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« on: April 21, 2003, 11:14:33 pm »
On the marriage, children, and aging topic,
NPC children are unnecessary, marriage can just be role-played and doesn\'t need extra programming.
If the devs decided to put aging in the game, then choosing to be someone\'s child can be role-played as well, and needs no extra programming. When you start and you\'re a child you can RP it as you are someone\'s child and they can RP as your father, I don\'t see any reason why it would have to be \'implemented\' into the game.
Of course that would all depend on whether there is aging or not. I personally also like the idea of aging, but I think the amount of time the user is logged onto the server should decide. You could just have 3-4 different skin textures (with hair colour), and once the player reaches a certain amount of time on the server, the texture switches to the next one. Since it\'s the amount of time logged in, someone who plays all the time will age faster than someone who doesn\'t.
On the unique weapons-making topic,
I think this is a good idea, and also the unique logo is neat.
When you kill a monster you should get some sort of item off of them. Like if you kill a wild boar, you get a hide. If you kill an insect, you get an insect shell, if you kill a bird, you get feathers, etc...
Then you could take these items to someone who has a very high level of weapon-making and pay them to make you a nice weapon, or take them to someone who has a high level in tailoring and get them to make you nice armour, or take them to someone who can make magical items etc....
Then you could also have a hunter/trader class where they hunt and supply these craftsmen with hides, etc... for them to make weapons to sell in their shops. Hunters would make money selling to craftsmen who make money selling to players.
So, you could find the materials to make weapons and bring them to the weapons-maker, and get it made for a good price, or buy a pre-made weapon from them for a little more.