[crossfire] The future of Crossfire

Mark Wedel mwedel at sonic.net
Thu Jun 7 22:40:50 CDT 2007


mail-lists+cfdev at dogphilosophy.net wrote:
> Where to start, let's see...

> The only problem with the existing map that has come up a few times in one 
> form or another is that it's occasionally difficult to find a "Bed to 
> Reality".  Adding a few more Inns or their equivalent around the countryside 
> (and making sure they're not too hard to find in big cities) would be helpful 
> for that.

  Yes.  Now in some cases, the actual need for a bed to reality is limited.  You 
can always save your character if you exit the client (but there should really 
be a better interface then just closing the connection).  The problem is that if 
you come back a day later, you can't be sure if you'll show up on the map you 
were on, or back at your savebed.

  Putting savebeds in dungeons tends not to be great, because in that day 
elapsed scenario, all the monsters are now back again, and you may find yourself 
surrounded.  But I doubt that is really the problem.

  The issue is more likely that you've travelled someplace far on the big world 
to be near a dungeon, but don't have time to complete it, etc, so want to save 
at that position without having to restart from the city.  At higher level, 
there are spells for this, but that doesn't help low level.

  I'm not sure if this would solve the problem being asked, but I wonder if just 
allowing save locations to be persistent (not reset to last savebed) anyplace 
outdoor on the big world would basically fix the problem?

> 
> Of course, adding more stuff brings up the problem of graphics (and sounds).
> It occurs to me that there are a number of other open-source games that
> might not mind people making use of their graphics and such provided they're
> given proper credit.  Maybe some of the graphics from, say, Wesnoth could
> be adapted for Crossfire use, for example?

  Its certainly possible that other sources are available.  One 'problem' that 
can arise is that the style of graphics is different, so since taken from 
another source looks really out of place.

  I'd probably note that new maps in most cases probably don't need new 
graphics.  New objects maybe, but in same cases, possible existing images can be 
altered (change the color, etc).

> 
> As far as the races, it seems like there's a definite desire for less 
> redundancy and wider variety.  The new "Dragon" race is about as different 
> from the others as possible with it's special development mechanics, and it
> seems to be very popular for it.  Seems like more "special stuff" for any of
> the other races that are kept or added would be a winner.
> 
> Now, as far as adding drastically different things like that - isn't there a 
> fair amount of hard-coding to support the Dragon stuff right now?  How hard 
> would it be to move some of the more radical differences out to things that 
> can be implemented in arch's?

  Depends on what needs to be done.  IIRC, the main thing for the dragon is the 
logic for when the eat stuff to get resistances, and some special code when they 
gain levels.  I think the level code gain (spells) is largely controlled by 
treasurelists in the dragon player - the only logic there is to check if the 
character is a dragon, and if so, if they get special abilities.

  However, at some point, some amount of work has to be hardcoded.  At a very 
basic level, equippable items are hardcoded in that they give ac, protections, 
etc.  I don't think it is terrible to have race/class special abilities coded to 
some extent - yes, ideally as much of that should be pulled from the archetypes 
as possible, and it would certainly be interesting for all races/classes to get 
certain 'special' abilities as they gain levels.  But if some code is needed for 
some extra logic, I'd hardly consider that terrible.


> That also opens up some possibilities for plotlines - what happens when 
> someone joins the assassin's guild and then changes their mind and joins some 
> other class organization?  From then on, they're hunted by NPC members of the 
> assassin's guild...("But if you deliver a ransom of 10000 platinum to 
> so-and-so in such-and-such a room, you will be forgiven.")

  Maybe if actual class guilds are added to the game.  Right now, there really 
are not any class guilds - there are general guild houses, but those just 
require some number of characters to start a guild.  The dragons effectively 
have a guild, but no one else does.

  And unless these in game/class guild have various special benefits, you may 
get a case where there just isn't a reason to join them.  If you already have 
the fighter skills, and have joined the mage guild for more spells/skills, you 
could just be a member there even though you are effectively a fighter.  So 
unless the guild grants some bonus or special training, may not add a whole bunch.

  I think the past it has been discussed that the different classes determine 
what skills you start with, as well as major/minor skills - major skills gain 
exp faster, etc, and there is no way to get a minor skill to a major skill 
(skill scrolls would only give minor skills, etc).

  So someone that starts as barbarian could still pick up the magic skills, but 
because those are minor skills, would be very difficult for them to ever 
approach being as good as a major.  Exactly how much difference there is could 
perhaps be setable.  Minor skills could also be capped at some max level, 
effectively limiting how good also.

  I'd also perhaps be nice for most skills to grant special abilities at certain 
points - maybe bonus hp or mana, bonus spell, etc.  That could certainly come 
later, but that could also be used as a balancing point to some degree.




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