neverwhere wrote:
i have no idea what is possible to edit or what can or canot be done but i love to play. any way here is a small list of things i think.
you can increase the damage even to unprecedented proportions say 200-400 points but the item has a 10 or 20% chance of breaking and being unusable forcing them to buy a new one
We have looked at weapon effects. There is currently a form of weaponspell in the game. It may be getting tweaked, but that's low on my priority list since that is largely Venom's baby.
I have presented an idea for the tweaking of the way it works currently to allow for low 'weaponspell' damage or high weaponspell damage when compared to the weapon's standard damage.
Then it would be a fairly simple matter to design a weapon with either high or low weapon damage and pick the weaponspell type appropriate.
[quote-neverwhere]
other ideas
temporarily lower target stats
1 or 2 round paralysis
poision but more than 2 points every round
it could destroy target persons items (you use item on me causes minor damage but also destroys a potion or item that i have)
could summon
have same damage but as an area of effect
[/quote]
Shouldn't be too hard to add poison - the problem there is that poison is somewhat overdone in the game and it can easily get out of hand. Imagine trying to fight someone who keeps poisoning you every couple of hits, but even as an acolyte you can only cure poison once a round... seems a bit unbalanced. A warrior could abuse this by attacking 5 times, waiting for the aco to hit dobudanimaru or drink potions or whatever, then attack that last time... Serious PITA.
Yeah, poison weapons are cool, but they need a careful hand to remain balanced. Especially considering the number of attacks that are possible.
Summon has the same problem. Remember, there is a limit to the number of monsters in the game.
Area affect weaponspells are being considered as above, but that won't happen for a while since that's not my ball.
[quote=neverywhere]
does an item have to attack how about
use wep and are returned to town (like a heartstone but without the exp loss)
use wep and target gets healed like a kusamotu amount (depending on what weapon it is of course)
use wep turn invisable
use wep drain opponet of mana or vit or stats until they buy restoring
[/quote]
I'm afraid that given the number of attacks, i'm afraid that it would indeed be necessary to keep things largely to straight damage. You have to remember that weapons hit far more often than casters' spells, so you can't make them more powerful than that. Anything that normally isn't done every round (like invisible) isn't really appropriate for a weapon.
Currently the weaponspell proc uses the same effects as the USE weapon, so it would be nearly impossible to do both. It COULD be possible to have 1 or the other though. So the weapon wouldn't have a weaponspell, but it COULD be activated by a USE WEAPON. It's just a bit of extra work.
What COULD be possible of the above list:
USE weapon for healing
USE weapon for drain stats (like the dani spells) - Note this is pointless on monsters, but why not have PVP only weapons?
USE weapon for drain mana (this could be complicated since it could overlap some necro spells... or it could complement them nicely)
Even nicer might be ARMOR with USE effects... heheh... quite a bit more work to implement though.
[quote=nonotherenottherenotanywhere]
and from my mean spirted D&D days i gave a player a
weapon of completely random effects
use of weapon could cause any of the following
damage target
weapon unleashes butterflies that blind target for 1-2 rounds
drain target
paralysis target
heal target
strengthen target
cause user to go blind for x amount of turns
blind target for x amount of turns
unleashes bees that attack user for 5-10 damage
and my favorite:
use of weapon causes user to break into song and dance causing him to lose his round[/quote]
Random effects MIGHT be doable, but I don't think it really fits to TA personally. Angband featured Chaos weapons and spells and I think a couple of artifacts that could be activated for chaos effects. There was also a spell that could affect you that would make everything you did affected by a similar randomization. Actually more of an irritation than a feature IMHO.
Nethack (a similar game to Angband/Moria...) had loads of chaos effects. I lost interest after level 15. Something about pointless deaths that just takes the fun out of things.
I'm afraid that I'm also somewhat opposed to making any weapons give stat boosts any more than current potions because I believe it is more useful to have the chars actually get real progression in themselves. This could mean that a weapon could push stats over 100. I haven't even checked to see if it's possible, but I'm trying to avoid making it even possible to break the 99 cap. Even if your character is level 80+
Having said that, to have a weapon's use the same as a rowan or hyssop or something would be cool - but probably only for certain chars. Further, would you want to give up the potential for having a weapon that did area effect storms for one that gave you free rowan use? Maybe pre level 15. Probably not after that.
Multiplay seems to make it somewhat pointless. Although a straight Rowan is technically more powerful than a body boost. Could also help free up a spell slot. Could be fun to have an item that boosted a random stat with it's activation, but this would be abused with scripts. remember, at 15 seconds a round, it would be simple to set a script, grab a coffee and come back 2 minutes later for a full set of strong buffs.