Crossfire Archive
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Re: CF: protections and vulnerabilities
Preston,
The possible new scheme for immunities and protections is to make them
additive so that a player could potentially be immune +1 and protected -2
and have a table lookup which determines exact percentage level of
protection (or vulnerability).
The general idea behind this new scheme is there really needs to be
graduations between merely resistance and completely immune. It was
noted some immunities that a player can get really should be considered
greater resistance and the game might want to allow skills and such to
give lesser resistance. For instance, maybe dwarves should have a natural
10% resistance to cold. And multiple resistances should be better than
single and multiple vulnerabilities should be exceptionally bad.
Monsters and such which have a true immunity would be specified as
having immunity +10 (generally considered unreachable by a player)
and all other values of immunity combined with resistance (lookup value
could be something like immunity * 16 + resistance so each value in
table corresponds to a particular combination of immunity and resistance).
So then people can modify the table to get the play balance just right.
This change means term "immunity" probably should be changed to something
such as "major protection" or something similar. What was immunity would
still give 90% or more protection, just enough below 100% so that a player
can't ignore it totally.
As for the suggestion on player interface regarding inventory: it sounds
to me that what you want would be met if there was a inventory option to
display player selected items. So a player could then chose favorite
equipped and unequipped items in order to be able to select among them
quickly. These could be called "hot" items. So then a player could be
organized and not messed up by picking up new items since the inventory
hot list would only contain items specifically marked by the player as
a hot item.
I don't agree that a player should be able to display what is inside
a container without explicitly opening the container. The player could
take the item out and add it to the hot items, but the reason the item
is in a container in the first place is in order to organize and store
the item (or save weight via bag of holding). An item in a bag of holding
should not be instantly accessible and should require opening the bag of
holding.
sdw
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