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Re: Stats and Races



 I remember there was a game for the apple // with different character
classes, and the classes got experience based on certain actions
(the player did not know how much exp each character had, only if
the character was ready to train.)

 what didn't take me very long to figure out was what actions to do to
get each character in the party experience.  Have the fighters beat
up on the monsters, clerics heal the fighters, and if it could be
done safely, the mage could blast the monsters.

 I think if any such method is chosen for crossfire, people will
quickly figure out what they need to do (they could, of
course, look at the code in a worst case situation.)

 And since crossfire parties may either be quite loose or
nonexistant (depending on the server), certain actions for experience
may nto be especially good (ie, healing other players).

 Likewise, a class can not become especially weak.  In AD&D, thieves
are hardly a good fighting class, but it is ok, because they can
instead do other useful services (find traps, or maybe sneak around
and do a backstab or whatever.)  But such a character probalby would
not do very well in crossfire, since it is mainly fighting.

 What I think might be better, and easier, is this:
 1) Each class has more unique abilities.  Mages will always be better
at casting spells, fighters/barbarians better and beating things up, clerics
better and cleric spells, etc.

 As it is now, at a certain level, or depending on the abilities, any
class can pretty much do any of these other things.  That mage can
put on the plate mail and weild a sword, and become a fighter.  That
fighter can pick up spell books, etc.

2) To follow this basis, new classes could be added.  Paladins might
be combo fighters/clerics (ok fighting, ok cleric spells.)  These
woudl be worse and better compared to being more a single class
(ie, the paladins fighting and cleric skill would be worse than that
of either a fighter or cleric respectively, but the paladin's cleric
skill would be better than that of a straight fighter, etc.)

 This way, class selection has real long term effects (however, some
of the new Berkeley characters already have this, with not being able
to use weapons and armor.)

 The experience patch someone put up (making certain classes take
more experience to gain levels) could be applied in certain classes
also.

3) Add class specific items.  Maybe a mage is the only one that can
use special wands, cleric certain staves, etc.  Same could be
for armor and fighters, for even some of the more mundane stuff (maybe
only fighters will be able to wearing the plate mail..)

4) A race and class split would be nice, but not required.
If races are added, they should probalby give more than just starting
stat bonuses (like certain special abilities perhaps..)

5) Give each race certain abilities that are actively used (pick 
locks for thieves, praying for priests, etc.)

 --Mark