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Messages - ShadowForm

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1
General Discussion /
« on: December 13, 2004, 08:21:18 pm »
Quote
Originally posted by Cirque
Quote
Originally posted by ShadowForm
And not all molecules are part of a crystal.


Your point?

You logic: Not all sapphires are blue, therefore the next stage of development can not be named \'sapphire blue\'.

I suppose in retrospect that my point didn\'t really refute this.

But then again, not all atoms are blue, nor are all molecules blue, nor are all crystals blue.

[Edit] I seem to have misread your original post.  \'Note: all sapphires are blue.\"
But this is also incorrect...

2
General Discussion /
« on: December 13, 2004, 07:01:26 pm »
And not all molecules are part of a crystal.

3
Wish list /
« on: December 13, 2004, 06:54:38 pm »
That\'s simple.
Instead of just tracking their liquid assets (cash), track total assets.  If they\'re wearing armor worth 600, a weapon worth 1000, and have 200 tria, you know something suspicious is happening if they suddenly gain 100,000 tria or a weapon worth 100,000 tria.
On the other hand if they have a 8,000 weapon and 5,000 armor, they sell a rare, 4,000 object for 10,000 it\'s not nearly so much of a change.
In another case, though, an intelligent cheater would just cheat small amounts of money or small gains over a longer period of time; maybe idling for several hours, then cheat to make his stats seem as though he had been leveling the whole time.

So, in order to prevent some cheating:
-Track the total wealth (items, equipment, etc) of characters rather than just cash
-Track stats

4
General Discussion /
« on: December 13, 2004, 06:38:24 pm »
Eh, just realized I\'d completely forgotten to stop on a theory as to how magically created beings could be magically resistant.

Magic, in some cases, works the same way that science does: some bonds are harder to break than others.  In the case of Kran, which were created through magic, the bonds that hold them together are extremely solid and hard to break or interfere with.

As for eating crystals that contain magical energy, it\'s perfectly plausible that magical energy is just another part of their diet - helping to explain both why they are resistant to it (their bodies are saturated by it and more difficult to alter), and why they are unskilled at using it (removing it from their bodies removes a vital component of their survival, as if a human were casting magic powered by blood).

That\'s a good theory as for how they \'excrement\', although it would mean that Kran would have to be careful not to eat too much (becoming too heavy and unable to move) or too much of the wrong thing (becoming immobile).  Also possible is that they don\'t excrete at all, but just let the stuff sit until they need it.

5
General Discussion /
« on: December 13, 2004, 09:19:58 am »
Quote
Originally posted by Under the moon
Not to rain on anybodies parade, but what if kran don\'t reproduce at all?  Bare with me on this, I like the ideas of kran reproduction (I kinda helped start this thread), but we also need to discuss all options.  

So, what if the kran created in the beginning are all that exist?  They don\'t die of old age and they don\'t reproduce.  If one dies from other causes, Talad resurrects them.

In other words, the kran that are living now are the same kran Talad made originally, and will be the same kran in the future.

Maybe all the kran could be hibernating in the soil to accommodate population fluctuations.  All kran would be in hibernation until a player \'created\' one.  He would then rise from the ground and begin his adventure.  
How\'s that for a unique race?

Nope.  The Planeshift guide clearly states that Kran reproduce.  Specifically, \"Also, the way in which they reproduce is incompatible with all other races: there are no half-breed Kran.\"

6
General Discussion / Kran physiology - Digestion
« on: December 13, 2004, 09:16:39 am »
I\'ve read the topics on blood and found it all very interesting, but it only briefly touched on digestion and I dont think that hijacking that thread is quite the proper thing to do.

First off, I\'ve heard a lot of Science vs Magic debates.  As far as I\'m concerned, we\'re going with \'Plausible Explanation\'.  No need to determine exact chemical formulas or anything, but \"It\'s magic!\" doesn\'t cut it either.

A few things to establish as \'known\' facts:
>Kran are silicon based.
>Kran eat mineral-rich objects (not necessarily only rocks)
>>Krans digest their food with the aid of powerful acid
>>Kran kitchens resemble alchemical laboratories
>Kran were originally created through magic
>Kran are extremely resistant to magic
>Their bodies are more rigid than those of Humans
>Kran are capable either of breathing underwater, or do not need to breathe (note: the PlaneShift website states that they can \'happily breathe underwater\')
>>If they do breathe underwater, they are amphibious.

So, let\'s run through the purposes of digestion:

1) Creates energy for the body to run
2) Absorb material for growth and rebuilding of damaged/worn parts

1 - Creating energy
As stated in another thread, there is not a suitable silicon equivalent for glucose/sugar in general.  This means that Kran probably operate much like miniature power plants, burning elements and storing the heat until it is to be used.
Argument: If they stored too much heat, they would melt.
Counterpoint: Kran are magically created beings.  It is possible that some sort of magic contains this heat and prevents it from destroying them.
Counterpoint: A Kran could have an organ filled with molten rock, coated with an extremely heat-resistant substance (like asbestos, but capable of withstanding greater temperatures).  (Note: This does NOT mean lava blood.  Too dangerous to be treated so lightly; probably a well-protected organ near their core.  Their \'heart\', maybe?)
Counterpoint: If they store too much heat.  Overeating might be dangerous, but it can be assumed that under normal conditions the heat doesn\'t reach dangerous levels.
Analysis: The first counterpoint I will talk about much later.  The second is possible, but could mean that when a Kran dies or is severaly injured, the molten contents of their extra orgen spill out and either finish them or cause problems around them.  The third is a simple question of whether they can store enough heat, and general plausability.

2 - Building material
Kran are silicon bsaed, and therefore would eat a lot of silicon-based foods.  They could also nead other minerals to supplement their diet (much the same way as Humans need iron, sodium, potassium, and other elements in small amounts to maintain their health).  This is ingested directly, broken down by powerful acid (unarguable - a stated fact), stored, and used as needed.
Arguments: Where does the acid come from?
Counterpoint: It\'s perfectly plausible that somewhere in the Kran anatomy is an organ that stores and mixes various chemicals, specifically acid and the components thereof.  Sulfur (sulfiric acid) and Chlorine (Hydrochloric acid) may be very necessary parts of the Kran diet.  The components of these might be held in seperate pouches and only combined to create acid in the stomach, or held in a seperate organ with much the same anti-acidic lining as the stomach.
Analysis: The internal workings of a Kran could and likely are more like a machine or alchemy lab than what a human is like.  Kran \'cooking\' could consist of a granite slab with ground limestone \'sauce\', garnished with sulfur, and a glass of concentrated mineral sludge.  For dessert, sand in saltwater, the consistency of oatmeal.

Beyond Digestion
The materials have to get to the part of the body where they are needed.  This has two possibilities:
1) Animal-pattern distribution (blood)
2) Plant-pattern distribution

1- Animal-like food distribution
This requires some kind of circulatory system, but not necessarily \'blood\' in the sense that we may think of it.  It may be some mixture of chemicals that can bind with the elements needed, or even several seperate networks.  It might be a thick liquid, a mix of (to humans) toxic chemicals, or who knows what.
Argument: The network of blood vessels and capillaries needed would make Kran easy to chip, break, and shatter.
Analysis: A normal circulatory system is unlikely, for this exact reason.

2- Plant-like food distribution
Plants manage to distribute food throughout their bodies through use of Xylem and Phloem, one for water and one for minerals (in the case of Kran, it may be just one for minerals or one for minerals and one for some other vital semi-liquid).  This would mean that part of the outer layer of the Kran is just dead material.  They retain the ability to move because the inner \'core\' is still living and capable of moving - the dead material just moves with it, like a Human knight might wear their armor.
Arguments: (Insert scientific babble here)
Counterpoint: (Insert reasonable sounding scientific counterbabble here)
Analysis:

Beyond use
Anything that isn\'t used, well...  comes back out.  This doesn\'t necessarily mean that Kran (for lack of a more elegant wording) shit rocks.  It could just be a lump of unused minerals that collects in their stomach and needs to be thrown up, like a hairball, every once in a while.
Argument: What about the acid in their stomach?
Counterpoint: They could have control over that, and only fill their stomach with acid while digesting something.  For that matter, they could just eat a large amount of minerals, break it down, and just let it sit until it\'s used, adding what they do use when they need more.

If you want to add something, PLEASE do it in an organized fashion like this is.  Define the issue/problem/point, give arguments for and against it.  Makes it all a lot easier to sort out at the end of the day.

7
General Discussion /
« on: December 13, 2004, 07:53:25 am »
Somewhat related to reproduction and lightly touched on in this topic was the reproduction rate.  Something very important to look at.

Given their nature as thing made of rock, the stereotype would indicate that they may live extremely long lives.  Thought diverges in two directions here:
1) That they were, and always will be, magically created
2) That they are created with the ability to reproduce in some way.

The first option means that (given their lack of powerful magical ability) they are probably created mostly as servants, workers, etc by wizards of other races.  This would make them closer to \'golems\' or animate objects rather than actual life forms (and again, looking at stereotypes) more likely to be ageless (ie - they live until killed, destroyed, starvet, etc).  The fact that they eat does not diminish the odds of this path, since even inanimate things (cars, for instance) need some sort of fuel to survive.  Of course, I don\'t think that this is the way that people are leaning towards as far as the canon law.

The second method is the one everyone\'s been talking about.  If they reproduce the stereotype again leads to believe that they do die after time (several hundred years, maybe?  Possibly as low as forty, since they would be \'born\' fully developed).

The main thing to look at here is lifespan.  If they have a low reproduction rate and short lifespans, they would go extinct.  A high reproduction rate and a long lifespan, they would flood the country unless their death rate (through falls, war, etc) was extremely high.
If each individual Kran can reproduce every five years and live for even 50, that\'s 8-10 over the course of their life.
Compare this.  Humans (with weaker bodies and only minor medical access through magic) probably live 40-50, with each pair producing one child every 15 months or so.  Or, four children over five years.  Combine with a 15-year maturation period before being able to reproduce, need for a second to reproduce.  I did the math (ignoring inbreeding, assuming that numbers matched perfectly for male/female couples).  It got pretty complicated on the human side of the chart, but I think I got everything right.  Starting with two population each, at the end of fifty years of reproduction with no early deaths or miscarraiges on either side, there would be over 1,000 Kran and only 130 humans.  
Math: (time measured in five year increments, for the first fifty years of any set)
Kran - (Pop. x 2)
Human - Three empty spaces (maturation period)
((Pop. / 2) * 4) + Pop.
This assumes that, basically, every woman has a child almost every year from age 15 to 50, with no miscarraiges (resulting in 35 children).  If you go with natural death/miscarraige statistics, the population difference might be closer to 100 or even 75 to 1,000.

The point of this is that without a maturation period or need for a partner, Kran possess the potential for explosive growth even with a 1 per five years.  Of course this doesn\'t rule those numbers out; maybe they practice controlled growth to limit strain on resources, or simply have no drive to reproduce (somewhat of a possibility).  One interesting story line for the game would be a sort of witch-hunt / pogrom against Kran out of fear that they could quickly overpower any other kingdom.
Alternately, they need an extremely high mortality rate.  In the bit about them on the Settings page, it says they\'re somewhat susceptible to cracking, breaking, etc - is it possible that accidental falls limit their number significantly, that a lack of parental instincts greatly reduce the actual number of new Kran, or so forth.

Hmm...  I like Kran.  A lot, now that I think of it.

8
Wish list /
« on: October 27, 2004, 10:38:56 am »
Ideas.
(1) Shopkeeper funds -
  Shopkeepers can only spend money they have.  Each shopkeeper has [X] money, and this number slowly increases over time (from assumed npc purchases).  This means that you might have to find a rich man\'s shop to sell an expensive item or settle for a low lump of cash.  Additionally...  each shopkeeper can onlyhave [X] much money maximum
Option: The less money a shopkeeper has, they less they are willing to pay for different things.
Reasons-
  Limiting the speed at which players can reduce drops to liquid assets will in turn help inflation.
Possible methods of implementation-
Method A) Simply add 4 to the shopkeeper\'s cash on hand every half second/second/whatnot, and cap it at a certain amount.  Higher-class stores (magic stores, in particular) might have higher caps, longer cash-on-hand increase waits, and larger individual cash-on-hand increases.
(Ex: A general store owner might sell bread, wine, and general supplies cheaply; a relatively constant income of small amounts.  A potion store owner might only sell only a few things each minute, but gets more cash from these sales.)
Method B) When the total value of items in a shopkeeper\'s inventory/shopbox reaches a certain value, they no longer buy items.  Possible graduated scale (Ie, when value reaches 60% of cap, pay 10% less for items, 80% of cap pays 20% less, simulating how less money on hand would make the shopkeeper more reluctant to pay out money).  I\'m not sure how you\'d code it, but I think this one might be easier.

(2) Total Cash Available
  It\'s entirely beleivable that there might be more value of goods in an economy than there is of actual gold/silver specie (as this case may be, crystal specie).  To increase the number of raw currency, you have to go mining of course.  Possibly take the total amount of money available to shopkeepers worldwide, and limit it (Ie: 10 shops with caps of 10,000 currency each, but the sum of all of their currency can not exceed 50,000).
  To increase the amount of money available, mine the crystal/mineral/etc and take it to a mint/gem polisher/etc and get it turned into viable currency.  Every times a character does this, increase the amoung available throughout the world a bit (Ie: Joe mines 500 currency worth of raw material.  The total currency available for the shops goes from 50,000 to 50,050).  No idea what would be good to balance, but 5:1 or 10:1 should be a good starting guess for test purposes.

(3) Player based economies
  Possibly, cut out stores entirely.  Listen me out before shouting me down.  Instead of stores, have \'sale houses\'.  Players put an item/group of items for sale, but don\'t collect cash until another player buys the item/set.  Basically like an open market, but simplified to make it easier on the players - instead of trying to buy and sell at the same time, you set what you want to sell, brows what others are selling, and then check to see if your items sold before leaving.  If not, leave, quest, whatever, come back; if it\'s sold, then collect your money and move on.
  This is probably the least susceptible to inflation, since the only way of actually increasing the amount of liquid currency in the economy this way is through monster drops/quests/game-based methods.  Very easy to control cash flow.  If there is too much cash lowing around, though, just have \'NPC sales\' - players get an item, but the money goes to an NPC (dissappears).
  Also the most accurate for supply and demand.  Items with high demand can fetch better prices, low demand means low prices (or, for extremely rare but also not frequently used objects, massiely high prices).
  Could also lead to a complex barter system - trading items directly for items.

  If I may use an example from another free MMORPG I\'ve played (Runescape), the object-barter used to be almost a rule.  Coal certificates (worth 5 pieces of coal; used in smithing) were almost universally worth 1,000 gold.  People would frequently use coal certificates as a means of paying for other goods (high-end equipment, large numbers of magic components/other consumable resources, other types of smithing material, etc).
  The certificates themself also served a purpose - coal is the basis for all high-level smithing (steel, mithril, adamantite, runite).  A \'consumable money\' like this might also help limit inflation.

9
Wish list / Criminals
« on: September 15, 2004, 08:40:52 am »
Coalescing several ideas from other threads on the board.

Every time you do something \'bad\' (Killing a city guard, killing a townsperson, possibly certain mission,s getting caught stealing even if you escape, etc), you get a certain \'Criminal Score\'.  If the score is low, Guards will attempt to \'Arrest\' you - fleeing adds a few points, attacking adds a bunch, and surrendering results in a fine or jail time or community service (Ie, complete-this-quest-and-you-can\'t-enter-the-city-until-you-do).  If your Criminal rating is higher, they attack you - higher still, and Guard patrols will actively seek you out in cities.  A third way to increase this would be trading illegal items (if implemented; see one of the other threads for the discussion on that).

Naturally, people with high ratings might find it hard shopping finding legal rooms and shopping in legal stores - after all, who wants to be associated with a known murderer?  Similarly, certain groups (like a Thieve\'s Guild) might not trust someone with a sterling reputation.  A street thug might be more willing to talk to another tough (through respect, professional courtesy, or fear) than someone whose already completed a quest clean the streets of scum.

10
Granted or negated Wishes /
« on: September 02, 2004, 10:30:46 am »
Hmm.  Well, there\'s the basic predator/prey things.  Need to include something like wolves, maybe bears, a bird of prey of some sort (Maybe 2 or 3 kinds), possible a scavenger-type predator (like a racoon or something), maybe badgers or wolverines.  Prey would need a few small animals to feed smal/medium predators, and a few larger types (deer, moose, bison, etc) to feed people/larger animals.

So, suggestions:
Wolf
Bear
Badger
Rabbit
Squirrel?  Gopher?
Deer
Moose / Elk / Bison / Buffalo

11
Wish list / Suggestion
« on: September 02, 2004, 10:17:50 am »
No idea if this has been suggested already, so be gentle.

1) Surrender -
  When certain monsters get close to dying, they may \'surrender\' if you have a high enough charisma/persuasion/etc.  They turn neutral, let you loot them (as if they had died), and start to follow you.  You can either attack them again and kill them, take them to a prison/war camp for a bounty, possibly a quest, possibly to gain a title in the area (ie, bring in enough monsters and you\'ve made the area safer, so you get the title \'Squire\' or some such).  Alternately if your charisma/persuasion/etc is high enough (note: higher than what it would take to just get them to surrender), you could turn them into a hireling.
  For those of you who have played MechWarrior 3, I would imagine a system somewhat similair to that (not identical, of course...  just a simple set target/order attack/defense/move here/etc) would be perfect for interacting with any NPCs following you.

2) Training -
  99.9% of all wild animals can NOT be tamed.  They must be raised from birth - perhaps a spawn point for wolf pups or eggs.  Guarded by parents who will fight significantly harder to protect their young than other animals would, of course.  If you have a high enough Animal Training skill, you can tame the animal.  This means it follows you, attacks what you attack, and attacks what attacks you.  Depending on the monster it could attack certain other creatures as well (Ie, a wolf automatically chasing rabbits).  At higher skill levels, you can add extra abilities.  Expanding on the idea:
 -Take animal to a \'Training Yard\' or similar facility.  Animal Training window pops up on-screen, showing requirements and special training.
 -Each part of special training (not automatically chasing rabbits, for example) \'costs\' more skill.  The only restriction here being that the cost of training the animal does not exceed your skill in training animals.
(Ex)
Wolf
Basic Training (15 Skill): Follows your character, defends character, attacks with character, chases rabbits
Attack Training (+5 Skill): Can order Wolf to attack creatures
Guard Training (+10 Skill): Can order Wolf to stay in a certain area and defend it from hostile creatures.  (+20 skill): Wolf is better at determining which creatures are hostile.  (+30 skill): Wolf is able to detect magically hidden creatures.
Control Training (+5 Skill): No longer chases after rabbits automatically.
Domestication (+10 Skill): Combat abilities decrease, but value when sold as a pet increases
Hunt Training (+5 Skill): \'Hunt\' command makes the wolf search for, then chase the nearest \'prey\' animal and attack it, if it\'s within a certain distance.  (+15 Skill): Increases the distance the \'Hunt\' command works through.  (+25 Skill): Increases the speed with which the wolf can find a prey animal.
Combat Training (+10 Skill): Similar to \'Hunt\', but targets enemies rather than prey animals.  (+20 Skill) Larger distance (+30 Skill) Faster finding
Seek Training (+10 Skill): Similar to \'Hunt\', but instead lets the animal seek out a type of resources (Plants, some Minerals if they have smell, fallen objects, items, etc).  (+20 Skill): Increases item variety that can be found (more difficult to detect/rarer items) and distance they can be detected from.
Ex:
You find a wolf pup, and take it to a training yard.  You have 40 Skill in animal training, so you decide aside from the required basic training (15 pts), you want it to be a hunting animal.  Attack Training (5 pts), Control Training (5 pts), and Hunting (lv2, 15 pts).  This adds up to 40 (15 + 5 + 5 + 15 = 40), you train it, and then head out with your Wolf following you to find some good hunting grounds.

3) Evolution/Promotion/Experience
  After a hireling gains a certain number of kills/experience, they may level up.  For enemy races that surrendered and then \'swore to serve you\', this could mean something like a different name (Ie, \'Bandit\' becomes \'Raider\').  Animals gain maturity (\'Wolf\' becomes \'Tough Wolf\' or \'Alpha Wolf\' or something like that), and so forth.  Animals would have a life measured in months, while a good hireling/henchman would last for upwards of a year depending on the race.
  Naturally, wild creatures would gain stats like this as well.  Perhaps even from fighting each other (Ie, a wild Wolf becomes a Tough Wolf after killing a few deer).
NOTE: I saw an argument against this elsewhere on the boards stating that it could cause newbie-death in areas where monsters can actually win against newbies.  This could be solved by having monsters \'migrate\' once they reach a certain level - for example, Bandits that turn into Raiders leave for a larger and more dangerous city, for bigger rewards on their own part.

4) Familiars -
  Forgive me if you mean something else by this, but my thought on Familiars is that they are magically called/created/summoned beings.  An idea would be a sort of \'evolution game\' - you call one of a handful of creatures.  Example: Lesser Water Elemental, Small Clay Golem, and Lesser Imp.  They gain experience like a henchman/trained animal, and evolve normally (Lesser Imp>Imp>Strong Imp>Great Imp), at which point they become \'upgraded\'.  They change completely to one of a few choices (Greater Water Elemental can become Lesser Acid Spirit or Lesser Ice Elemental, maybe Large Clay Golem can become Small Stone Golem or Weak Clay Warrior, and Great Imp becomes either Minor Fiendling or Weak Malice Spirit, maybe even Minor Lawyer).  This continues for a long time, and if a character keeps the same Familiar through their entire adventuring career, they could end up with something like a Massive Mithril Golem or Greater Doom Spirit (smartass comment: or Enron Executive) following them around.
Depending on the level of player/game interaction, if a character gets their Familiar to a certain point it might even qualify as a \'Unique\', get it\'s own name and a few special powers.

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