Author Topic: Features that I find interesting  (Read 5002 times)

cmhitman

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« Reply #45 on: May 01, 2003, 04:21:51 am »
I makes you feel ignored, huh?
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Lorune

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« Reply #46 on: May 01, 2003, 04:57:50 am »
Quote
Originally posted by Ravenmaster
Why would runes be objects?  It makes more sense that you would just have a runecrafting skill and carve in the runes yourself.  I mean, seriously, how are you going to stick a rock with a rune on it into a sword?


Actually an alchemist may be able to sell you a rune impression, that you would place into the blade during the folding process.
Weapon Grade Metal Working Skill: High
Rune or Arcane Arts Knowledge: Meduim


Then after the blade was hammered and smelted, you would have melt and dip the blade into some kind of precious metal.
Some Specialized Metal Skill: High

After Cooling the Blade, it would begin to show the rune(s) applied to it.
Which would let you know that the process was successful.

Then you would have have it magicly Identified by yourself or someone with such an ability.
Only then would you know the true power of the weapon.

Bushie

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« Reply #47 on: May 04, 2003, 01:07:17 am »
I hate replying to such a long thread so late, and i\'ve only read the fist page, but here are some ideas i have:

Level/Town Creation:
 Maybe a level creator could be made (as a seperate app). It would start out being empty space, but you can add floor tiles, walls, stairs, and then free objects, and NPCs. You would have a floating menu that has a menu for Walls, Floors, Ceilings, Doors, Stairs, Misc Objects. Each of those subjects would have sub menus for, i.e.:Floors->Rugs,Tiles,Wood. THESE would in turn have the different types. You would designate an area as Floor, which would then be divided into cells...For those who have played Graal Online, explain....i can\'t anymore! Think also of level makers you have seen in  other games.
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Wormtail_

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« Reply #48 on: May 04, 2003, 03:11:13 am »
Interesting idea, Bushie, but I have a few suggestions of my own on your idea.

Creating towns and new levels is an interesting idea, but that is kind of too much like the Sims. With many, many players barging into the game, there will be a little too many towns unless a restriction is imposed. A way will have to be thought of to pick players to have the ability to found new towns, as simple numerical restrictions will never work, especially if a, erm, newbie takes control of a town. Imagine...

Before you start having things pop out of nowhere, there should be available resources to construct a town and settle it. For example, NPC/player settlers, wood, stone, marble (if possible, though interesting), brick, and so on for buildings, and so on. A ready source of food should be thrown in, even if nobody does need food to survive. However, there should be some relation to realistic things in Planeshift, I think. Still, an interesting reply.

By the way, nobody can blame you for not reading through the whole topic. Time is always of the essence, and so is how interesting each post is to read.
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Bushie

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« Reply #49 on: May 04, 2003, 08:13:15 pm »
I HAVE AN IDEA! How about a player\'s online time is recorded, and once you have a certain amount of hours, you can build a town. I just now thought of a better idea...think of it like starting a guild! A potential builder needs to have a certain number of settlers that will have houses? Buisnesses too.
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Wormtail_

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« Reply #50 on: May 05, 2003, 01:11:00 am »
Recording a persons time playing Planeshift is a good idea for various reasons. However, I think that only certain people should be able to build a new town. Just because a person played Planeshift before another does not mean that they should have \'special\' privileges. Experience, guilds, and knowledge is one thing, but a greedy old timer having the ability to do whatever they want when a highly capable new person can\'t is a problem to me. Or we can have several people help build a town. I think the latter choice is better, as I think that many people would like to at least help build a town instead of a few, specailly picked people doing so.

Quote
A potential builder needs to have a certain number of settlers that will have houses? Buisnesses too.


Eh? Please explain what you mean here, as the question mark says that you are unsure of having to have settlers, but the last sentence confuses me.

As for starting towns being like starting guilds... Well, there are several problems that a new town has that a new guild does not, and vice versa. Still, in basic terms, they are similar.
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Bushie

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« Reply #51 on: May 05, 2003, 02:08:05 am »
The question mark only meant that i was unsure of how many settlers there should be, and possibly a number of buisnesses (shops, smiths, ect.)
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