PlaneShift

Gameplay => Wish list => Topic started by: ShadowFish on April 02, 2004, 02:06:02 am

Title: ships and other stuff i want to see
Post by: ShadowFish on April 02, 2004, 02:06:02 am
SHIPS
well i guess since the first thing i showed was the ships.... the flying animals would be faster but cannot transport as many players at the same time.

if there are ships then more than one player can travel and own a ship and hire a crew of either npcs or other players and each person would either own a part of the ship or get payed weekly.

this would also leave room for pirates, and even ship battles and then you can upgrade ships and if the sea outside the cavern or the water at the bottom if it is big enough  you could add new islands everyday.  then every person or group may own their own camp, but you cant have a ship on your own unless you can afford the npcs to help. then bases could attack and raid eachother and other ships like merchants crossing to other towns or even military. also you can sack towns if players can build houses i dont see why another one cant just crush poorly defended one.  Players can use magic or normal cannons to assault from a distance and then land on a continent or island or board a ship.

AFTERLIFE
when a player dies he shouldnt just be revived...that is too vague and unrealistic.  it would make a lot more sense too send them too the afterlife place. then the player just wanders around and kills demons and skeletons until either he finds a way out or is called on by a summoner.... if there are any.... either way if a summoner chooses to summon an undead creature it will be a spirit or a zombie or a skeleton and a player could be any one of that... the player would then have to serve the summoner until time runs out or the summoner lets him go.

the exit can also be used as an entrance so it is well guarded.... this means that only the strongest of creatures break through or the quitest and quickest.  So even if a player can break out there will still be the problem of the monsters that were most recently let loose.  but i suppose this is not fair for new people so the third way to escape would be a portal scroll or something, that you start with.

WEAPONS/EQUIPMENT
None of the skills are out so yet so i cant really specify which ones i want to see but i do know a couple i could mention

GAUNTLET/GLOVE/FIST
These weapons are for the people who want to focus on the martial arts schools.  Metal fists can move faster than most swords and add defense to your arms and if something was hit with a hard metal fist it would definately hurt, cause internal bleeding, but the fists and gauntlets etc cant give you great protection for vital parts because they are smaller than swords and staffs and axes so they cant reach your head or are very small so one would have too be presice while blocking. these could also get more damage with claws and spikes attached but the enemy would recover quicker making combos difficult to perform

SKILLS AND LEVEL UP
Skills should have no limit, or any cap so a player can continue to focus on an ability... this way a person could have a stronger magic than anyone else and noone would catch up without hard work and long hours.... also works against the person getting the hightest levels because then they miss out on other things like life.... or maybe just sleep....

MAGIC
magic should be just a general term...

technically you cant place all the potential of magic under one skill.  that is impossible...er just very annoying and limited

their should be several schoools for it and i can list a few

water
fire
earth
air
summon
medium(prayer/contact with gods)
Potential(increases of strength and armor etc)
mind(telekenises and psychic stuff)
Defensive- can just be scattered through the skills(bind with branches water...enclose in fire etc)


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Post by: Xanaroth on April 02, 2004, 12:45:49 pm
Quote
Originally posted by ShadowFish
AFTERLIFE
when a player dies he shouldnt just be revived...

MAGIC
magic should be just a general term...

afterlife:
join the other posts with ideas on afterlife. if i am correct, there is going to be a sort of hell where you will respawn, tough i dont know for sure.

magic:
 red way = fire-side.
azure = air/wind.
crystal = mainly healing.
So these are already tought of, they were just named different in PS, and in PS the grounds they cover aren\'t \"air\" but more air-aligned.(just example)
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Post by: ShadowFish on April 02, 2004, 09:40:37 pm
OHH...

what about the water spells....

they mentioned water spells....

I heard water....

read it i did....

under nolthirir...
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Post by: Androgos on April 02, 2004, 10:31:10 pm
Crystal
Blue
Azure
Red
Brown
Dark

That\'s the 6 ways
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Post by: ShadowFish on April 02, 2004, 10:36:36 pm
would water be blue?
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Post by: druke on April 03, 2004, 01:26:30 am
any questions on magic, check our site

http://www.arcaneorder.com (click on th library)
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Post by: ShadowFish on April 03, 2004, 03:39:18 am
well i probably wont check the site... but is blue water because there has to be some water

ill just visit the site
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Post by: Icefalcon on April 03, 2004, 03:45:03 am
Yes the blue way has to do with water and other purification type spells...
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Post by: ShadowFish on April 03, 2004, 04:16:02 am
purification?
but crystal.....???
and
and
and
how come fire has its own way....?

Now dark would have to do with shadows and stuff or summoning dead stuff

or is summoning an overall thing that every skill has different parts in?
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Post by: Xanaroth on April 03, 2004, 11:52:31 am
The brown way is most summoning, but i believe each way will have some summoning spells.
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Post by: Icefalcon on April 03, 2004, 04:40:45 pm
Since nobody is looking ant the AO website, here are the descriptions...

The Crystal Way: The Crystal Way focuses mainly on the understanding of Energy, Life, and Light. Followers of this way are often charismatic in nature, and harness the pure energy of the Azure Sun better than the followers of any other Way. They are famous for their ability to heal and cure the most terrible wounds. Some legendary masters of this Way were even said to have the ability to bring a person back from death. Followers of this way are not defenseless, however, as the Crystal Way provides many powerful offensive spells, especially when dealing with the darker creatures of Yliakum.

The Azure Way: The Azure Way focuses mainly on the manipulation of Minds, the Element of Air, and the art of Illusion. A strong will is required to control this sneaky, insidious energy, and is thus a common trait among followers of the Azure Way. A deep knowledge of the mind and its workings allows followers of this way to control the will, perceptions, and intentions of all intelligent beings -even the manipulation of objects, scenery, and the vast skies of Yliakum is not beyond the followers of the Azure Way.

The Blue Way: The Blue Way focuses mainly on the powers of Divination, Purification, and the Element of Water. Followers of the Blue Way require great intelligence for such mental feats and are unrivaled in their potential to cure disease and remedy poisons. Offensive and defensive magics credited to this Way are based mainly around water, but also include command over the chilling might of the ice and cold associated with the Blue Way. Followers of this Way also possess the mysterious ability to see all events, past, present, and future.

The Red Way: The Red Way focuses mainly on Chaos, the Element of Fire, and the great Strength associated with this element. A fiery determination and strength of will accompanies all followers of the Red Way. These spell casters have authority over the power of Chaos and can bend the devastating fury of Fire to their will. In addition to their striking offensive abilities, followers of this Way also possess the ability to instill courage and strength into the weakest of comrades and most pitiful of Ylian creatures.

The Brown Way: The Brown Way focuses mainly on the creation of tight bonds with Nature, the implementation of Protective Magics, and a deep harmony with the Element of Earth. The sagacious followers of the Brown Way use their intelligence and knowledge of glyphs to the benefit of all living things and can summon natural creatures, and even monsters to aide them.

The Dark Way: The Dark Way focuses on Entropy, Death, and Darkness. Followers of the Dark Way require great charisma to rule over such powers - for the consequences of losing control of such a force are more horrifying then the most terrible of spells. Fear of this fate is omnipresent in even the most twisted of minds belonging to the Dark Way. for such is the price of controlling the demons of Yliakum and calling upon the dark legions of the Nether World. Many a plague and epidemic have been attributed to the followers of this Way.

Taken from the Arcane Order Library  ;)
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Post by: ShadowFish on April 03, 2004, 05:06:22 pm
wait water\'s purifying is its non aggressive thing like fires courage right? hmmm...

ice hurts like fire

ice+fire hurts a lot more.....ice can stab fire cant.... fire is painful......freeze enemy....then drown...??? stuff breaks easy when frozen...pressure crushes them.....

darknesss is demons and shadows shadows lots of those...opposite of light...absence

crystal  is light and healing.... also some offensive light???

Wind and illusions.....large field illusions multiple you.... combined with thhieving and backstaabbing stealth.... blow wind...when you make noise they always thinks it is the wind....

brown summons monsters and weed. rocks crush stuff too... earthquakes....open holes to the dark abyss...dont fall there....wait earth effects thee terrain, changes it... has effect on  lanD? what if they break our stalactite....
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Post by: Toadhead on April 04, 2004, 11:06:26 am
If there will be ships you must add wind.. that wind will have a special direction and will change from time to time.. so you can\'t just go to every place you want! I mean there won\'t be any engines for the ship :)

Also you must add storm and rain, and thunder etc. and than it would be very hard to use your ship :)
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Post by: Ghost of Link on April 04, 2004, 11:20:04 am
No need for wind, you just hire people to row.
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Post by: ShadowFish on April 04, 2004, 02:41:04 pm
exactly, you dont need the sails open all the time plus magic....just fire a red magic spell or use water to propel it forward whereever you want....thats why you need crew members....the only pro...whoa wait this is cave.....unless another ship wanted you offcourse there isnt much wind and if there is see above explanation...
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Post by: Xanaroth on April 04, 2004, 03:10:36 pm
got that right, just use your magic and turn yourself into a engine of a F-16 yet:P then sails will only slow you down;D
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Post by: ShadowFish on April 04, 2004, 03:18:11 pm
and if the engine doesnt work make your own damn wind
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Post by: Xanaroth on April 04, 2004, 03:29:13 pm
or maby even portal spells to the major cities/towns. no need for sailing, just mumple a spell and you are almost there:P
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Post by: ShadowFish on April 04, 2004, 03:46:56 pm
yeah but i think i remember they said something about portals not being places for people or something or other
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Post by: Xanaroth on April 04, 2004, 03:51:17 pm
well, i mean own spell transportation portals, you can cast them and them you are warped to a town. that way you wont need to walk a huge end, and you can reach places faster.
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Post by: ShadowFish on April 04, 2004, 03:57:58 pm
yah but that wouldnt be right for teleportation to stretch that far.....then you can just escape from battle just by opening a portal
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Post by: azeazezar on April 04, 2004, 06:14:19 pm
the enemie will just follow jou
it is still a portal theyl just jump in it
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Post by: Xanaroth on April 04, 2004, 06:19:32 pm
agreed, there should be some timelimit, like you can only cast portals after being at least 20~30 seconds outside of battle or the portal will excist for 30~60 seconds, so any1 can follow you so portalling isn\'t a good escape.
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Post by: ShadowFish on April 04, 2004, 06:22:49 pm
yah but then we have players jumping all over the cave and plus not every character will have the portal and who says it wont just close up after the first person enters