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CF: maps for priest advancement
Its been pointed out by a number of people that the clerical magic
(multigod) system could be greatly improved if requisite temple maps
were made to help disseminate information and support the advancement
of the priest within the cult.
I've been talking with David S. about developing some maps towards this end.
What follows are my gathered thoughts about the general nature of what
we should attempt to achieve within the design of these maps.
Hopefully, future introduction of gods within game will bear the requirement
that the designer *also* supply the requisite maps to support the cult.
Comments on these ideas are strongly sought.
-b.t.
The maps I would like to design for Multigod system are largely temple
maps for each cult. In general, all temple maps should have similar
requirements (although a different surface look/feel)
Some ideas (requirements) for temples:
- Temples should be a source of information. This includes:
1) general information concerning the nature of the cult
which is available to anyone entering the temple.
2) temple specific (local) information (which may be limited
to worshipers of the cult only).
- Source of otherwise unobtainable skills/spells/items which allow for
the advancement of the cult follower (priest). Ideally, these
items (see below for ideas) are obtained though quests.
- Source of aid to worshipers. Ideally, aid will be in a form
consistent with the cult. Aid could include things such as:
- magic cast at favorable rates (healing, identification, etc)
- cheaper items to buy
- favorable exchange rates
- free lodging, free food, storage of player equipment
- favorable rates on mercenaries
- a library
Some ideas on Priest advancement though quests:
Since the multi-god system only functions under the skills option
(does anyone play without skills these days??) it is natural to
peg the advancement of the priest to the gain of skills and some
spells. Here's an outline for what all cults should generally
provide to insure that the 'basic' priest advancement occurs (though
some form of 'quests' whose nature depends on the cult of course).
In order of difficulty:
Quest Level Skill/spell/item gained from quest
--------- ----------------------------------
0th (joins cult) obtains holy symbol
1st holy word/cause lgt wnds spell (as appropriate)
3rd - 4th praying skill, summon cult monst/cause med wnds spell
5th - 6th consecrate, holy servant spell/cause hvy wnds spell
7th - 8th sacrifice skill, cause crit wnds (IF appropriate)
9th - 10th sanctify/holy orb/cause multiple wnds spell
12th - 15th holy wrath/summon avatar or other powerful cult spell.
15th - 20th powerful cult artifact.
Other cult specific skills/spells could/should be given out too. I haven't
bothered to list anyones just so that the above list would flesh out
the general power of the stuff we are handing out.
Well then, counting up the quests in the above list shows that we have to
design roughly 8 or so 'quests' (ugh!!) per GOD. That's a LOT of work.
But note that we don't have to make all level objectives a long drawn out quest.
Cheap/reasonable things for quests include just finding the main temple
(to join the cult) and making some 'find this place, get this item' quest
(make slight modifications to existing dungeon maps to insert the special
cult 'goal' items; in fact I think this is a great way to improve a lot of
the current 'hack n' slash' maps that abound in CF now).
Yes, most of the spells I listed are commonly available now. I would
change this so that most of these spells (listed above) are ONLY available
by questing from the priests temple. This change in the code wouldn't
be made however until all priest maps had been playtested.
It would also be nice, if in the future we could make all cult associated
spells/skills be lost if the player changes gods. But thats a long
range type of thing that we will have to do with out for now.
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