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- Jan 7, 2006
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Righto, Time once again to post a long-ish list of suggestions, some of which I've suggested before, or others might have.
Dual Weapon Stat [[Up to more thinking through and such]]
This would create either a new style of weaponry, or with extreme code, a new way to use two weapons at once.
Focusing more on the new style of weapons, because the only coding I know is basic HTML, The simplest forms would be a single, two handed item, that in model and world view, would be two weapons, as in two small arms, two one-handed swords, or two one-handed maces. The ability to use such weapons would require both the DW stat, and the appropriate weapon stat, wheres on a simple basis, would require 1.5 or 2x the weapon stat along with a DW stat for higher things
Examples of this would be, in order to start Dual Welding rusty daggers, you'd have to get at least one level in SA to use it, and the free level 1 in DW would cover it already.
The advantages to using these special weapons are that, for Small arms, the attack power, and speed, would be roughly double, for swords, the power would likely be increased by 1.5x, and speed some other fraction, and Maces being weird to Dual welding already, would only get small bonus only useful for magical one handed things in the long run.
What of magical weapons you ask? Well if dual flametongues are being used...their on attack specials would have double the chance, as well as attacking faster, and doing more base damage.
On the downside though, using these two weapons would disallow a shield, and unless you have trained a whole *Bleep* ton in the skill, the accuracy of /all/ the weapons would be worse than at the similar level of a single one, in number terms, I'd guess about 1.8x less accurate for maces, 1.5x for swords, and 1.3 for Small arms, as they are the easiest to use in both hands.
This also opens up to more special magical items, an example would be a weapon I saw long ago, that had two parts to it, light and dark, it could become 4 different weapons, each side its own sword, one combination Dual weld weapon, and the super two hander one.
Magic Starter Rods
Now...we have the snake staff...a wonderful way for low level mages to level up affliction until poison starts to work on stronger rats, and the high leveled spells are unlocked, but what about the other stats?
There should be 3 simple little rods, that can actually be bought, that, on hit, simply deal the elemental damage of the wand type, and train it. They wouldn't have any special ability other than training the magical stats, and dealing exact damage equal to the element they train. You have 20 lightning magic, it does 20 damage.
Of course, being sold, they have to be "Sanctioned" by the good mages of the land, so they only cover Fire, Ice, and Lightning, for divination [Which I personally think should be renamed Holy, and Affliction Dark.] you would need to visit a desecrated temple of some sort, and hope to find it, though it wouldn't be any better than the others.
Agility for non-metal armor
While it royally screwed over my character's armor levels, I was thinking that if you need to be strong for metal armor to work, why can't you be quick, so your leathers don't get damaged too much.
While they don't offer as much damage reduction as metal armor, Leathers still serve as quick character's saving grace, and should be considered for armor requirements.
As such, there would have to be more non-metal armors in the game, but I can leave that to other people to suggest serious ideas outside of a semi-solid ramp of "Agility = this armor, which = This percent of reduction". Though Leathers should never get the damage reductions of something made of metal, and the gladiator's armor being the best there is at 45%, it also leads to a "Middle" Class of armors, like the chain mail and such which would be weaker than plate armors, but more than Leathers, requiring a mix of Strength and Agility.
Head Gear, its not just for Magic!
A simple suggestion of simple hoods, hats, and other head items in different colors and designs, so people can try to stand out from each other, leading to magical stuff of each sort too, though not as magical as metal pots on our heads, tiny little bonuses that make people smile, like a nice little 5% resistance to an element, or poison, or blindness.
Female Model
Enough said...been in the works....just thought I'd throw it out, being the only openly female member of this game.
Flight Spell
Now, while it would make some maps soooo much easier, a "Simple" spell, that when cast, would slowly lift you upwards, creating a temporary floor under you, and lifting you slowly, while following you, so you may move forward, a utility spell, used to get places, or for some combats where the arcane archer, or mage wants to be outa melee range. As your SC increase, so does the speed of the raise, and how fast you can move, where at max, it would raise you up quite a few player hitboxes and move at a normal walk, and at its weakest, a little higher than jumping on a rat moving at the crawl of wearing armor you are too weak too use.
The End?
Well, after all of that typing and thinking as I went, my brain is mush and I need to go shove it in the freezer to solidify...I'll be around again to unload more ideas eventually.
Dual Weapon Stat [[Up to more thinking through and such]]
This would create either a new style of weaponry, or with extreme code, a new way to use two weapons at once.
Focusing more on the new style of weapons, because the only coding I know is basic HTML, The simplest forms would be a single, two handed item, that in model and world view, would be two weapons, as in two small arms, two one-handed swords, or two one-handed maces. The ability to use such weapons would require both the DW stat, and the appropriate weapon stat, wheres on a simple basis, would require 1.5 or 2x the weapon stat along with a DW stat for higher things
Examples of this would be, in order to start Dual Welding rusty daggers, you'd have to get at least one level in SA to use it, and the free level 1 in DW would cover it already.
The advantages to using these special weapons are that, for Small arms, the attack power, and speed, would be roughly double, for swords, the power would likely be increased by 1.5x, and speed some other fraction, and Maces being weird to Dual welding already, would only get small bonus only useful for magical one handed things in the long run.
What of magical weapons you ask? Well if dual flametongues are being used...their on attack specials would have double the chance, as well as attacking faster, and doing more base damage.
On the downside though, using these two weapons would disallow a shield, and unless you have trained a whole *Bleep* ton in the skill, the accuracy of /all/ the weapons would be worse than at the similar level of a single one, in number terms, I'd guess about 1.8x less accurate for maces, 1.5x for swords, and 1.3 for Small arms, as they are the easiest to use in both hands.
This also opens up to more special magical items, an example would be a weapon I saw long ago, that had two parts to it, light and dark, it could become 4 different weapons, each side its own sword, one combination Dual weld weapon, and the super two hander one.
Magic Starter Rods
Now...we have the snake staff...a wonderful way for low level mages to level up affliction until poison starts to work on stronger rats, and the high leveled spells are unlocked, but what about the other stats?
There should be 3 simple little rods, that can actually be bought, that, on hit, simply deal the elemental damage of the wand type, and train it. They wouldn't have any special ability other than training the magical stats, and dealing exact damage equal to the element they train. You have 20 lightning magic, it does 20 damage.
Of course, being sold, they have to be "Sanctioned" by the good mages of the land, so they only cover Fire, Ice, and Lightning, for divination [Which I personally think should be renamed Holy, and Affliction Dark.] you would need to visit a desecrated temple of some sort, and hope to find it, though it wouldn't be any better than the others.
Agility for non-metal armor
While it royally screwed over my character's armor levels, I was thinking that if you need to be strong for metal armor to work, why can't you be quick, so your leathers don't get damaged too much.
While they don't offer as much damage reduction as metal armor, Leathers still serve as quick character's saving grace, and should be considered for armor requirements.
As such, there would have to be more non-metal armors in the game, but I can leave that to other people to suggest serious ideas outside of a semi-solid ramp of "Agility = this armor, which = This percent of reduction". Though Leathers should never get the damage reductions of something made of metal, and the gladiator's armor being the best there is at 45%, it also leads to a "Middle" Class of armors, like the chain mail and such which would be weaker than plate armors, but more than Leathers, requiring a mix of Strength and Agility.
Head Gear, its not just for Magic!
A simple suggestion of simple hoods, hats, and other head items in different colors and designs, so people can try to stand out from each other, leading to magical stuff of each sort too, though not as magical as metal pots on our heads, tiny little bonuses that make people smile, like a nice little 5% resistance to an element, or poison, or blindness.
Female Model
Enough said...been in the works....just thought I'd throw it out, being the only openly female member of this game.
Flight Spell
Now, while it would make some maps soooo much easier, a "Simple" spell, that when cast, would slowly lift you upwards, creating a temporary floor under you, and lifting you slowly, while following you, so you may move forward, a utility spell, used to get places, or for some combats where the arcane archer, or mage wants to be outa melee range. As your SC increase, so does the speed of the raise, and how fast you can move, where at max, it would raise you up quite a few player hitboxes and move at a normal walk, and at its weakest, a little higher than jumping on a rat moving at the crawl of wearing armor you are too weak too use.
The End?
Well, after all of that typing and thinking as I went, my brain is mush and I need to go shove it in the freezer to solidify...I'll be around again to unload more ideas eventually.