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Author Topic: skill sets  (Read 6224 times)
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SmurfStormcrow
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« Reply #15 on: 31 July 2001, 10:00:00 »

No one starts out as a class. I think that they should have to work towards it, and have successful tries at being one. A wanna-be theif would have to do some theiving to qualify as a true theif, as well as hone the skills needed to be one. Of course, people would get to choose one or two skills to start out with. It wouldn't make sense for a bunch of skill-less slugs to come out. At least let them start out with some sword-fighting skill, or some lock-picking skill.

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Nate of Sorren
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« Reply #16 on: 02 August 2001, 06:23:00 »

That's exactly the idea.  I have thought about a great many other things when brainstorming ideas over the last few years.  rpg characters all seem to be adults.  Would be fun to have children.  Under the care of adults of course.  Just a few thoughts.  I actually wrote up quite a bit about this idea.  But it will remain just an idea for a few years.  Need to have a game before improving every little section of it.

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SmurfStormcrow
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« Reply #17 on: 02 August 2001, 19:47:00 »

"Little Annie sneaks up behind the big hairy troll and gives him a big whack between the shoulder blades with her prcelain doll, which remarkably survives the impact. The older members of the band look in amazement, as newfound respect appears in their eyes.":lol :lol :lol  

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Koldar Mondrakken
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« Reply #18 on: 03 August 2001, 14:35:00 »

Hey! Hallo again!

This idea reminds me about an old RPG-game named "Darklands". It played in medieval Germany and had an interesting approach on skill increasing and age.

You started as a boy/girl with fifteen years and could then choose wether to learn a certain profession and gain skills (which made you five years older) or just start playing.
So you could increase your skills as high as you wanted, the negative part was that with increasing age the stats of the character were decreasing and so he got weaker and weaker the older you chose him to be.

Something similar would be interesting for the charactergeneration, too. You can start as a boy, as a trained warrior or old veteran, the critical part about it would be to balance the whole thing so older characters are not automatically more powerful.

BTW: Are Sorren-heroes supposed to die? IT would be interesting, also it would have some negative for the players, too, when players have to watch their glorious hero dying of an heart attack in their early eighties! ;)  But it might be also a tool to prevent immortal heroes when players are forced to restart with a 'new' character. Retirement would be an interesting feature, too...

Koldar Mondrakken, Knight of the Moonlight

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Nate of Sorren
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« Reply #19 on: 09 August 2001, 13:36:00 »

I think to make characters be able to die it should take years (real life) and there should be ways to prevent it.

Maybe a potion made from rare eggs found in the catacombs.  (catacomb eggs are from a mud called medievia)

By the way I kind of remember darklands.  The version I am thinking of was one of those shareware copies about 5 years ago.  I don't remember the youth stuff but that's cool.

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SmurfStormcrow
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« Reply #20 on: 14 August 2001, 09:14:00 »

Koldar mentioned character generization as life. This sounds very interesting. Say you start out as a baby, with specific parents. (Do you get to choose your features?) Then you choose whether you are orphaned or cared for, how much training you get in your younger years, what skills you learn, and whether you start a job. You can also choose to have scars or something from a fight in your youth. Of course someone would be watching to make sure that you didn't make yourself too powerful. This would make sure that everyone was unique. And if the person automatically aged while you were choosing things, that would make it harder. You would need to choose certain things at certain times for them to work. You couldn't think too much about it while you were generating the character. (You could even wait for a long time and come into the game as a white haired old geezer; vertaeran of many battles.) Also, your life determines your starting position. You are born in a place that you cannot choose, but when you figure out what direction your life takes, you can move.
Finally, just click on the "begin" button to start the game and be finished with generation.

One last thing that I would like to know, for now. Will we have conversations possible? In some games they have mapped converstions with choices after every line. Or we could just have a person choose a general conversation length and politeness level, then not hear the words. (For example you could be very rude and threatening and have a short conversation jsut to pick a fight. Or you could be very polite to put them off their guard, then kill them.) Te third option could be no restraint conversation. This would be more difficult, as you would have to either talk to another player, or have a person assigned to talk with the player from behind the scenes.

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Artimidor Federkiel
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« Reply #21 on: 14 August 2001, 13:25:00 »

Well, we definitely should have conversations! I personally think that a role playing game should more resemble a gigantic ICQ room than a big fighting arena. I've always liked those epic adventures like "Ultima" and "Ultima Underworld", but I only though "Diablo" is lovely, but nothing which can interest me more than 7 days...

Methinks especially that the game will be more text than fighting in the beginning, cause collision-checking etc. will be difficult parts of programming, but that's just what I personally guess...

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"Between the mind that plans and the hands that build there must be a mediator, and this must be the heart." -- Maria (Metropolis)
Gean Firefeet
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« Reply #22 on: 16 August 2001, 02:43:00 »

Maybe there's a difference between player-player interaction and player-gamecharacter. Off course chatting should be possible, but I can't imagine you'll be able to 'chat' with a gamecharacter. This would give occassions like good ol' LS Larry:
'Pick up sword'
What's a pick?
'Grab sword'
What's a grab?
'Take sword'
*The cleric gives you his sword*

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Artimidor Federkiel
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« Reply #23 on: 16 August 2001, 07:07:00 »

I personally would favour a multiple-choice talk-system when speaking to NPCs (non playing-characters). Through (pre-defined, coming from a database) NPC discussions you would learn most things about the background of the lands. Certain events could trigger new discussion threads, just like in single-player RPGs. I've once written such a talk-system in Visual Basic meant for a single-player RPG working with an Access database, mayhaps this would even be applicaple in some way. Best thing on it is that it has a nice and rather easy-to-use treeview-editor for entering the data and you can test everything at once.

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"Between the mind that plans and the hands that build there must be a mediator, and this must be the heart." -- Maria (Metropolis)
tell me when it is done
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« Reply #24 on: 19 August 2001, 21:48:00 »

>D  You all,Xenos Ravenbeack Torek Ozzot Greybark Nate of Sorren Artimidor Federkiel Kanga SmurfStormcrow Langston B Hummings Koldar Mondrakken Gean Firefeet,had good idles and i now that i am on this and not just reading i think i can help!The frist 1 had an idea when he was on starcraft which brote me to thinking abut a other blizzard game Diablo and Diablo II because of selecting your race or,group to me,which is a every go think to do,i should no i am a game tester,and for skills you should have 1 type that whould work best with that race.and i am not talking about the frist V. i am talking a bout the 2nd or 3th.by the way to find me or contact me by e-mail jake_nelson88@hotmail .com or aim tomfox2007. there i wrote something and I am happy now to add not just read!?!?>D

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