> From: Co-Sysop <dmodem@CYBNETONLINE.COM>
>
> spell (but first make it fail to cast the spell every once in a while so
its
> not too powerful because then everyone would be using a weapon that casts
> spells and no one would want the normal weapons anymore). Confused? let
me
> simplificy things a bit... make spec_proc cast fireball. there. but
you
> can do this a different way and change everything in the mud just to make
> work. or maybe you have a much better idea.
>
I think one of the issues that come out in a situation like this is
_balance_.
How to balance these new-fangled fire-blasting, etc. weapons... I have a
few ideas for this.
1. Make the spells undependable. i.e. fail sometimes.
2. Attach the action to a command like use. Manual operation will slow
down usage and require attention.
3. For really powerful weapons like a flame-sword, roll a random number
and have the weapon attack its user every once in a while. Perhaps with
not as much force though. Give the user a price for their profit. If you
were swinging around a flame sword in a fight, wouldn't there be a chance
you might accidentally bring the sword next to your body and burn yourself?
4. Almost the same as #3. When the enemy hits you, there's a chance that
your weapon is beat against you and damaging you.
--Kevin
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