[crossfire] Gameplay notes

Nicolas Weeger nicolas.weeger at laposte.net
Sun Aug 29 02:58:45 CDT 2010


> The current spell stuff isn't great - the split of of one 'spellcasting'
> skill into 4 made a couple of the skills unequal - summoning and sorcery.
> 
>   I had mulled the idea to redo those skills again - perhaps into fire/air
> (electricity)/water (ice)/earth - not sure if that would be better.  In
> practical terms, probably is, since there would pretty much be damage
> spells for the 4 elements.


Or there needs to be more damaging spells in those skills :)



>   Both of those are likely related - any spells/objects which are 'owned'
> by the player (in terms of using get_owner()) are cleared on map save.

That's not necessarily bad, but maybe some workaround could be thought of.
Note that even if the disease was somehow restored, it would have to run its 
course for all missed ticks at once...




>   I'm not actually sure how good it would be to restrict certain races from
> various towns - I'm not sure if there are enough about, such that blocking
> out an entire town would remove a lot of play opportunities for the
> character.

I would turn that into a quest.
If you're an undead, and wish to enter Navar, then you need to prove you're 
worthy entering, by doing some chore - go kill bad monsters somewhere?



>   My take on Navar having a necromancy tower and that check at entrance is
> that they are related - a necromancer (in that tower) did all sorts of
> terrible things, so they don't want any more about.
> 
>   I can't remember for sure, but I thought the townhall had a basic 'quest'
> (in the old term of quest in that an NPC tells you it exists) to go remove
> that necromancer/track down that problem.

Time to convert to the new quest system, then :p



Nicolas
-- 
Mon p'tit coin du web - http://nicolas.weeger.org
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