Shattered Kingdoms

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PostPosted: Sun Jan 06, 2008 2:19 am 
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I like the original idea.


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PostPosted: Sun Jan 06, 2008 4:05 am 
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A link to the older campfire thread I dug up.

http://www.shatteredkingdoms.org/forums ... re&start=0


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PostPosted: Sun Jan 06, 2008 4:44 am 
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I do like Thuban's idea the best. It isn't as good as the inns, as it shouldn't but it would give a boost to regen, nonetheless. Which while leveling is critically important


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PostPosted: Sun Jan 06, 2008 8:27 am 
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Location: I am at one with my duality.
I do like Thuban's ideas on this. I'd tweak it to look a little more like this:

-Give it a modest bonus to regen.

-Have an area echo in the room and surrounding rooms to let someone know a fire is near by.

-Take some PE to gather materials needed.

-Have a random chance of burning yourself while lighting said fire? (optional)

-Have a time limit on how long it lasts.

-Leave ashes and area echoes after fire is gone. Maybe even have anyone who sits by the fire "smell of fresh cinders" or something like that as well.


This makes it to where you get a decent bonus, but you also give away your position to other players. The trade off seems very fair considering this is one of the few things a scout still needs to be completely independent of cities.

EDIT: For spelling. :oops:


Last edited by Gremlin24 on Sun Jan 06, 2008 3:30 pm, edited 1 time in total.

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PostPosted: Sun Jan 06, 2008 8:28 am 
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SK Character: That'd be telling
I like the idea of the campfire and I like the idea about boost from having a bard sing to you, but as that is already possible it kinds makes it moot.

I do think though that if a campfire is lit it should be visible from nearby areas.


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PostPosted: Sun Jan 06, 2008 9:36 am 
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SK Character: Achernar
Sounds like a skill that could be useful for scouts. I'm kind of indifferent, but if people like it, lets make it.


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PostPosted: Sun Jan 06, 2008 10:29 am 
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Goldlantern wrote:
A link to the older campfire thread I dug up.

http://www.shatteredkingdoms.org/forums ... re&start=0


Maybe it's about time I followed up on that ending you bit.

I WILL END- oh who am I kidding!

:cry:


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PostPosted: Sun Jan 06, 2008 10:35 am 
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Gremlin24 wrote:
I do like Thuban's ideas on this. I'd tweak it to look a little more like this:

-Give it a modest bonus to regen.

-Have an area eco in the room and surrounding rooms to let someone know a fire is near by.

-Take some PE to gather materials needed.

-Have a random chance of burning yourself while lighting said fire?

-Have a time limit on how long it lasts.

-Leave ashes and area ecos after fire is gone. Maybe even have anyone who sits by the fire "smell of fresh cinders" or something like that as well.


This makes it to where you get a decent bonus, but you also give away your possition to other players. The trade off seems very fair considering this is one of the few things a scout still needs to be completely independant of cities.


Perfect. I'd get behind the campfire idea completely if it were done like this.


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PostPosted: Sun Jan 06, 2008 3:04 pm 
Why have so many negatives? Why not just implement a helpful skill that assists with room regen?

Sometimes I think you guys like making trouble for yourselves.


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PostPosted: Sun Jan 06, 2008 3:32 pm 
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Jardek wrote:
Why have so many negatives? Why not just implement a helpful skill that assists with room regen?

Sometimes I think you guys like making trouble for yourselves.


Like I said, it would make scouts able to avoid cities completely with very, very few downsides. This means they could stay camoed constantly. It may not need all of that, but that's why I said maybe this and put the question mark behind burning yourself. I thought about having an epic fail option where you set fire to the room (fireball), but that would be just as much of a boon as it would be hilarious to watch people burn themselves alive lighting a fire in a forest.


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