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Re: CF: Power crystals, was Re: Experiments



Question:

If a character where to gain a unique item log then log off and never play 
again would the item be never attainable for other characters?


----Original Message Follows----
From: Peter Mardahl <peterm@langmuir.EECS.Berkeley.EDU>
To: David Andrew Michael Noelle <dave@Straylight.org>
CC: Scott Wedel    <scott@campy.Tymnet.COM>, 
peterm@langmuir.EECS.Berkeley.EDU,        crossfire@ifi.uio.no
Subject: CF: Power crystals, was Re:  Experiments
Date: Wed, 25 Aug 1999 09:50:58 -0700

Must we really modify the way power crystals work?  Many have
argued that mages are weak and inconvenient to play.  Fighters
essentially have "infinite" mana:  they can go smiting things
without limit.  Mages are much less convenient.  At the very least,
they have to charge and tap crystals, quaff potions, and risk
destroying themselves with their own spells....


If we MUST limit crystals in some way, then
I'd prefer the method below:  when a crystal is tapped, it sucks energy
from any crystal nearby, at a rate of something like 10 for 1.
You could still increase your maximum gastank, but it'd take a LOT
more crystals.

My original intention, which I never got around to doing, was to
have crystals have personalities, and use spellpoints all on their
own, according to their personality.
You could have the crystals stealing power from each other
continuously, and wasting part of it with each theft.

 >     Alternatively, we could search the player's inventory (and 
containers)
 > every time they apply a crystal, and have the crystals "short-circuit" 
each
 > other if a second crystal is found.  That would make it *almost* 
impossible
 > to use multiple crystals.  You'd have to carry the extras around 
seperately,
 > leave them outside, and only carry one into battle.  Then when that one's
 > empty, retreat and hope they're still where you left them so you can 
switch
 > crystals and go on fighting.
 >
 >     So, rather than enforcing the uniqueness of quest items, we're trying 
to
 > make it pointless to own more than one?  Or two, in the case of rings, I
 > guess.  I was definitely going in the wrong direction with making stacks 
of
 > crystals *easier* to use, then.  They'll definitely need a change, but 
that
 > wasn't it.

I don't like unique items.  The first few characters get them all and hoard
them.  Preventing/fixing this would require lots of bizarre coding....

PeterM
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