Slart's requested lists - discussion
Posted: Sat Jun 05, 2004 12:51 pm
Apologies in advance on the size of this post, but it took me a good three hours of combing through back posts to grab any and all ideas that related to area formats in any manner to get them all. Also, I'll edit in any other ideas that are brought to my attention (outside of this topic) as they relate.
All that I'm asking for as a response from anyone is their opinions on Slart's two lists: i.e. the top ten items from this list twice, with one taking into consideration coding time/difficulty, and one without.
All that I'm asking for as a response from anyone is their opinions on Slart's two lists: i.e. the top ten items from this list twice, with one taking into consideration coding time/difficulty, and one without.
- Object stuff
- cursed flag - causes negative side effects when zapping, brandishing, etc.
- !dodge, !parry flags for weapons (preventing opponents from dodging/parrying).
- !quit, !area flags - items disappear when player quits, or when taken out of the area, respectively.
- !recall flag - player cannot recall while carrying that object
- option to set level for object repops
- option to set price on all items sold in shops
- option to set timer length on timed objects
- set eq (diablo-style... wearing/having multiple pieces of the set has generally positive affects on the items' stats)
- limited-use keys
- customizable damage types for weapons (i.e. your snivel <damages> <mob>)
- rare eq
- fix traps so that all spells work on chests
- fix potions/pills/etc. so that negative spells on them will affect players
- ranged weapons
- Mob stuff (I did not include any suggested specs as they aren't really part of an area format decision)
- magic resistance bit (with a percent that it resists)
- super-sentinel affect bit - the mob wouldn't move despite thrown objects, when injured, etc.
- detect sneak (with a percent detect option)
- !summon, antisocial affect bits
- option to set what level range an aggro is aggressive to
- mob races/species - groups that have certain behavioral patterns, resistances/weaknesses, etc. (cross-reference with schools of magic for more depth)
- ability to have multiple specs on a single mob
- additional mob reset options - mob follows other mob on repop, mob picks up object on repop, etc.
- classed mobs - use more player skills/spells
- improved mob AI - use summon, track, teleport, follow blood trails from fleeing pc's, etc.
- improved mob assistance AI - certain sets of mobs will always assist each other, occasional mob assists with pc, etc.
- improved mob interactivity - i.e. can give mobs the four items they're asking for for a quest, and they'll give you some other specific item to take to another mob...
- rare mob load
- Room stuff
- options to set allowable numbers of mobs/pcs (preferably separately) in a room - customizable solitary/private flag
- per-area, per-room, per-terrain weather effects
- ambient messages - would echo in a room either randomly or at set intervals
- !flee flag
- !quit flag - user who quits there will log back in at recall
- !alias flag - slows avatar aliases to "normal" speed
- interactive environments - push/pull/speak to trigger events, keyworded doors, teleports, revealing hidden exits/chests
- creation of traprooms
- trapped doors
- weighted doors - need a certain amount of strength to open it
- "port" doors - take a pc walking through it to (one of several) random destinations
- !pass door flag
- bash as a door-opening skill, and !bash door flag
- long desc for doors - so someone can open "the portal of Myzzlthim" instead of just "portal"
- Other stuff (much of this is not area format specific)
- higher max stat levels (i.e. 40+)
- stat levels affect combat more - i.e. con has damage reduction, dex increases dodge base percentage, etc.
- experience gain from using racial skills - offensive magic in combat, healing magic on the injured, steal, etc.
- steal expanded to include equipped objects
- search skill - to find "true" hidden objects/doors, a limited version of interactive environments
- reworking/expansion of the 2. system, to allow viewing of second, third, fourth, etc. object/mob/room ed/exit description/etc. in the room.
- limiting tp/summon to area-wide - alternately, a flag preventing out-area teleports and summons to mobs in the area.
- schools of magic - four elemental, plus possible additional. can add weaknesses/immunities to these schools to mobs, and elemental property attacks to weapons