Download Game! Currently 120 players and visitors. Last logged in:JeezCapedSlimyDeoroot

BatMUD Forums > Ideas-wanted > Re: races

 
 
#1
17 Aug 2007 16:15
 
 
Raise spellmaxes for some of the big races, Finetune some of the
skill&spellcosts that races have. anything over 130 or under 70 is just silly.
Lower skillmaxes for some casterraces, silly how some races ( tank) have 78
skillmax, 40-60 spellmax and some races ( caster) have 80-95 skills and 90-100
spells.

Yes, this would bring the extremes in low and highcost reincs closer to
eachother, yes it might make some races more viable options to other reincs.
This would allow for greater variation in guild & race combinations. I don't
believe that seeing more nonoptimal reincs is bad for the game, it might
actually be better.

 
Rating:
26
Votes:
30
 
 
Glaurung
1y, 108d, 0h, 39m, 40s old
Level:
44
 
 
#2
17 Aug 2007 16:15
 
 
I think that a better option would be to have more skill \'type\' groups, above
just arcane and non-arcane.

Each race could be more adept/inept at learning different types of skills (+ or
- 10? to the skill max for those types of skills?)

Examples:

Arcane:
(Already defined)

Intellectual Skills:
Law
Plant Lore
Consider

Power Skills:
Throw Weight
Mining
Pound

Fine Motor Skills:
Sewing
Saber Fence
Mix Potion
Cast xxx

Patience and Accuracy Skills
Baptize
Ceremony
Tame Mount
Alloying

Confidence Skills:
Bargain
Enrage
Battle cry
Turn undead

For example: a Gnome with a normal skillmax of 78 would be adept at
Intellectual, and Patience/accuracy skills and inept at confidence and power
skills. So skillmax for Law and alloying would be 88, where mining and bargain
would be 68.

Perhaps have this for spells types as well, Mermaids would get a -on fire,
demons a + on fire...

 
Rating:
7
Votes:
13
 
 
Rigger
N e w b i e  H e l p e r
283d, 12h, 37m, 49s old
Level:
81
 
 
#3
17 Aug 2007 21:14
 
 

I don't really see what is wrong with the current range of skill/spell
maximums and costs. Since training over maximums is allowed, races
are hardly handicapped by maximum that is just a little too low.

Of course, a few races may need some tuning. However, if players
actually think that there is a more general problem with the
range of skill/spell maximums and costs, I suggest either following
Rigger's suggestion or having more skills and spells useful at
lower percentages.

I happen to think that there are probably a few too many skills/spells
that are either near useless or actually counter productive at low
percentages and I also suspect that some skills benefit from very
high percentages too much.

In the latter category, some examples would be the merchant skills
which are required at high percentages in order to achieve certain
results.

Tim

 
Rating:
-10
Votes:
18
 
 
Tim
203d, 13h, 9m, 0s old
Level:
71
 
 
#4
17 Aug 2007 21:14
 
 
An additional alternative would be to make race skill percentages in addition
to any guild ones (like background skills but you have to train em). The race
skills could be tweaked a bit, but then you would have some races that
actually proove what their background indicates...

The very best dwarven miner would be better than the very best non-dwarf.
Very skilled sprites would become the masters of teleportation.
Even though monkeys are stupid, they can hurl feces with any of their four
hands better than anyone.
etc...

 
Rating:
2
Votes:
4
 
 
Rigger
N e w b i e  H e l p e r
283d, 12h, 37m, 49s old
Level:
81