[crossfire] Crossfire 2.0+ features/priorities

Mark Wedel mwedel at sonic.net
Tue Mar 7 00:51:46 CST 2006


Anton Oussik wrote:
> On 27/02/06, Mark Wedel <mwedel at sonic.net> wrote:
>>   OTOH, I'm firmly in the camp that I'd like a nice popup window on the client
>> where the player chooses his stats, race, class, and if we want to go in the
>> direction of choosing skills, that also.
> 
> Me too, but then followed by two introductory maps, one for the race,
> where the player goes through a course learning about their race, its
> advantages and disadvantages and how to use it effectively, and
> another about their class, learning about its advantages and
> disadvantages and how to use it effectively. That does however
> requires some map making to make it interesting.

  I could perhaps see some special maps for the special races (fireborn, dragon, 
maybe another).  I can't really see the need of separate/unique maps for most of 
the humanoid races.  Is an elf really much different than a dwarf than a human?

  Sure, there are a few different skills that each get, but they are similar in 
a larger regard (item identification/creation).

  The class one would perhaps sort of mimic the current newbie one?  How to kill 
creatures, pick up objects, etc?  I wonder if that could be expanded, like 'if 
you have a spell, this is how you cast it', etc.  So new players could do what 
tasks are relevant for their class.  Yet at the same time, see other things that 
can be done.

  I wonder if these could also be made as unique maps for each player, so they 
could also revisit them later (for example, it may be several levels, but that 
fighter may start picking up spellcasting, and being able to revisit the 
introductory dungeon and learn about spellcasting could be handy).

  This also has the advantage that if players bypass it/exit it prematurely, 
they could re-enter it.  There should be a way for experience players to largely 
skip it, but then you get the case of inexperience players skipping out and 
realizing they need that stuff.  IF they can be pointed with something like 'go 
to Introductory Building next to the inn', that would be easy enough.

  Another random thought - the idea of being able to start in different places 
has been raised.  I wonder if this could be one of those places, which then just 
exits to scorn.  If a player is experienced enough to start in navar, then they 
shouldn't need that introductory dungeon.





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