Re: [crossfire] Re: Polymorph etc

2006-01-22 Thread Mark Wedel

Brendan Lally wrote:

On 1/19/06, Anton Oussik <[EMAIL PROTECTED]> wrote:

I did not necessarily mean more powerful spells. Some existing spells
can get moved up the chain, and intermediate "interesting" spells can
be added to fill the gaps, so a player always has a new spell "just
within reach".  Either that, or spell could be made to not get more
powerful with level, and then players could learn more powerful
versions of a spell they already know, which would exist every 5-10
levels.


The problem with that is that skills already scale with level,
icestorm is one of the best cold spells at any level, because of how
well its damage and range scale, so unless you want to nerf the
scaling of all the low level spells, they are going to remain the best
option, especially if the base level of the supposedly 'better' spells
is increased, because then they will have fewer levels to scale over.


 Well, perhaps the scaling is too powerful then.  I'd make the case that 
icestorm (a pretty low level spell) shouldn't be the best spell in the game.


 Other possiblity is to put caps on scaling, ala dungeons & dragons - ice storm 
goes up in damage until skill level 20 or something, and then stops, where as 
large ice storm scales up to level 50, etc.


 I really should do a dump so all this can be reasonably compared.


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Re: [crossfire] Re: Polymorph etc

2006-01-19 Thread Miguel Ghobangieno
One could add new spells... like circular spells. 

--- Brendan Lally <[EMAIL PROTECTED]> wrote:

> On 1/19/06, Anton Oussik <[EMAIL PROTECTED]>
> wrote:
> > I did not necessarily mean more powerful spells.
> Some existing spells
> > can get moved up the chain, and intermediate
> "interesting" spells can
> > be added to fill the gaps, so a player always has
> a new spell "just
> > within reach".  Either that, or spell could be
> made to not get more
> > powerful with level, and then players could learn
> more powerful
> > versions of a spell they already know, which would
> exist every 5-10
> > levels.
> 
> The problem with that is that skills already scale
> with level,
> icestorm is one of the best cold spells at any
> level, because of how
> well its damage and range scale, so unless you want
> to nerf the
> scaling of all the low level spells, they are going
> to remain the best
> option, especially if the base level of the
> supposedly 'better' spells
> is increased, because then they will have fewer
> levels to scale over.
> 
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Re: [crossfire] Re: Polymorph etc

2006-01-19 Thread Miguel Ghobangieno
Could add some circular spells like in diablo... the
object to make that possible was added a few months
ago.

--- Anton Oussik <[EMAIL PROTECTED]> wrote:

> On 19/01/06, Mark Wedel <[EMAIL PROTECTED]> wrote:
> > Anton Oussik wrote:
> > > On the note of adding/fixing spells, could some
> high level spells be
> > > added into CF, which need higher levels (like
> 40, 60, 80, 100) in a
> > > skill to be able to cast them? At the moment
> there is little point in
> > > levelling things like sourcery beyond level 15,
> when you can cast town
> > > portal. Either re-shuffling spells about or
> adding some more spells to
> > > fill the gaps would be needed for that.
> >
> >   Reshuffling of spells may make sense.  The
> current spell levels where set back
> > in the days when I believe max level was much
> lower.
> >
> >   I'd be a bit concerned about adding new spells
> that are even more powerful - a
> > fair number of the spells are already pretty
> powerful at high levels, and adding
> > more powerful spells doesn't necessarily seem like
> it would help things out
> > much.  And I think most spells already have pretty
> large areas of effect -
> > making even bigger fireballs/cones are likely to
> get to the point where one
> > spell covers the entier map.
> 
> I did not necessarily mean more powerful spells.
> Some existing spells
> can get moved up the chain, and intermediate
> "interesting" spells can
> be added to fill the gaps, so a player always has a
> new spell "just
> within reach".  Either that, or spell could be made
> to not get more
> powerful with level, and then players could learn
> more powerful
> versions of a spell they already know, which would
> exist every 5-10
> levels.
> 
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Re: [crossfire] Re: Polymorph etc

2006-01-19 Thread Brendan Lally
On 1/19/06, Anton Oussik <[EMAIL PROTECTED]> wrote:
> I did not necessarily mean more powerful spells. Some existing spells
> can get moved up the chain, and intermediate "interesting" spells can
> be added to fill the gaps, so a player always has a new spell "just
> within reach".  Either that, or spell could be made to not get more
> powerful with level, and then players could learn more powerful
> versions of a spell they already know, which would exist every 5-10
> levels.

The problem with that is that skills already scale with level,
icestorm is one of the best cold spells at any level, because of how
well its damage and range scale, so unless you want to nerf the
scaling of all the low level spells, they are going to remain the best
option, especially if the base level of the supposedly 'better' spells
is increased, because then they will have fewer levels to scale over.

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Re: [crossfire] Re: Polymorph etc

2006-01-19 Thread Anton Oussik
On 19/01/06, Mark Wedel <[EMAIL PROTECTED]> wrote:
> Anton Oussik wrote:
> > On the note of adding/fixing spells, could some high level spells be
> > added into CF, which need higher levels (like 40, 60, 80, 100) in a
> > skill to be able to cast them? At the moment there is little point in
> > levelling things like sourcery beyond level 15, when you can cast town
> > portal. Either re-shuffling spells about or adding some more spells to
> > fill the gaps would be needed for that.
>
>   Reshuffling of spells may make sense.  The current spell levels where set 
> back
> in the days when I believe max level was much lower.
>
>   I'd be a bit concerned about adding new spells that are even more powerful 
> - a
> fair number of the spells are already pretty powerful at high levels, and 
> adding
> more powerful spells doesn't necessarily seem like it would help things out
> much.  And I think most spells already have pretty large areas of effect -
> making even bigger fireballs/cones are likely to get to the point where one
> spell covers the entier map.

I did not necessarily mean more powerful spells. Some existing spells
can get moved up the chain, and intermediate "interesting" spells can
be added to fill the gaps, so a player always has a new spell "just
within reach".  Either that, or spell could be made to not get more
powerful with level, and then players could learn more powerful
versions of a spell they already know, which would exist every 5-10
levels.

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Re: [crossfire] Re: Polymorph etc

2006-01-18 Thread Mark Wedel

Anton Oussik wrote:

On the note of adding/fixing spells, could some high level spells be
added into CF, which need higher levels (like 40, 60, 80, 100) in a
skill to be able to cast them? At the moment there is little point in
levelling things like sourcery beyond level 15, when you can cast town
portal. Either re-shuffling spells about or adding some more spells to
fill the gaps would be needed for that.


 Reshuffling of spells may make sense.  The current spell levels where set back 
in the days when I believe max level was much lower.


 I'd be a bit concerned about adding new spells that are even more powerful - a 
fair number of the spells are already pretty powerful at high levels, and adding 
more powerful spells doesn't necessarily seem like it would help things out 
much.  And I think most spells already have pretty large areas of effect - 
making even bigger fireballs/cones are likely to get to the point where one 
spell covers the entier map.





Adding fighting levels to weapons would also make sense, and in my
opinion would be more consistent for things like swords and bows than
item power is.


 item_power currently does that.  total item power was deemed a better approach 
- for one reasons, races that can not equip all the items otherwise get sort of 
screwed if they are limited to wearing items below there level or something - 
item power helps balance that to some extent by letting those characters equip 
same power of items.




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Re: [crossfire] Re: Polymorph etc

2006-01-18 Thread Miguel Ghobangieno
I have this disabled on Cat2, item power restrictions
allready exist.

As for higer lvl spells, how about those circular
spells I was talking about awhile back.

Oh and a month or so ago I committed a necro book pic
and spell symbol. 
A spell in necromancy should be to animate flesh
(similar to animate weapon). Another raise dead (if
you have a pile of 4 or so diff parts from a certain
archtype it will raise that into a pet of that type
(with race undead set aswell).

--- Brendan Lally <[EMAIL PROTECTED]> wrote:

> On 1/18/06, Anton Oussik <[EMAIL PROTECTED]>
> wrote:
> > Adding fighting levels to weapons would also make
> sense, and in my
> > opinion would be more consistent for things like
> swords and bows than
> > item power is.
> 
> Having a minimum level for every object that can be
> applied wouldn't
> be that difficult, I'd be inclined to say it could
> work well with item
> power as well. (to wield sword of foo you must be
> level n at
> one_handed_weapons and have x spare item power)
> 
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Re: [crossfire] Re: Polymorph etc

2006-01-18 Thread Brendan Lally
On 1/18/06, Anton Oussik <[EMAIL PROTECTED]> wrote:
> Adding fighting levels to weapons would also make sense, and in my
> opinion would be more consistent for things like swords and bows than
> item power is.

Having a minimum level for every object that can be applied wouldn't
be that difficult, I'd be inclined to say it could work well with item
power as well. (to wield sword of foo you must be level n at
one_handed_weapons and have x spare item power)

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