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Re: Skills hack
Hi again,
>
> The fireborn, quetzalcouatl and wraith are quite unique, just as they get
> some penalties or bonuses (like immunities or vulnerabilities.)
>
> I think the problem is that there are 12 'normal' classes. While there are
> a lot more than 12 permutations that can be done on the 6 stats, it would
> probably be hard to justify more than about 6 different classes - after that
> they do start becoming pretty similar.
>
I agree with this totally. My efforts are directed towards
distinquishing the 'fighter' classes from one another. I
never thought about giving the 3 'special creature' character
races any skills.
At the risk of getting carried away with this, I am working on
some other skills:
-Jumping (character 'skips' forward 1-2 squares,
dependant on str/weight carried)
-Throwing (rocks for now, items later?? -- damage
inflicted calculated based on weight of
object thrown, and character strength--
This could be a real bugaboo however.
not all objects go 'thud' when they hit
something - ex. potions. They should
immediately effect the target if they
break. *sigh*, this might take a while
to get right.)
Rhetoric - pacify hostile creatures of lower level
(depends on player level, map difficulty,
and player/monster stats). Ideally, you
should be able to 'calm' a creature down
1)who can understand you 2) you havent
attacked - ie no endless cycle of attack,
pacify, attack, pacify, etc.. until the
happless creature dies ... Probably need
to find a monster flag to set to prevent
this ...)
If there is interest - I will release these too.
BTW, a (minor philosophical) question I have had a while --
both the quetzalcouatl and wraith seem to have monster equivalents,
why arent there any 'monster' fireborns??
+++> Also, why don't the special creature classes find other
monsters of same type hostile (ie 'player' wraiths must fight all
'monster' wraiths). Gee, I guess they ('player' creatures) must
all be renegades .. :)
b.t.