => sliced apple.
>
Example two, use sliced apple with base pie crust =>
>
ready to cook apple pie. Then put it in oven
>
(alchemy-like), except if you fail you just get a
>
burnt pie, no exploding oven!
>
>
First example, knife doesn't disappear, apple is
>
transformed.
>
Second example, 2 items are merged to make a 3rd
>
one.
>
>
I think I could possibly do the 2nd stuff with
>
altars - like add a special field that make them
>
disappear when they are activated [i don't think
>
that exists yet?].
>
Or i'll just make code for that, with a new item
>
type (COMBINABLE_ITEM?), and a field to tell whether
>
the applied item disappears or not.
>
The shortcoming i see for that is that you can only
>
have one single combo - apple gives sliced apple,
>
but you can't get quarters of apple. Hum, what about
>
treasure lists, and player tells what item to
>
generate?
>
>
Those actions would probably not give any
>
experience, though, they would just give materials.
>
>
The idea is to use items to make non buyable items,
>
then use those with alchemy, woodsman (i'd like to
>
add cooking, too :p), and so on.
>
>
And as a side note, something like: drink bottle of
>
water => raises food level, drop empty bottle (need
>
to check if that can't already be done with
>
inventory, maybe).
>
>
* "harvestable" items
>
Something along the line of "the bee hive makes
>
honey, you can grab it if you have an empty honey
>
pot" (need to apply it standing on / facing the
>
square, probably).
>
>
This would make it fun to go grab exotic materials
>
for alchemy / cooking / you name it.
>
>
I'd like to have different graphics/archetypes for
>
that, so that you know when there is something to
>
pick and when there is not, and make some maximum
>
item holding (don't accumulate more than 5 honey
>
units), also regenerating slowly over time with
>
random values.
>
>
This looks like adapted monster generator, no? :)
>
>
It could give xp in a specialized skill ("honey
>
harvesting"?). You could then add a
>
difficulty-to-get level, adapted based on skill
>
level, and with a minimum level.
>
>
Example: mining. You can mine rocks to get ore, but
>
you need to be level 50 to get gold. And the higher
>
you are, the easiest to get ores.
>
>
* enable alchemy to keep (some) used items
>
Example i see: get melt gold ore, use a ring mould
>
=> get a gold ring + the ring mould.
>
Need to think more about that, i guess, i'm not
>
totally convinced myself :)
>
>
Just a few tossed ideas. But I feel like
>
implementing some soon :)
>
>
Ryo
>
>
Accédez au courrier électronique de La Poste :
>
www.laposte.net ;
>
3615 LAPOSTENET (0,34/mn) ; tél : 08 92 68 13 50
>
(0,34/mn)
>
>
>
>
>
_______________________________________________
>
crossfire mailing list
>
crossfire at metalforge.org
>
http://mailman.metalforge.org/mailman/listinfo/crossfire
>
__________________________________________________
Do You Yahoo!?
Tired of spam? Yahoo! Mail has the best spam protection around
http://mail.yahoo.com
More information about the crossfire
mailing list