Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Sun Nov 30, 2008 12:15 pm 
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Location: Pyrathia
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PS have part of the casting syntax be the name of the object so that the sorceror can custom name them. This can be checked against existing gate targets for invalid names...or not...either way has it's tactical use.


I like that, cause then you can let others use your point be giving them the "power" word for it.


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PostPosted: Sun Nov 30, 2008 12:24 pm 
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It's quite a few names that need to be index'ed and checked constantly.
If this index of allowable gate names isn't made, it would end up having the same downside as with npc-anchors before, that got them removed.


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PostPosted: Sun Nov 30, 2008 1:44 pm 
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Joined: Thu Aug 02, 2007 4:09 pm
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Location: Sunnyvale, CA
I may be the only person saying this...

But I actually like the new additions to gate/summon. I use to get so annoyed when I wanted to go to a shopkeeper in the north or whatnot and find that he/she was being used as a gate anchor. That and it makes the game just too easy! I won't even bother going into detail about the horrendous amount of NPC summoning between tribunals. Ever since getting to a certain place that isn't on the main continent became a tad easier by allowing us to not need to deal with the dreaded winds, I've been quite happy.

And as for leveling issues (I fondly remember using a certain NPC to review with when I was far too lazy to move from my location), its been fun as well. You never know who you may meet when heading through Nerina or whatnot that you wouldn't otherwise see if you had stayed holed up in your leveling location.


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PostPosted: Sun Nov 30, 2008 6:03 pm 
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Marfik wrote:
TheCannibal wrote:
:roll:

Have the way point spell create an object only visible with detect magic. This object can be "set" into the ground by the caster. It becomes like any other created object except that it can be gated to. It can be junked by anyone who can see it. NOT with the junk all command.

This gives us a cool item for sorcerors AND gives a tactical use for detect magic.

God I'm good.

PS have part of the casting syntax be the name of the object so that the sorceror can custom name them. This can be checked against existing gate targets for invalid names...or not...either way has it's tactical use.


Didn't I just suggest that?


Holy crap! It's like the idea is so absurdly simple and awesome that multiple people even came up with it and agree on it!

Whoa!


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PostPosted: Mon Dec 01, 2008 12:58 pm 
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Joined: Mon Dec 31, 2007 10:39 pm
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TheCannibal wrote:
Marfik wrote:
TheCannibal wrote:
:roll:

Have the way point spell create an object only visible with detect magic. This object can be "set" into the ground by the caster. It becomes like any other created object except that it can be gated to. It can be junked by anyone who can see it. NOT with the junk all command.

This gives us a cool item for sorcerors AND gives a tactical use for detect magic.

God I'm good.

PS have part of the casting syntax be the name of the object so that the sorceror can custom name them. This can be checked against existing gate targets for invalid names...or not...either way has it's tactical use.


Didn't I just suggest that?


Holy crap! It's like the idea is so absurdly simple and awesome that multiple people even came up with it and agree on it!

Whoa!


I know, dude. My mind is practically blown at how simple and awesome this idea is.


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PostPosted: Wed Dec 03, 2008 10:46 pm 
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Joined: Thu Feb 28, 2002 4:00 pm
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Location: Australia
SK Character: Viltrax
ObjectivistActivist wrote:
That's because all you're thinking about is the basic concept, which in and of itself is very simple and has been suggested about four thousand times (yes, this is an exageration, but it sure as hell doesn't seem like one at this point) in various forms since the change to summon was in place.


Damn right I was dealing with the basic concept. Complexity was the complaint and it seems simple to me.

ObjectivistActivist wrote:
The complexity I was refering to was the code required to make all of the other aspects happen as well as the basic concept.


Well, I took your complexity claim as "Huh, how?". A simple example seemed the best way to illuminate how it might work, for everyone.

ObjectivistActivist wrote:
The detect magic stuff,


I like Marfik/TheCannibal discussion about an item that is magic+hidden, probably along with a timer so it eventually crumbles.

ObjectivistActivist wrote:
the mana increase


Increase... to what?

ObjectivistActivist wrote:
the save v another casting


You're gating to an inanimate object that you created. I guess you might have a distance-based failure if you're in a far flung place, similar to summoning might have.

ObjectivistActivist wrote:
. It all strikes me as a far more complex and needlessly so version of better options that have already been suggested.


I haven't read any more simple ideas than this one, before. Certainly not in this thread.

ObjectivistActivist wrote:
I'm sure I should be surprised that I had to explain something so obvious to you, but I'm equally sure you were just trying to find a way to take a dig at me even if you had to abandon reason and careful thought to do so. GJ.


Actually, in the world of PK and mechanics I'm quite unskilled. Never had a GM character and can count my successful PKs as a mortal on one hand. So yeah, score one for surprise and subtract one from paranoia. :)


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