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Nightmist - Improving the game >> Suggestions >> Miscellanious Abilities
(Message started by: The Mecrenary on 02/08/04 at 03:43:04)

Title: Miscellanious Abilities
Post by The Mecrenary on 02/08/04 at 03:43:04
Miscellanious abilities:

These abilities are not class specific... all classes can learn them.

These abilities do not take mana.

Here are some examples.

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First aid:  This ability can only be used if you have a first aid kit item.

If someone else on the square with you is mortally wounded, you can use this ability to heal him up to moderately wounded.
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Set trap:  You must have a rope.  You have to stay on the same square as your trap.

The trap has a chance of dealing level+intelligence+random number (1-10) to the next one who enters the square (leader of party, if there is one)
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Charge:  Not for pacifists.

This ability takes all your stamina, tries to go in a random direction (even a blocked one) and attacks everyone on the square twice.  Takes 10 hp for each person on the square.
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Flare:  Must have a 'flare' item.

Fills all squares in a two square radius
with 15 - (square distance * 5) 'flashes' for five seconds.

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Travel:  Must have a  'map from [town name] to [town name]' item.  You must be at a town gatehouse.

Travels to a town automatically, but it takes 1 stamina for every 3 moves.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.... post more abilities that you can think of ....
.... post your opinion ....





Title: Re: Miscellanious Abilities
Post by Snowy on 02/08/04 at 18:16:40
i dont have time to read all but some look really nice

Title: Re: Miscellanious Abilities
Post by The Mecrenary on 02/08/04 at 19:05:50
Suggested Item costs (scale these if necessary):

First aid kit: 5k for 50 uses

Flare: 1k

Map:  Distance in squares to travel * 5 gold
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Shops:

Heres another little seperate idea, which might add a little fun.
A clan shop.  You have to fill your stock of one(1) type of item.  A shop could hold 50 items. Each flare would cost 500(50%) gold to fill the stock with, but you sell it for 750(75%) gold outside your clan house (on the path).  

The supply shops, (javaed's supplies) could sell these, too.

Title: Re: Miscellanious Abilities
Post by The Mecrenary on 02/20/04 at 21:53:59
What'dya think?

Title: Re: Miscellanious Abilities
Post by Quark on 02/20/04 at 22:07:55

on 02/08/04 at 03:43:04, The Mecrenary wrote:
Travel:  Must have a  'map from [town name] to [town name]' item.  You must be at a town gatehouse.

Travels to a town automatically, but it takes 1 stamina for every 3 moves.


this will leave you still for 10secs or the recharge stamina rate, vulnerable to attacks without being able to move / attack back... not a smart move

Also, 1 stam per 3 squares is like using 10+ rounds to get frmo southgate house in NM to northgate house.. when you can do in few seconds lol

Title: Re: Miscellanious Abilities
Post by Kharybdis on 02/20/04 at 22:32:14
First Aid -

Healing from mortally wounded to moderately wounded seems too simple...  I think other factors should be considered with this.  Intelligence or wisdom might be worth considering; an intelligent person would probably be more successful at bandaging wounds than someone who's not particularly bright.  Healers should get a bonus to the amount of HP they restore when using this item, based on their extensive experience at healing.  This ability should use all your stamina, so while it's more potent than healing potions it also leaves you vulnerable.

Set Trap -

This would definitely be abused...  I'm not particularly fond of the idea.

Charge -

Again, it would probably be abused and widespread carnage would ensue.

Flare -

So it spawns around 15 monsters called "flare" for a short time?  That doesn't make much sense to me...  maybe it could have an effect similar to Divine Light, but with a shorter duration.  The question is, do flares belong in a fantasy MUD?

Travel -

I'm not really crazy about this idea either.  The movement is much slower than what most players can do by themselves.

Clan Shops -

I'm pretty sure this has been suggested before.

You have some decent ideas, but they seem a little undeveloped.

Title: Re: Miscellanious Abilities
Post by The Mecrenary on 02/20/04 at 22:56:14
Well travel would be mostly for newbs.  I guess first aid could fail and hurt the person, depending on the users intelligence.  And of course they would be scaled...  Flare?  Well, it would sorta blind people if 15 monsters named flare were put on.  The perfect setting for a quick getaway.

Also, these are just examples of what could be done... I'm just saying that maybe all-class abilities might be fun!

Title: Re: Miscellanious Abilities
Post by Magnus on 02/21/04 at 00:51:03
i don't support any of it ... doesn't sound like much thought was put into it  :-/



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