Particle's Custom RPG

PCRPG Development => Development => Topic started by: Particle on July 26, 2003 02:32 am CDT

Title: Patch Changes
Post by: Particle on July 26, 2003 02:32 am CDT
I'm making the following changes in armors:
Most or perhaps all armors will be in multi-piece sets.  You can mix and match the following typical pieces to these armors.

(1)Helmet
(2)Arm Plate
(2)Bracer
(2)Glove
(1)Shoulder Plates
(1)Cuirass
(2)Legging
(1)Pair of Boots

Of course, not all armors will conform completely to this guide.  For example, weaker items might consist of only three pieces--cuirass, pants, and boots.

Some armors may very well be all-in-one types.  Any suggestions?
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Post by: UnderGod on July 26, 2003 03:00 am CDT
Arm plate and bracers are pritty much the same thing.

I would say they were different if you weren't wearing protective gloves as bracers tend to protect your wrists too.

Personially, I would either ger rid fo arm plate or bracers, and put something for padding for underneath the armor..

For instance..

When Full body armor was first used, the only true way they could kill the soldiers wearing it was to use hammers or mauls.. In turn, they started to put malarkey loads of padding underneath..

They also wore a type of chain mail in the joint area where the plates would connect.. In case someone managed to attack there.. It wasn't perfect, but it helped.

Not to mention that when people wore chain mail or splint mail, They also had protective padding underneath as the mail would tear up the skin if unprotected.

It all comes down to how real you want to get.
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Post by: Particle on July 26, 2003 05:30 am CDT
Arm plates the way I want them to work is for the upper arms, bracers for the lower.
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Post by: UnderGod on July 26, 2003 06:50 am CDT
If you are going ot go multipice, you should look like what you wear =/

The hardest part about the skinning is the combinations.. hmm
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Post by: Newbie on July 26, 2003 07:10 am CDT
Holy malarkey, there's gonna be skins for these pieces of armor??

*gets a boner*
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Post by: Particle on July 26, 2003 01:25 pm CDT
If you want skins, make 'em yourself.  I'm a coder and I can make prefabs--that's just about it.
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Post by: Newbie on July 26, 2003 06:32 pm CDT
I wish I knew how too  :cry:

We have to find somebody to make us some skins...
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Post by: UnderGod on July 26, 2003 08:53 pm CDT
I could make them, but do you realize how many skins you would need for all those combos?

over a hundred..

And for what?

No one would pay any mind the time and effor that would have went into making them..
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Post by: Vorter_X_ on July 26, 2003 10:52 pm CDT
=D hey particle u using WC or GTK still?
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Post by: Particle on July 28, 2003 02:22 am CDT
GTK
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Post by: EVIL_INC on July 28, 2003 03:14 pm CDT
just figured id add in 2 cents. i remember when you added in the extra sarmor parts before. it confused the hell out of a lot of peeps who werent familer with the various armor parts. i spent i dont know HOW long trying to explain to peeps what was what and how they operated.
i found it a pain because going into the inventory screen to change a dozen pieces where before you only had to click one, was a small, but not insurmountable one.
it seemed that the majority of peeps that i spoke to (yes i know its been a while) wanted to keep that part simple preferring instead to have different weapons or different "suits" of armor, spells, smithable miscelanious stuff.
of course, i realize that i seem to be out of the loop now after seeing that you have a few new players and most of the old ones are now going by new names.

i like the idea of having helmets seperate though. they can easily be made into special items of significance. anyone ever read the Death Dealer books? the rest are just armor pieces that could just be added in a part of the whole of a suit.
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Post by: Particle on July 28, 2003 11:32 pm CDT
I'm using multi-piece armors.  If somebody is too stupid to understand that a glove and a boot can be used together, they shouldn't be playing.  Everything is going to have more depth--that's always been the plan.
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Post by: Vorter_X_ on July 29, 2003 04:42 am CDT
btw particle did you figure out how to add more wads to it?
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Post by: eViL on July 29, 2003 04:57 am CDT
add wads to what... if its what i am thinking, i can tell you both how... lol
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Post by: Vorter_X_ on July 29, 2003 05:56 am CDT
gtk radiant doesnt work with tribes so we cant add new wad files to it without adding more code which i dont want to learn about right now
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Post by: Particle on July 29, 2003 03:11 pm CDT
Sure it does, and I told you how multiple times.
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Post by: Vorter_X_ on July 29, 2003 10:20 pm CDT
when???? i never got it i asked multiple times but you said it doesnt work with tribes so i cant and ive tried multiple ideas given to me by friends and none of em work
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Post by: EVIL_INC on July 31, 2003 01:14 am CDT
Dats cool. just figured id let you know, because im one of the few here who is actually "up" on whats what in historical arms and armor and you havnt lost me.  :D
i still like the idea of adding in some smithable or magical helmets, they have a lot of possibilities.
1. a helmet that lets you see hidden players.
2. a cursed helmet that automaticaly targets everyone on server so you are everyones enemies.
3. a helmet that creates a magical suit of armor that goes with it. downside...slows you down when in use or disallows boot/paw/wind walkers use when used.
4. a helmet that lets you use energy as normal, but whe you run out of energy, allows you to use your health as energy.
5. a helmet that ups your mining skill.
6. a helmet of "charisma" that ups your haggling skill.
the possibilities go on and on. i like the idea of "cursed" helms for admins to give to troublmakers and so forth but then any item can be cursed and given to players who cause trouble.
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Post by: Particle on July 31, 2003 01:30 am CDT
So I take it that my plans for armor aren't especially inaccurate?
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Post by: eViL on July 31, 2003 02:05 am CDT
Quote from: "EVIL_INC"
1. a helmet that lets you see hidden players.


3 words:
software graphics rendering.

and you could take the cursed items thing 1 step further, cursed weapons.... and to make it better... you could make it so once the item is on a player, it can't be taken off til the person dies or an admin takes it off.
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Post by: Newbie on July 31, 2003 02:13 am CDT
Mmm, I like where this idea is going.  :)
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Post by: EVIL_INC on July 31, 2003 04:23 am CDT
Quote from: "eViL"
Quote from: "EVIL_INC"
1. a helmet that lets you see hidden players.

3 words:
software graphics rendering.

and you could take the cursed items thing 1 step further, cursed weapons.... and to make it better... you could make it so once the item is on a player, it can't be taken off til the person dies or an admin takes it off.


i use software setting when i play rpg because of the large number of players who constantly mug others. i find them to be a pain in the ass, which is why i have always refrained from mugging others unless they either mugged me or were on a mug spree against others so i could return the lowbies stolen items to them.
i just think that useing the software setting detracts from the look and feel of the game. im not sure if its possible to get around the hide without doing that so i just popped it out as an idea. if its impossible,  so be it. :)
i know admins can simply do those effects with admin commands, but these would add some flavor to the game.  :twisted:
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Post by: Vorter_X_ on July 31, 2003 08:43 am CDT
easy hide cheat


delete invisible.dts or w\e it is and copy another dts and rename it to invisable.dts or w\e it is


wonder how many ppl use this method instead of the software method
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Post by: Particle on July 31, 2003 02:38 pm CDT
*marks another model for the forced verification list*
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Post by: Newbie on September 7, 2003 05:08 pm CDT
Where's that o-so-sexy patch/update??

I want changes!

Wait.. is stealing going to be disabled in towns?  :shock:
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Post by: Hersh on September 7, 2003 06:14 pm CDT
I'd think it'd be more realistic to be able to steal anywhere. I mean just becuase your sitting in a bar doesnt mean you have less chance to get mugged then in the middle of a dungeon, I'd think you'd be more likely to be mugged in town then out. Maybe a chance of town guards attempting to seek a bounty? That would be intresting.

Hersh
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Post by: Particle on September 7, 2003 08:07 pm CDT
Something I'd like to do is make PVP harder (and more painful when you die), allow bounties to reach six digets, and redo all the armors.
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Post by: Newbie on September 11, 2003 02:19 pm CDT
You should script something in so that the higher your bounty is.. the more of a chance you have of dieing in a town.

The more your bounty goes up, the more of a risk of being killed by a 'guard' in-town.

For example, say you're a notorious thief that has an extremely high bounty. If you go into a town you have a random chance of dieing from the guards.

I'm not talking about a literal bot that kills people, but just a random chance that the server will #kill you according to your bounty..

Once you die, it could say "You have been slain by the town guard!".

This could add in a lot of excitement. It would also keep Pkers/Thieves out of town for long amounts of time.

Or you could script somthing so that once a player's bounty passes a certain benchmark, they could be PKed in town.. or even have them auto-join team Enemy.
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Post by: Particle on September 11, 2003 07:25 pm CDT
I like the way you think.  Perhaps we could have a literal guard, a couple at the gates and maybe one or two by the various buildings.  They'd be fast, deadly, and have a random chance of taking up the bounty.
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Post by: Lidge Farkley on September 12, 2003 06:10 pm CDT
aye... but if you're of a good alignment... then why would you have a bounty?

On the PVP level you may want to introduce the alignment system.  You know "Good, Neutral, Evil" system.  Depending on your alignment, townbots and guards and even bad guys may respond differently to you.  Of course... then the whole method of attcking by bots would need to be changed to somethign other than just a team change.  ie; if you're evil and a bot is evil but will sell to you when you're near it, then it shouldn't be on the enemy team attacking the good aligned people... it would need a scripted method of choosing targets and dealing out damage based on the alignment system.

The team system may even be delt away with entirely if the alignment system is done properly... the only probelm I see with the alignment system is accidental killings and possibly a LOT of coding to make the bots un-retarded. ;-)

Of course, you could have them choose their targets based on their distance from you as well as your alignment points.  (make a -999 to -150 evil, -149 to +149 neutral and a +150 to +999 good)  Of course, the system would only have leeway for Player Characters; good can attack good, evil could attack evil... there's not a team boundary.

That brings us to the next step; teams based on player party's.  When a player forms a party, that becomes a team.  When the player invites people and they join, they also join that team (as the engine sees it) and would therefore not deal damage to one an other on accidental misses.  

The team-party may even be named after the party leader and when you or someone else joins that party-team it would say globally "Ozzy has joined Particle's party" or "Ozzy has joined team Particle."


....Also, to make the evil neutral good system a bit more spicy;
-999 to -250  -Evil (ie; purely evil dialogue options)
-249 to -150  -Evil (with a small chance of good ie; some good menu options still)
-149 to +149 -Neutral (ie; all menu options)
+150 to +249 -Good (with a small chance of evil ie; some evil menu options still)
+250 to +999 -Good (ie; all purely good menu options)

Why have the scale go up to 999 so far past the marker?  Well, if you're an Evil PK, this will make it harder for you to make your character good  through anything short of a whole avalanche of divine goodness.  If you're good it will make it that much tougher for you to find an evil quest in a town bot to do, or kill neutral/goos players/bots to become evil.

There's more thought on this range area... but I have work to do... so adios for now!

Anyhow... I've thought about this a lot, but I have just not had the time to post much about it. If ther're questions on the system... I could expand my meanings more, and I understand the team-party system may not work.
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Post by: Silvanoshei on September 12, 2003 07:49 pm CDT
Fancy ideas, but nothing player-submitted every gets implemented, so you've typed a lot for nothing.  :roll:
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Post by: Particle on September 12, 2003 08:09 pm CDT
I wouldn't be so quick to say that, Silv.
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Post by: Silvanoshei on September 12, 2003 10:46 pm CDT
Sorry. I should have said that nothing player submitted that I've ever seen gets implemented.
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Post by: Lidge Farkley on September 13, 2003 01:45 am CDT
If you've followed any of my posts over the last 3 years you'll know that I post a lot of ideas and many of them reoccur in later posts, so don't worry about my "fancy" ideas not getting in anywhere... cause they've been all over.  Implementing them is a matter of finding someone who has the ability and is willing.  Thus far not many have had the ability, and those that do haven't been willing.

If they get used fine, if not that's not a big deal.. The system is drawn off of the D&D and Arcanum (that game sucked!) styles of alignment.  It's not even a really orriginal idea on my part at all, so if it gets used, so be it, if not, oh well.  I am reluctant to release anything truly interesting to the community as I wouldn't want to see my ideas being sold back to me in some other game later... that kind of stuff really makes me kinda sad because if I ever do realease anything at all with my ideas people will see it and say "unorrigional, ideas stolen from xxx game" even if I had alreaady thought of it or used it in my own on-paper working.  I know it seems silly, but life is about your mind and how your mind interracts with the world.  If I can keep my mind from getting that depressed "they stole my ideas" feeling, I'm all for it :-)  (some may say this is selfish, but indeed my own feelings outweight the need for someone to make money off of my ideas.)  Of course, if someone else publishes my ideas before I let them known to the world, then I think that's ok; as long as they do it well! ! ! :-D

...rambling.

To sum it up; I think Particle has the ability to achieve this system, or I would not have even mentioned it. ;-)

Peace.
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Post by: Particle on September 13, 2003 08:14 am CDT
An automatic good vs. evil system would be easy, really.  You gain say 0.5 evil points if you use a medium damaging spell.  However, if you use a medium healing spell, you might gain 0.5 good points (healing others that is).  Divine magic would be tricky though, I dunno--it should be considered good magic, but it can damage.  Perhaps I'll make it only be able to damage NPC's and chalk it up to good.

Divine and Evil magic then... pick your path.
Then for defense:  Defensive and Black magics.

Now I kinda need to figure out what we can do with the good vs. evil stats, as in what it will effect.  Maybe we could have specific benefits and drawbacks for each based on the point values.
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Post by: Silvanoshei on September 13, 2003 09:23 am CDT
In that case, it would be so easy to get to whatever alignment you so chose. Can anyone say Deus Autocast?
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Post by: Particle on September 13, 2003 10:07 am CDT
I've got ideas for things like that... it shouldn't be a problem.  In the first place, you actually have to do damage or heal for the points to do anything.  Also, it's pretty easy to detect autocasting.
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Post by: Newbie on September 13, 2003 10:49 am CDT
You know what would be great? If thieves could #rob the merchant or banker. You would have a high chance of getting caught by a guard and #killed. It would require high stealing, a good command to learn after #mug..You would get a little more coins than if you did #steal. #steal just isn't cutting it for us poor thieves. Can only steal around 1000 coins at max most of the time. :(

Just a random thought.
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Post by: FrieD on September 13, 2003 02:16 pm CDT
Yea i like the idea but y not take it to where u could get items from like a #stickemup or sumtin
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Post by: Lidge Farkley on September 13, 2003 05:13 pm CDT
Quote
Now I kinda need to figure out what we can do with the good vs. evil stats, as in what it will effect.


1- NPC speech options.
2- Items you can have in your inventory.  (ie; evil items vs good items)


Note on the #2.  I have been thinking for about 2 years that items on the ground should be picked up via the "onConsider" button.
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Post by: Susan on October 8, 2003 08:09 pm CDT
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Implementing them is a matter of finding someone who has the ability and is willing. Thus far not many have had the ability, and those that do haven't been willing.


I take offense to that Ach. When I was coding, I allowed quite a few of your ideas.

Sorry to dig up this ole thread, but I haven't been around for some time.
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Post by: Lidge Farkley on October 9, 2003 12:42 am CDT
Ahhh Susan!  You're back!  I thought you were gone, so I figured allmost all hope of idea implementation was gone.

In the case that you're back I retract my statement, as I meant it in regards to current developement of TRPG. :-)  (hadn't seen you in ages... so I thought you had gone away.)

In any event, minus Susan, I don't think anyone ever took ideas I posted too seriously.

To do you credit Susan, I always mention your name and the PK and timestamp system you made ages a go, and offer it to anyone who wants it. :-)
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Post by: Hersh on October 10, 2003 01:38 am CDT
Quote from: "Lidge Farkley"
Ahhh Susan!  You're back!


 :shock: Hiya! :shock:

Just visiting? Or planning to stick around?

Alc, I like your ideas, and if I had the time, and know-how, we could sit down someday and make a few of them. But time is hard to get...days should be longer, or work and school should be shorter.

PS. You were right about TR's ideas, they're only a few that are getting work done, especially considering how many ideas we started with.
Maybe, I should find some time to revive it a lil.

Hersh
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Post by: Newbie on October 28, 2003 01:57 pm CST
So.. uh, when is the patch coming out?
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Post by: Newbie on November 3, 2003 04:08 pm CST
Quote from: "Newbie"
So.. uh, when is the patch coming out?