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Forums: Developer Talk

posted on Aug 10, 2007 by Ranger Sheck
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I posted a reply in this thread started by Logailan about the possibility of extra slots for equipment. To sum up, I think the way any Accessories will work is they will come with a built-in skill level for one or two skills and they will have a single effect that works automatically at the beginning of the bearer’s turn. I’ll try an example:

Ice Crystal Amulet: Effect is Protection from Fire, which gives the character wearing the Amulet a bonus to defense against Fire-based attacks. The Amulet has a Frost skill of 20 (which is used when calculating the ‘strength’ of the Protection from Fire effect).

Amulet of Vivacity: Effect is Action Boost, which gives the character wearing the Amulet a few extra Action Points each round. The Amulet has an Airwind skill level of 30 and a Flesh skill level of 30 (the effect in this case is a combo of these two skills).

Since Amulets have no damage/defense or speed/movement stats like Weapons or Armor, their quality will be determined by their skill levels.

Discuss.

Last Edit: on Oct 02, 2008
posted on Aug 11, 2007 by scoot42000
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Nothing to add to this one; I like the idea. The only add I can put on this one is my previously stated idea of boots, gloves, helmets, etc.

posted on Aug 11, 2007 by commander_saavik
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This is a good idea, and you have some excellent examples. Let us players know if you need more examples for amulets; I’m sure we can come up with good ones you’ll like.

I do agree with scoot that the ‘armor’ category of items should be expanded to include multiple subcategories, but I think that can wait until after the success (or failure) of the amulets has been established. If the amulets succeed, you can add a few armor subcategories.

posted on Aug 11, 2007 by Ranger Sheck
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I’m kind of back and forth on whether it should be just an Accessory slot, and each character can only wear one accessory (whether it’s boots, gloves, an amulet, a ring, etc) or whether there should be multiple slots. Multiple slots might get out of control with all the extra effects piling up, but they would offer more opportunity to “customize” your equipment.

posted on Aug 12, 2007 by scoot42000
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A way around that is not making the armor’s effects stackable; just like actions. I agree with commander_saavik though; no reason doing too much at once lol

posted on Mar 06, 2008 by penguinmancer Bob
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I think each character should get extra slots and we should have a variety of items that affect different things. say if we had three spots one could have a backpack to increase carrying capacity, one could be gloves that could either increase a weapon skills say gives the player +5 levels to short blades while equipped, and the third could be for an amulet. Another player in your crew might have boots to increase his MP (movement point) regen, a helmet increasing his maximum defence to like 120 or something and then say a fire amulet that keeps a 3 point flame skin on him in combat.

I like the ideas here and think that no matter how we do it the number of items we can come up with is massive and would be enjoyed by most players but the playability would be largely on how it gets released and how it’s set up. I wouldnt let the abilities stack UNLESS added by seperate items (like if you had an amulet to do something then a helmet or boots or gloves to do the same thing) this would let us decide what we wanted to stack and how much you could get bonus from it and would make managing it much easier

naturally you’d want to put a limit on the number of items being used. Say that you could have pairs of gloves and put a limit of one, then have the capacity increase items like a pouch for one extra item but allow people to have two at a time. and of course naturally have a limit top the total number of items.

Last Edit: on Mar 06, 2008
posted on Mar 07, 2008 by Kranodor
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Sounds good. I like the idea of Automaton-Amulets that work a single, item-value-based effect at start of turn. I’d suggest starting out with something simple, so it would have to be either a ring, or an amulet slot that accepts only this kind of accessoire. Eventually, we can add other accessory slots that can be used differently (boots, gloves) as long as – if there are multiple such slots – there are not two items of the same kind (e.g. two kinds of boots).

I’d separate some stuff from other, though, so I’d make small “jewelry” slots for 1 amulet and eventually up to two rings (or maybe more, although this would probably add too much emphasis on equipment…) and a number of slots for “heavier” stuff like boots, backpacks, gloves, capes, helmets… with the latter being numbered as well, but not specified to one category, only limited to, as said above, only one item of a kind in all (two? three? four?) slots.

I do have some story-wise explanations as to why and how, and when, possibly, too. Don’t know if I am to tell all that stuff over here, though. ;)

posted on Mar 23, 2008 by penguinmancer Bob
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lol yea, looking forward to reading and possibly helping further your ideas over yonder (you know what I mean kran) :)

Last Edit: on Mar 23, 2008
posted on Sep 13, 2008 by redbrett
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i think it would be cool to have all pc’s have an ability they can use without a weapon of that type (airwind, fire, frost, air, flesh, stone, plant or mindwind) and not be able to switch it after they choose it

posted on Sep 13, 2008 by redbrett
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i think it would be cool to have all pc’s have an ability they can use without a weapon of that type (airwind, fire, frost, air, flesh, stone, plant or mindwind) and not be able to switch it after they choose it

posted on Sep 13, 2008 by redbrett
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i think it would be cool to have all pc’s have an ability they can use without a weapon of that type (airwind, fire, frost, air, flesh, stone, plant or mindwind) and not be able to switch it after they choose it

posted on Sep 13, 2008 by redbrett
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i think it would be cool to have all pc’s have an ability they can use without a weapon of that type (airwind, fire, frost, air, flesh, stone, plant or mindwind) and not be able to switch it after they choose it

posted on Sep 29, 2008 by his dudeness yotta
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More slots sound good, but please not too much. Also like Krandor mentioned there shouldn’t be the possibility to have several similar things and a cap for similar effects.

posted on Oct 02, 2008 by Bron
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At least give us a ring or two too, that would be semi-useful,

But as for my real reason for posting here:
Would it be possible to do something like an amulet that grants a five point firecoat as a constant ability? Maybe between four and seven? Of course it works like a normal firecoat, just doesn’t wear off?

posted on Oct 02, 2008 by his dudeness yotta
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Good idea, I think you could create amulets for all those defensive effects, but I suggest to create a market/special place/mysterious hut (…) far away and it should take a dangerous journey to get there.
Also you should loose those amulets when you die (An amulet is small and worth to steal it…)

If you were logged in you could post.




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