Author Topic: Anomalies  (Read 2791 times)

Cirque

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« Reply #15 on: February 01, 2005, 02:55:35 pm »
Quote
Originally posted by Zan
That sounds good .. or perhaps they can only lose their anomaly state when killed by certain weapons or magic. Like for example a werecreature would only lose it when it got killed by a silver falchion. Or an elemental would be destroyed when killed by magic of its opposing element.

Of course they would have special stats according to their type.


You could even have a profession that players can choose like they would a smith or a cook that is a specialised unit of the city guard. So they are equiped with certain materials and or weapons to convert a were creature back into its original form or exterminate it completely.

They could gain access to this position by having certain skills and or stats and have to belong to a regular guard position for a certain period of time. To make it even more challenging they may have to undertake certain training before being granted the job.

This would cut down on your \"uber\" power leveler fighter from just nominating himself as the hunter.

Jakob

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« Reply #16 on: February 03, 2005, 04:11:21 am »
Whereas I think that having an elite Van Helsing styleguard in the cities is a very good idea, I can\'t help but wonder how a non NPC can possibly get anywhere close to the anomaly w/o having a message come up saying that one has attacked.  This would require a special type of spell or a clairvoyance skill.  I don\'t know how hard something like that would be to implement, but it is a decent idea.

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NIm

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« Reply #17 on: February 03, 2005, 10:57:51 pm »
I used to play a game called dungeon crawl() in which there where \"mutations\", basically the same as your \"anomalies\" only you could get a random mutation whenever you encountered a mutagen.  A mutagen is anying that causes a mutation, like radiation, certain spells, eating certain meat, using certain spells too much, certain potions, etc. Mutations could be anything from -1 dexterity to growing scales on part of your body for +1 ac to the ability to spit poison. of course there was a potion of cure mutation, which cleaned all mutations, but I think slightly more precise, spell based anomaly control would be better. The chance of any particular mutation was ridiculously low, but by level ten, three or four mutations would have built up. the bad ones you just lived with because of the good ones. Were(insert critter here) type mutations/anomalies would not be part of the normal list, but could be triggered by special events(getting bit)

Jakob

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« Reply #18 on: February 17, 2005, 12:18:20 am »
I don\'t think it would be a good idea to have a spell that turns people into an anomaly.  It really wouldn\'t work in this environment, as, unless you challenge someone, the only person you could cast it on is yourself.  Now, as for some sort of enchanted food, as long as it doesn\'t say that it\'s enchanted is a very good idea.

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NIm

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« Reply #19 on: February 17, 2005, 09:38:54 pm »
Certain spells ie. teleport control, that have a chance of causing anomalies when used. a specific spell that caused them would be terminally unbalancing, unless it caused a random anomalie, in which case it would be balanced by the chance of aquiring a delibitating disease. obviosly, teleport control is a nessecity in planeshift, bu you get the idea.
« Last Edit: February 17, 2005, 09:47:16 pm by NIm »

Slagle

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Sounds good
« Reply #20 on: February 19, 2005, 06:43:08 pm »
I played morrowind ALOT and I loved being a werewolf hunting down people. but I think it would get annoying having 2384723 werewolves and vampires jumping around the town.

If there was a quest to become one that would be cool. Make the quest take forever and be super hard to limit the number of them.

/me imagines himself as an Enki Werewolf \"meowoof\"

But once there was one werewolf, he would fight anothe player, then that player would become one, then he would keep passing it on.

So I dont belive you should have the ablility to be a werewolf or vampire. And what would you do if you seen one anyway? there suppose to be scary, but you wouldnt be able to be hurt by them because they would have to challenge you. Which would be just stupid.

Being a Werewolf or Vampire is made for a single player game. not one that has thousands of players.

Jakob

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« Reply #21 on: February 25, 2005, 12:35:30 am »
That very reason was why I suggested having a drastic limit on these \"anomalies.\"  If there were 2384723 of them running around they wouldn\'t really be anomalous would they?  The idea has potential, but I think it could be very difficult to work with.

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Enter_the_Xero

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« Reply #22 on: February 26, 2005, 07:04:33 pm »
Vampires are better then warewolves in my opinion...

Darakus

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« Reply #23 on: February 26, 2005, 09:33:06 pm »
lol and with vampirism and were-creatures we would have tons of strange combinations, still it could be fun if treated in a correct way, were-clackers anyone :))

Jakob

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« Reply #24 on: February 26, 2005, 11:36:06 pm »
Ha ha... that\'s an interesting image...
I\'m not sure if they\'re still running around, but we did have people trying to RP vampires, so what we\'re suggesting is just taking it a step farther.

I am Arew Silverwing, and one day I will rule the WORLD!:D
All y\'all stick yourselves onto the board.