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From: Michael C. <my...@vi...> - 2001-04-17 11:17:56
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Warren Cheung wrote: > > 3. I definitely like the idea of being able to combine objects. In this > vein though, I would definitely suggest the inability to create anything > overly powerful - I guess a good dose of Conservation of Energy would be > appropriate. Would be nice to also be able to do the reverse as well. > > So here are my ideas: > -Have a "craft" skill. > -Make tinker deal with only non-magical items. > -Add a "Combine" technique. Make it possible to create some higher level > items, > -find a better name for "combine" > -Always avoid allowing creation of very powerful objects (unless they're not > usually wanted.), esp. Ascension Kit(tm) objects > -Make Tinker and Combine depend on the skill. > -Add a toolbox, that will allow Tinkering (and Combining if your skill level > is high enough). > -Gnomes get Tinker and Combine techniques during levelups. > -maybe even add a "disassemble" technique/skill Sounds useful. Maybe combine could be called forge (in which case we need to add some forges)? > Also to think about, but only marginally related - we should probably make > an effort to break up the Ascension Kit, or else have it so that there are a > lot of useable alternatives. Future, future.... Try it after you have Lethe integrated. It makes free action (Nightgaunts and Gugs have paralysing attacks) and levitation or water walking (lots of high penalty water to cross) plus magical breathing (in case you fall in) a lot more important. Reflection is more necessary (monsters can cast 'ray' spells) and intrinsic telepathy is no longer such a good idea as Cthulhu has a nasty psyonic attack. This makes helms of telepathy and amulets of ESP a lot more attractive because you can take them off. Squeezing this lot on - Helm of Telepathy, GDSM, ring of levitation, ring of free action, boots of speed, amulet of life saving or magical breathing gives the player some tough choices if they want any other abilities... Mik |