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BatMUD Forums > Ideas-wanted > Re: navtrees & go

 
 
#1
23 Dec 2002 12:38
 
 
I still can't express how good the tune of removing the
navtrees was. It has given depth beyond depth to exploring and
travelling. Still yet I have a small humble suggestion :

Please please modify go and mobile cannon spells so that you
always get to your destination (as relocate & teleport w/wo error
does) - with the drawback that your sps drop under 0 (like in
the heal all-spell), but you still get there.

The maximum spellcost could be something like 1500, that is
with no mastery and a lousy spell %. Cost would drop down to
200sps when you've got enough training on those skills & spells.

This would not be a total uptune. Having really funky minus-sps
is as frustrating as casting the go spell some 10 times to get
where you're going.

Thank you for reading and considering this.

 
 
 
Acidia
2y, 101d, 0h, 52m, 30s old
Level:
48
 
 
#2
23 Dec 2002 12:38
 
 
Acidia wrote:
I still can't express how good the tune of removing the
navtrees was. It has given depth beyond depth to exploring and
travelling. Still yet I have a small humble suggestion :

Please please modify go and mobile cannon spells so that you
always get to your destination (as relocate & teleport w/wo error
does) - with the drawback that your sps drop under 0 (like in
the heal all-spell), but you still get there.

The maximum spellcost could be something like 1500, that is
with no mastery and a lousy spell %. Cost would drop down to
200sps when you've got enough training on those skills & spells.

This would not be a total uptune. Having really funky minus-sps
is as frustrating as casting the go spell some 10 times to get
where you're going.

Thank you for reading and considering this.
In my humble opinion this will ruin the whole idea of exploring and travelling
you just like so much.
If you have a way to get to the destination point, even having -giga sps, why
not to give you trees back which will just drain you down to nothing instead
of charging cash? Or better yet charge cash AND drain to nothing. If you
imagine an average caster, who has some magical strength to teleport himself
to some distance, he has to regenerate this strength in order to teleport
himself more. Having -eps is not really realistic, as well as you can't be
partly pregnant. Either you have strength to teleport or not. And the distance
of this teleportation is dependant on the amount of magical strength you have
left, on your skills, masteries, and spell knowledge.

So the situation as it is now seems quite fair and logical to me.
Just my broken cent.

--
Favorit.

^o^

 
 
 
Favorit
C o d e s l a v e
1y, 41d, 23h, 32m, 40s old
Level:
40 [Wizard]