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Messages - PlaneWalker

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1
Wish list /
« on: January 10, 2005, 08:32:45 pm »
Just like medieval guns.

1 shot, 1 reload.
Pro: Moderate accuracy, low skill requirement, long ranged.  Decent damage.
Con: high chance of equipment failure, slow reloading time.  Weak against armor.

2
Wish list /
« on: October 08, 2004, 05:19:58 pm »
Another idea for having a mist like health indicator is to use the system from the game Oni.

Basically, everytime you hit an enemy a circular mist with color going from red to green and to blue indicate the target\'s relative health.  Blue means full health.  Green means high health, and pregress towards red and finally bright red means very low health (one or two hit will finish it off),

3
Wish list /
« on: October 07, 2004, 10:45:56 pm »
To Lardhoc:  The problem with mage being too popular is the reason why I say some circles would require non-magic users \'s skill.  In this case the mage provides the power and the fighters redirect those power in ways most effcient to them.

To SirTokesalot:  I don\'t think it would be easy for 2 partys to try to fulfill each other\'s spells, so I think a circle spell is limited to one party.  I\'m not sure how big a party will be in PS, but I\'ll take a wild guess of 4~6.
If the spell fail, the initiator will take the majority of the negative effect while the assistors will receive only a fraction.  And if an assisstor is hit while casting a concentation check could be made to see if he/she loses the spell.

4
Wish list /
« on: October 07, 2004, 03:18:38 am »
Hm... I was havnig a similar idea before I found this post.  I have been thinking a lot about combined forces, but not just limited to mage, but can also include other combination such as swordman and mage (think Chrono Trigger).

I suggest a system where the circle/combo can consist up to 2-6 players.  Also it\'s hard to get all into position, so here\'s my suggestiong on how initiating a circle will go, broken down into steps.

1. A player takes a glance at a list, which list the circle/combo that the player can initiate and complete with others.  Note that the list only display spells that can be completed by party members nearby.  If a party member is too far away, a spell that needs that member won\'t appear on the list.

2. A player select the spell and activate it.  A notice will send out to all players that will need to be involved.  If more then one player can fulfill the circle/combo\'s requirement, both of them will receive a notice.  A circle also appear on the ground that indicate how close the required players needed to be for the circle/combo to activate.

3. The players receiving the notice has a set time limit to move into the circle and trigger the it by clicking on the notice (15 seconds or something) before the circle/combo dissolve.  If two players can fulfill a requirement that only require one.  The player that first respond by entering the circle and trigger the notice is the one that will be in the circle.

4. When, within the time limit, the requirement is met, the circle is triggered.

A player can only trigger a circle once.  And the players that assist in activating that circle will not be able to initiate their own for 30 seconds.  Also circle initiator will bear a larger portion of the spell cost then other assistance.

5
Wish list /
« on: October 06, 2004, 05:26:06 pm »
The upkeep is just there to prevent guild halls from cluttering the map when the guild that build them become inactive.

Or instead of monetary upkeep, the guild hall could have the requirement on the number of minimum members that a guild must have in order for the guild hall to maintain its quality.

6
Wish list /
« on: October 06, 2004, 05:22:24 pm »
Too much chance for this to devolve to monopoly stores.

7
Wish list / Infestation (for random quests)
« on: October 05, 2004, 08:01:23 am »
Every once in a while, an area on the map that is not highly trafficed (basically, any place that\'s not a road), could be designated as an infestation area.  Basically the spawn rate for a specific type of monster slowly increase over time (say... over a week).  Once it reaches a certain points, it could become a city-sponsored quests to clear out said area (bounty hunting, or for guilds, kill a bulk number of monsters for a slightly higher rate).  Said infestation could reduce over time.

Here are basically the stages of an infestation.

1. Incubation (1 ~ 2 weeks) - Increases in monster spawn rate.
2. Outbreak (1 ~ 2 weeks) - Monster spawn rate maintained, quests given at this point.
3. Cooling (variable, depending on how many monster killed during the outbreak period) - Monster spawn rate reduce of normal.

8
Wish list / Guild ideas.
« on: October 05, 2004, 07:53:28 am »
I know there\'s a thread for guild owning buildings, but this is a much broader expansion to it.

A short summary.
1. Guild Reputation/Influence in City.
2. Discount in Reputable Cities.
3. Safety.
4. Better chance of having a city-sponsored guild quests.

1. Guild Reputation/Influence.
Reputation measures the guild\'s behavior in city.  Influence measures a guild\'s effect on the city.

A Guild could gain positive reputation and influence in a city by one of the following.
a. Winning a guild war in city (held on a semi-regular basis).
b. Killing evil creatures near and around the city (small effect).
c. Completing city-sponsored guild quests.

But a guild could also acquire negative reputation in a city by one of the following.
a. Killing innocent players/NPC.
b. Moderator effect (for abusive and bad behavior).
c. Destruction of a city.

A Guild could lose their influence by one of the following.
a. Losing a guild war.
b. Not taking enough city-sponsored guild quest (being idle).
c. Moderator effect.

The above is a rough idea that will need much refining.  In general, a guild with high reputation and influence in a city could acquire become Patroned by the city.  The members of a guild with a very low reputation in a city could become the target for guards.

2. Discount.

Basially, shops in general will give small discount to guilds with high reputation (good will) and/or high strength (fear), maybe up to 5% discount.  A patroned guild will have even more of a discount, maybe 10%.

3. Safety

Bascially, a player killing another player in the guild would become an enemy for the guild.  And every other member of said guild could PK said person with impunity (once PKed, that player\'s record is clean with the guild, unless he killed more then one guild member).  Of course, the PKing against a guild member must be unprovoked.  Which means a duel or self-defense kill don\'t count.

4. City-sponsored quests are basically quest for a guild to accomplish.  These quests can only be accepted by the guild master.  Examples of quest could be to clear out an area around the city with massive infestation (another suggestion thread).

9
Wish list /
« on: October 05, 2004, 07:24:27 am »
Well said Monketh.

Here\'s a few \"rental\" scheme I suggest for the guild halls.  Also a differences could be as follow.

Universal (guild or no guild):
1. Limited storage space.
2. Bank (for guild money storage).

Guild Halls:
1. Contains a general store selling discount items (runes, spell ingredients, potions, etc.)
2. Free repair service.
3. Some other stuff.

Rentable, city guild halls.
1.  A guild could bid for a limited contract.  Say 10000 gil for having a guild hall for three month real time.  When a contract change hand, the former guild hall owner has up to a month to pickup their stuff.

2.  A guild could rent a guild hall.  Which they\'ll have to pay a certain amount of money every time period (maybe a monthly rent).  Which means the guild might have to charge a sort of membership fee.

Player built guild halls.
1. Constructed by anyone.  These guild halls could be sold or rented out to guilds.  However, these guild halls would deteriorate over time, which means the guild will need to hire a carpenter or two to keep it in shape (if its a rentable, the upkeep cost is deducted from the rent).

2. Contracted by guild.  Same as above.  Except guild gets first ownership.

Because the implied need to have a continuous income for guild.  The guild could charge a membership fee overtime.  Of course, this would require that the formation of guild would be beneficial.  I decided to post this as seperate post so it can be more in depth.

10
Wish list /
« on: October 05, 2004, 06:55:07 am »
Hm... I assume, of course, the player has to stock the store themselves.

11
Wish list / If not implemented...
« on: October 04, 2004, 05:47:17 am »
We could have a set number of guild hall that can be rented out to guilds.

12
Wish list /
« on: October 03, 2004, 11:33:16 pm »
Ighase... I think that\'s what I was suggesting...

13
Wish list /
« on: October 03, 2004, 06:31:26 am »
The pushing and pulling will only work if they\'re idle.  Not in combat.

The idea is that if they just stand in front of a door for no reason, you can just push them away.

14
Wish list /
« on: October 03, 2004, 01:14:41 am »
A tutorial might be nice.  I hate be one of those noob that run around asking something like...

\"Um... how do I attack?\"
\"How do I trade?\'
\"How do I do *foo*?\"

A tutorial will be very nice.

Walking through people is... a bit weird...  Maybe if we implement the ability to push/pull them out of the way if they just park their character there.

15
Wish list /
« on: October 03, 2004, 01:10:13 am »
Actually I believe that would be handled by weapon statistics.

Take your example, and let sword be a standard base weapon (all stat has modifier of 0)

An axe would have a much higher attack, that mean if a sword man block it, the axe could break through the defense.
However, sword has higher dodge rate, so swordman can dodge axes.

A club versus a rapier... considering a chair leg is shorter, I say the fencer should\'ve use the range advantage.  Unless their movement is restricted.

I would like to see rapier versus a katana (total ownage).

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