[crossfire] What about a gameplay revolution?

Nicolas Weeger nicolas.weeger at laposte.net
Sun Dec 14 06:16:08 CST 2008


Hello.

Here are some propositions to make CF a different but hopefully funnier 
game :)

1) Don't give out stats to players. Don't give HP/SP/GR/ whatever. Only give 
hints about the health ("you feel very bad", "you bleed a lot") and such 
things ("with great effort you take the armor, but fall on the ground trying 
to put it on")
Rationale: we're doing a game, not some financial computation. Also, players 
should feel whether they are ready to tackle dragons or are doing damage to 
an opponent, not merely check stats.
Of course, internally, the game could (should) still use numbers/stats.

2) Make attack/defense and other things just numbers with the rule "the higher 
the better". Attack 50 vs defense 50 => 50% chance to hit (or something like 
that). No "is it wc which is better lower, or ac?"). In the same way, make 
weapons +1 just give some attack bonus, that's all.

3) Don't give so many powerful items. Have players actually create such items, 
with difficulty, so they need to take time (or buy it from other players). 
Makes a "craftmanship" or even alchemy skill much more interesting.
Want a sword with fire damage? Go find a rare stone of fire or harness the 
power of a volcano to make such weapon.

4) Reduce loot a lot. Don't put chests everywhere just waiting to be opened. 
Have stuff randomly grow on trees or plants, fish from sea, mine ore to build 
items, find stones to build buildings, whatever.

5) Remove map reset. A player destroyed a map? Well, another needs to rebuild 
it ingame - or let an NPC do it. That costs money and time, that's fine. And 
no need to rebuild it the same way :)


Just some random thoughts.


Nicolas
-- 
http://nicolas.weeger.org [Petit site d'images, de textes, de code, bref de 
l'aléatoire !]
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