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