Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Fri Nov 30, 2007 12:32 pm 
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Tailorable skins of weird materials back! Please!


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PostPosted: Fri Nov 30, 2007 8:49 pm 
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I was more of the mindset that player made god-like items would be limited to one craft per character, able to be remade if the previous was destroyed. Certainly not something that anyone would be able to just get off the guy.

And then several other lower class stuff, not 'elite' but reliable enough to use in PK, whatever that may mean.


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PostPosted: Fri Nov 30, 2007 10:11 pm 
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Think of the MC skill that lets them make certain things!


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PostPosted: Sat Dec 01, 2007 8:28 am 
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I 100% back a trade system. Or a trade/crafting class. In nearly every other mud i've played there has been a system based on class. So we could look at many classes and give them specific trade routes. I say routes because that way no two scouts are exactly alike. You meet a trades NPC and learn one trade skill per so many levels. Like around 10?

So that way my GM scout will have skills such as tailor, bow making, prepare herb, make poison, and apply poison.

You can think of a million such trades. And I can think of a trade/skilled class having its own purpose because well in the land of adventurers not everyone has to run around to find fortune but apply some skill.

A fleshed out trade system also gives GM players something else to do besides sit around waiting for PK or RP to find them. Oh so you're a dwarf GM merc, who prides himself on being a bar owner in a certain city? Well sit down and use that brewer trade skill you learned way back and brew up some ale while you sit around.

Such a system gives the world a fall back into it's economy systems. The best xxx comes from yyy. You can only get zzz from qqq. What rogue wouldn't talk with a scout once he gets his hands on craft poison and apply poison? It allows for interaction. You don't have to have people creating the leetest items, but ones that get by. Repair skills would become prized, anyone ever think of repair wood? I mean there are tons of times that I get mad that a wooden bow is damaged. It just opens options. So what if half the players take up the world of crafting? That half the world will be like the real world of supporting actors, making the props for the great plays.

I think the biggest shouts of no come from the players that have obtained the most knowledge of the game. They will always cry out against big change because well it unsettles their position at top. Because if some "noob" can make a weapon on par with one that only they know where it comes from then they lose their power. And no one in the position of power wants to easily give it up.


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PostPosted: Sat Dec 01, 2007 8:35 am 
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I don't believe it would be set up where some kind of crafting was going to generate an item which is on par with the unique items of the game, but I could see the exception to this if the components to some of the higher level crafting requiring equal amounts of adventuring to obtain.


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PostPosted: Sat Dec 01, 2007 9:30 am 
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RPG's have always been about going on quests to get cool items for your character that are better than what you can get in a shop. I don't think this suggestion would make any difference to that in-game.

If you were to add 'bowyer' as a skill to scouts so they could make wooden bows the way they make arrows, and said bows were to improve with level like the arrows, then you'd have a decent skill for SK that wouldn't upset the game any more than, say, the ability to make your own arrows.

Personal opinion - longbow and short bows only. I can't see a scout sitting around long enough to make a crossbow or ballista. It would open up the possibility for things like composite bows in-game though...


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PostPosted: Sat Dec 01, 2007 2:58 pm 
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Well my idea would give a limited number of trades to everyone. Allowing people to do what they want in their down time. Making those bits of ore we see all over useful. And making herbs that have no practical use practical. I mean I've RPed the use of no good herbs but prepare and apply would be nifty to do to a spear.


I also think that it could be much like a cabal skill in place now, where better materials yield better results. So would level and skill of course. Also this would free that cabal from that skill and let them have a go at a new one.

I figure that scouts can make bolts so crossbows should be makeable too. Just change the needed materials you have to buy/find.

I would also find it interesting to have something like craft wild-fighting, that way all those claws and stuff that we cut off can be made into actual weapons that should in principle and in name be used by barbs. I have a ton of ideas but I'd like to see the concept catch on better before I look like more of a fool.


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PostPosted: Sun Dec 02, 2007 2:29 am 
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Malhavoc wrote:
I figure that scouts can make bolts so crossbows should be makeable too. Just change the needed materials you have to buy/find.


Bolt - Shaft (wood or metal) + arrowhead (varying materials in game/ IRL metal or stone) + flight (feathers, wood or metal possible)
Overall, mostly objects you could obtain rather easily

Crossbow - bow + shaft + stock + trigger mechanism + string
The trigger mechanism is the hard part here - how is a scout supposed to manufacture a working, REUSABLE trigger out of twigs, vine and animal parts?

Ballista would be more feasible for the same amount of lag, doable only by giant scouts of course. Get two trees, bend one on top of the other, tie them together, get a really huge honkin string, fire the soon to be create ballista bolts with your new massive giant-sized ballista. accuracy = 0


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PostPosted: Sun Dec 02, 2007 9:24 am 
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Baraka wrote:
Malhavoc wrote:
I figure that scouts can make bolts so crossbows should be makeable too. Just change the needed materials you have to buy/find.


Bolt - Shaft (wood or metal) + arrowhead (varying materials in game/ IRL metal or stone) + flight (feathers, wood or metal possible)
Overall, mostly objects you could obtain rather easily

Crossbow - bow + shaft + stock + trigger mechanism + string
The trigger mechanism is the hard part here - how is a scout supposed to manufacture a working, REUSABLE trigger out of twigs, vine and animal parts?

Ballista would be more feasible for the same amount of lag, doable only by giant scouts of course. Get two trees, bend one on top of the other, tie them together, get a really huge honkin string, fire the soon to be create ballista bolts with your new massive giant-sized ballista. accuracy = 0



Yeah because my scout is the [REDACTED] and magically finds a million diamond fragments. And because my awesome is more than you can understand I take my bare hands the same ones that owned Chuck Norris and I mold these raw hunks of mineral into sharp pristine arrowheads.

Crossbows are not that hard to manufacture. Stock=wood, trigger=metal, bow+string=well obviously a bower could make this.

IF someone took the TRADESMAN trade as a bower then he should be able to make crossbows. You defeat your own argument with faulty logic. Honestly, it's a fantasy game. We are striving for realism in a world where fey creatures exist and people NEED tools to dig ;).

I'm still in support of TRADES. Because trades open the one thing that could bring another link to people. Guilds. PC merchants that don't just sell a few herbs or spells. But people that genuinely come up with crafted results of work. It puts a new market and a new way to interact. Two characters never before able to reach a middle ground and whom always fight find a semblance of understanding in the counterpart by learning they share the same guild. Options is what people have been screaming for, and this will allow for that to come about.


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