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Re: CF: Disease code mods



> I have not tried the disease mods, but the progression of fatal diseases
> should always be so slow as to make them unable to ever kill a monster.
> The monster's room should swap out long before the disease proves deadly.

I wish you had tried out the modifications before making these assertions.

> Second, the player should never get exp for killing anything with a
> disease.  That is too much like getting exp for an opponent dying of
> old age.  Diseases are too uncontrollable and should be too uncertain
> a means of causing death in order to earn exp.

Disease SHOULD kill, and they SHOULD grant experience.  They are intended
for clerical disciplines who have deficient holy word or other attack
spells, and find it difficult to advance.  Only "red death" of the current
set of diseases is broadly effective (not counting the 85th level 350grace
spell of white death.)  The others are restricted to certain types of monsters
(e.g., humanoid) which won't grant much exp to a character who can cast
that spell.

Now the red death won't propagate infinitely anymore.  With every generation
of infection, it becomes less infectious.  The effect is similar to a
fireball now.  Monsters in the center get hammered, the effect diminishes
with radius.

> I think diseases make sense in terms of affecting attributes and thus
> making the game harder to play (ie more challenging).  A char should not
> be constantly sick, nor should it be easy to cure diseases.  Catching

Diseases are easy or hard to cure based on their level.  I made the diseases
caught from needles mostly harmless and easily cured.  Their speed of
effect depends on their speed.  Leprosy caught from a lich is slowly fatal.

PeterM


> leprosy should risk death only after at least 20 hours of game play and
> the cure for leprosy should be a miniquest or an awful lot of money.  Any
> cure disease spell should really be limited to a stabilize disease spell
> which still forces the char to wait out to recover from diseases or get
> the cure for fatal diseases in order to return to full strength.
> 
> 								sdw
> 
> > To: rte-crossfire@listserv.real-time.com
> > Date: Tue, 06 Jun 2000 10:07:21 -0700
> > From: Peter Mardahl <peterm@tesla.eecs.berkeley.edu>
> > Subject: Re: CF: Disease code mods 
> > 
> > > Could we please make diseases line-of-sight.
> > 
> > This is reasonable and I'll consider it.  However, diseases
> > have recently had their power blunted.  The really deadly diseases
> > were in the game by mistake, and they were too powerful.
> > 
> > This was originally an intentional "feature", as I didn't intended
> > diseases to be deadly enough to wipe out a roomful of monsters.
> > 
> > Could you try out the changed diseases?
> > 
> > > As for food etc. I think it would be good if some monsters and food items
> > > already (randomly) had minor diseases (the flu etc)..
> > > Perhaps some monsters could be "carriers" ie. They have a disease but 
> don't
> > > catch it or die from it themselves.
> > 
> > Spectres carry arthritis and can give it to players whenever they "touch"
> > or "hit" them physically.  Arthritis is non-fatal.
> > 
> > Liches carry leprosy and can give it to players when they "touch" or "hit"
> > them physically.  Leprosy is always fatal if not cured.
> > 
> > PeterM
> > 
> > 
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