Shattered Kingdoms

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PostPosted: Wed Dec 20, 2006 12:32 pm 
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Joined: Fri Oct 10, 2003 7:41 am
Posts: 1979
Location: Canada
I have a short but sweet list.

1) Orc as a player race.

2) Deep realms open to gnomes, dwarves, deep-elves as a starting kingdom.

3) A pure assassin class. Sort of like a rogue mixed with a scout. Given a specialty attack, say throat slit, that's a nice opener. Wears light armor, able to create poisons, able to apply poisons to items and weapons. So on and so on. I'll make it's own thread for it soon enough.

4) Trade Skills.

5) More ships/vehicles.


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PostPosted: Wed Dec 20, 2006 12:37 pm 
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Joined: Thu Feb 28, 2002 4:00 pm
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SK Character: Salak
Orac wrote:
4) Trade Skills.


I forgot all about that. With an economy, you can totally do that now and have it mean something.

Right?


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PostPosted: Wed Dec 20, 2006 10:49 pm 
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Trade skills would be great
Architects could build houses for players
Woodcrafters can make SPECIALISED furniture with own desc and short desc to furbish said house.

Alchemists who can crush herbs and mix em with other herbs, giving the potion properties from all herbs.

Forgers....would have to be worked with...

AND ALL SORTS OF CRAZY!

i cant wait.... 8)


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 Post subject:
PostPosted: Thu Dec 21, 2006 12:28 am 
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Location: Coiled patiently beneath your tongue
Salak wrote:
A centaur wight, a deep-elven wraith...ooh, I like. I'd play a necro again just for THAT.


Note to self: forcibly recruit Salak to write a few of the like 400 descriptions I'm suddenly going to have on my plate if this idea gets approved by the Big D someday. :wink:


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PostPosted: Thu Dec 21, 2006 12:30 am 
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Joined: Thu Aug 31, 2006 1:50 pm
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SK Character: Karsh
I'll volunteer for the task of description writing if that idea gets approved. I personally think it's an amazing idea that provides a *lot* of RP opportunity.


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PostPosted: Thu Dec 21, 2006 12:34 am 
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If you play who I think you play, OA, I definitely want you on the team. But there's no sense in counting chickens before they've hatched, so I'm gonna stop derailing the thread for everyone else now.


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PostPosted: Thu Dec 21, 2006 4:43 am 
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The undead idea is neat and I even voted yes in the other thread, but I think all of Orac's ideas should be higher on the implementation priority list. Then again, that could be because I know I will never be able to play a necromancer, despite my desire to/attempts to. :(


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PostPosted: Thu Dec 21, 2006 9:21 am 
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1)Un-gay the sprite race for playability. Higher int and cha, or higher con and remove one of the racial weaknesses.

2) $T for talk in emotes is a winner of an idea. A+. I want it.

3) Some coded benefits after 10 years of there saying shaman+barbs should be working together in the help files. A shaman spell that triggers fury or something. A passive skill of a shaman that triggers when in a group with a barbarian like rallying cry, though a bit weaker. Something.

4) Religion-specific spells. It is hotness. Not this weak stuff everyone else is saying, I vote for the whole party - the entire spell list should be dependent on religion.

5) Tribunal wars as stated previously - land control, etc. I hate the idea of dual trib/cabal memberships, but we don't have the playerbase to keep it separate, so wooo. If tribunals had their own system, I think the separation of both of them would finally come into their own as intended.

6) Give warlocks scrolls.


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 Post subject:
PostPosted: Thu Dec 21, 2006 9:24 am 
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SK Character: Salak
jerinx wrote:
4) Religion-specific spells. It is hotness. Not this weak stuff everyone else is saying, I vote for the whole party - the entire spell list should be dependent on religion.


Seconded.


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 Post subject:
PostPosted: Thu Dec 21, 2006 9:28 am 
jerinx wrote:
3) Some coded benefits after 10 years of there saying shaman+barbs should be working together in the help files. A shaman spell that triggers fury or something. A passive skill of a shaman that triggers when in a group with a barbarian like rallying cry, though a bit weaker. Something.

4) Religion-specific spells. It is hotness. Not this weak stuff everyone else is saying, I vote for the whole party - the entire spell list should be dependent on religion.

5) Tribunal wars as stated previously - land control, etc. I hate the idea of dual trib/cabal memberships, but we don't have the playerbase to keep it separate, so wooo. If tribunals had their own system, I think the separation of both of them would finally come into their own as intended.

6) Give warlocks scrolls.


All of these are good ideas, except..Number 6, wtf? Warlocks have to seriously be the one class on SK that does not need any sort of boost.


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