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Re: CF: Experiments





>Mark Wedel wrote:
>>
>>  Weight of potions should probably be lowered.  I think they range from 1.5
to 3
>> kg or something?  Seems awfully heavy, since I dont' see the size of a
potion as
>> any larger than that or a coke can (granted, the potion is in a glass
container
>> and not alumimum, but even then, probably half a kg or something is
reasonable).
>
>    Isn't "kilogram" defined as the weight of a liter of water?  Or maybe
>it's the other way around.  It's been a while, but I remember something
>about pure water at sea-level pressure being some standard density.  Anyway,
>a 12 oz. can of soda is 355 mL, or a little more than a third of a
>kilogram.  Assuming the container brings it up to 0.5 kg, I'd say a potion
>definitely shouldn't weigh more than that.  Can you imagine if every healing
>potion or magic power potion your character is drinking was the equivalent
>of chugging a whole can of Coke?  And what about those times you stand
>outside a room, holding potions of fire immunity, cold immunity, shock
>immunity, invulnerability, magic immunity, and heroism, then quaff them all
>just before charging in to take on a hoarde of big nasty things.  I don't
>know about you, but I don't think I'd feel much like swinging a sword right
>after downing a two liter bottle of anything.
>

>
>>  Some of the problem is that while it says weight, it is really encumberance
(or
>> that is probably the idea).  A better method would be have a seperate
'space'
>> attribute which determines how big the item is, and use both of those.
Don't
>> try to use the weight field to take both into consideration.
>
>    Sounds like a good plan to me.  I was starting to wonder just how that
>bookshelf managed to fit in my shopping bag.  Collapsable or something, I
>guess.
>


A gram is the mass of 0.5019x10^23 atoms of carbon 12, or something like that.

I happen to like very much the current system. It's very convenient to
see how much difficult it is to carry something with only one number.
I see the "weight" of objects like the sum of weight and encumberance ;
I have tried games which have two separate values. It's just boring to
check both and it doesn't really add anything. Maybe that "weight" should
be renamed "encumberance" and areabuilders be warned. Your shelf
should have had a higher number, due to encumberance not only weight ;
or it *was* collapsable. Or you were watching a cartoon instead of playing
Crossfire.

Same applies to potions. They have a wicked shape, so that
you cannot order them correctly in your bag.

>
>>  I am sure some of this dates back to when crossfire was more a gauntlet
clone.
>> But I wonder if the regen rates should perhaps be better balanced.
>>
>>  Perhaps have regen rate (or sp/grace/hp) be determined by the stat which
uses
>> it.  Thus, a mage with a high power and low con would actually regain SP
faster
>> than HP.  And this way, the overall regain rate between for fighters HP and
>> mages SP may be roughly equivalant, so that they wait for each other.
>
>    Actually, regeneration rate already is determined by the appropriate
>stats, to some extent.  The rate is actually determined by multiplying your
>maximum by 1+ your bonus, then dividing some fixed number by the result.
>For spell points that number is 2500, and for hit points, it's 1200.  That's
>the formula that calculates how many ticks until you regenerate another
>point.  So, if you have 120 hp, and +1 regeneration, you regenerate 1 hp
>every 5 ticks.  With 125 sp and +1 magic, you get 1 sp every 10 ticks.  It's
>those fixed numbers that make spell points regenerate slower.
>    There do seem to be a few more +magic items than +regeneration items.
>But on the other hand, prayers can regenerate hit points quickly, and
>praying can regenerate grace quickly.  The only way to regenerate spell
>points quickly, unless you're a monk, is to use a Glowing Crystal (which
>you'll just have to wait around and charge later) or quaff a magic power
>potion.  The result: mages do a lot of sitting around and wishing they could
>meditate.


Since hit/prayer points can be regenerated quickly, mana points should
at least have the same "natural" regeneration rate... My level 15 mage is
currently sitting around a lot, meditating on the unfairness of life.

>
>--
>            -Dave Noelle,                 dave@Straylight.org
>            -the Villa Straylight,  http://www.straylight.org
>Coalition Against Unsolicited Commercial Email  ==  http://www.cauce.com
>
>Disclaimer: Any similarities to the opinions of any real or hypothetical
>entities, living, dead, or otherwise, are clearly the reader's own delusion.
>
>Quote of the Day:
>"You know, if it wasn't for all the crime, graft, and corruption, this
> city wouldn't be any fun at all."  - Julie Winters, "The Maxx"
>-
>[you can put yourself on the announcement list only or unsubscribe altogether
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Nicolas.
loechner@zenon-media.com



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