> > What about "mini-games"? > > For instance, instead of a mere lockpicking, you actually have to use the > picks in the right order in a limited time to pick a lock - if you fail, > you > trigger the traps, of course. >
Don't think I like this. Maybe as some people suggested about using a minigame for important doors, but I don't think minigames are very conducive to CF's atmosphere. > What about changing alchemy (including the jeweler etc. variants)? > > For each formulae you start with a ~3% chance of success. You succeed? Get > 3 > to 5 points. Failure? Get 0-1 point (failure is a valuable lesson, after > all > :)). Capped to ~90%. And maybe not giving global experience. > > What about random (ie player-dependant) parameters? You have more success > during certain hours, or outside vs inside, or...? > Nice. I'm interested in ways to revamp crafting. Then reduce the dropped items. I mean, so much junk! > All part of the fun! After all, real adventurers would need to wade through corpses, body parts, and paraphernalia to find the valuables. > Then, slowing (a lot) combat, making it more tactical. Instead of a zillion > monsters, some hard to defeat monsters, where you can use all your skills > and > items, and attempt various combinations. > > Then various effects on weapons: stun, knock back, confuse, slow, etc. > > Reduce the zillion elemental attacks to a lower number (6? 8?), other > things > are side effects. > > Interesting, but I fondly remember the twitchy, fastpaced nature of CF in the old days(think monochrome cfclient). Granted, I was playing that on a LAN server rather than internet, and that was before spell casting took time, etc. Just my two cents. I have strong feelings about many things, so I have to be careful how I let them out. :) --Nathan
_______________________________________________ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire