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BatMUD Forums > Ideas-wanted > Re: A guild idea...

 
 
#1
10 May 2003 17:34
 
 
Uh, hi. My name is Alkor. I had an idea and was pointed here.

Erm, I want to be an artificer. After some research, I decided the best path
would be to go into alchemy, learn potions, salves, and rings, then into
mercantilism, and maybe finish up with some channeling so I could make wands
and from there start making stuff for everyone. As I looked, I ran into
tinkering and got sidetracked, and came up with a cosmic tinkering theory, and
found that salves weren't explored yet etc..

Then an idea came to me. I thought, what if there was a guild for artificery
in particular? Thoughts started arguing right away - if there was a guild that
made all-powreful items it would be cheese in a heartbeat. Plus it sounded too
similar to the other classes.

Then I came up with some other ideas. Say, that to join the artificers guild
you first had to complete EITHER merchant, Channeler, or Alchemist guild. This
got me thinking. Your background would decide the types of artifacts you could
make - merchants could make weapons and armor, alchemists could make rings,
and channelers could make wands.

All this still just sounded like some addon, and then I came up with the idea
of the skill Venerate. Venerate is probably really weird in comparison to
other skills. To start with, it has a sister skill in Design Artifact.
Whatever you choose to make into artifact (armor, weapon, ring, or wand, or
misc. object) has the ability to be affected by random 'applied' objects,
minerals, plants etc. This is random based on object type and player name.

DesignArtifact lets you discover what the effect would be of using X component
on Y object in artifact making... There would be various patterns and
variations from the pattern yada yada yada... Then, once you find several
components you like, you train Venerate to as high as you need and attempt a
veneration.

Venerate is the strange skill. It lets you combine multiple elements into the
object, applying all their effects, and then seal the object so it cannot be
repaired anymore. At various levels of training, veneration has a better
chance of succeeding with more components - a failure means loss of all. At
60%, theres an absolute of a single component combine. At 80%, 2 components.
At 100%, 3 components. Up to nine can be fused with the object.

But the most important thing about Venerate - the thing that prevents it being
cheesed - is A. Its incredibly high train cost,

and B. When Venerate is used, you lose all the training you have soaked into
it. :-) So when you want to make another artifact, you have to re-train
Venerate.

By loss of all at failure, that includes the experience, but each unsupprted
element halves the chance to succeed - so if you have 100% Venerate and try to
merge with 3, you will succeed, but if you try to merge 4 into the object,
there's a 50% chance you'll blow it. If you go for 5, there's just a 25%
chance of success, and it becomes more and more of a gamble with every addon
you try to make. Plus, the lifeline of these Artifacts is fixed since they
cannot be repaired and break down like all objects do.

 
 
 
Alkor
5d, 3h, 2m, 19s old
Level:
29
 
 
#2
11 May 2003 10:31
 
 
Well you can consider this being bs!

The only fun thing I can think about artifacts is that players
themselfs can be artifacts that other players carry around. Those
artifacts would be exteremely good, but the exp would be shared
between the wielder/wearer and thus the exp cut in half.

One example how it could work could be that:

Each level the mortal has when he turns into an artifact gives
more workmanship and enchantments. The stats the player had when
he turned an artifact would partially be transfered to the user
of the artifact.

Skills/spells that the player had before he turned an artifact should be
carried over with some modifactions (like 50% of orignal %). Those
skills/spells can only be used by the artifact player and when he uses
them the user of the artifacts skills/spells are interrupted and he
starts the skill/spell that the artifact decided to use.

An artifact would have very limited ways of moving around. But I guess
we should give them an ability to transform and get some arms that they
can drag them around with. But they would get like 10 eps or so. An
artifact should be summoned by the player that want to use it. Another
spell artifacts should get is that they should be able to transform
themself into various types of equipment. Being a weapon should give
no bonuses other then you'll be a kickass weapon. But being an amulet
should give casters bonuses etc etc. I suppose that artifacts shouldnt
be counted as party members either, but every player should be limited
to just using one artifact.

It would probably be a quite boring guild to play so I won't code them,
but it would still be fun to wield some player!

++Malitrius

 
 
 
Malitrius
W i z a r d
1y, 224d, 7h, 15m, 47s old
Level:
105 [Wizard]
 
 
#3
11 May 2003 10:31
 
 
Yeah, I would like to see Toag whacking some monsies with my empty head..
therefore I should be bludgeon? :)

 
 
 
Div
235d, 13h, 5m, 38s old
Level:
77