[Scrymud] Changes to Scry
Ben Greear
greearb at candelatech.com
Sun Aug 4 18:20:31 PDT 2002
These sound like good ideas to me. A word of caution though. It is true
that classes are there for restrictions. I did not want a person to have the
most powerful skills of all classes combined into a single character. However,
if practices are effectively limited, then a classless game will be possible.
I also do not want a cleric to be able to wield the "Sword of Whup-ass", so
we need a way to have !CLERIC flags etc. Perhaps by learning certain spells,
your character takes an 'oath' or whatever never to touch certain weapons.
The end effect will be similar to a classed mud, but the implementation
will be different.
If you are serious about implementing this, I would advise branching the
ScryMUD code in CVS. That way, the experimental changes will not screw
up the stable branch.
I no longer have time to devote to Scry, though I will offer advice if
requested. I will be happy to turn the reigns over to whoever wants the
task. Shamu & Lanfear have first dibs of course.
I look forward to seeing what comes of this!
Ben
gingon at wanfear.com wrote:
> Hello all.
> A few of us have be talking about major changes to Scry over aim the last
> few weeks. I'm gonna try to explain them here and hopefully get some useful
> feedback on the ideas from you guys.
>
> First thing, We've been considering removing classess. The reasons are
> pretty simple, classess are an outdated concept. Classess are generally used to
> enforce limitations. But here they are largely not needed. The players should
> be able to choose what they want to be simply by which skills they choose to
> use.
>
> Learning skills is primary limited by the number of practices a player
> recieves. This itself is a good limiting factor. Take the thief class for
> example, when they hit lvl 30, they will rarely have every possible skill a
> thief can learn. This means that, without a class system, if someone wants to
> be a thief, they'd have to spend a large amount on only thief skills, limiting
> the use of non-thief skills heavily.
>
> It also allows for peope to play a type of character that isn't explicitely
> allowed by the code.
>
> Of course, an obvious side effect to having no classes is that you can't
> class remort.
> ---
> Second thing, We've also been talking about remove the lvl system as well.
> Basically, a player would have free xp and total xp. The player can use the
> free xp to directly improve skills, the total xp is mainly for book keeping and
> tracking who can remort.
>
> This would make hunting at a high lvl far less boring, instead of hunting for
> days to raise a skill by a large amount, you can achieve a more natural,
> gradual increase in skills by being able to use xp imediatly.
>
> Death would be handled differantly also, the player would lose all of their
> free xp in addition the the usual death results.
>
> The cost to raise skills would increase as the % learned in that skill
> increases. This would tend to create people who specialize in a small number of
> skill, causing an increase in the diversity of the player population.
> ---
> Third change: 2 new magic systems: Runic and Pattern.
>
> Generally, runic is only used for enhancing equipment. To use it you figure
> out the runes you want to use, and inscribe them on the item. The combination
> of runes determines the exact result.
>
> Pattern magic on the other hand is somewhat differant. Using pattern magic
> you can recreate any of the existing spells, but also create totally dynamic
> new ones. Pattern magic works by combining a series of patterns into a complete
> spell, which is then stored in a spell book. Each pattern controls a single
> aspect of the spell, and each pattern has an associated cost in mana.
>
> Learning to use either system well will require the user to do some research
> and figure out how each component comnbines with other ones. They would also be
> able to buy some spells and find other in arcane libraries scattered about the
> would.
>
> There are some interesting possible benefits to this system that aren't
> directly related to the casting system. A spell formula trade economy could
> develope. A wizard would more fit what I feel a wizard should be in scry, he'd
> be a possesser of unknown power, a master of the arcane arts.
> ---
>
> These are all large changes, requiring a large amount of change to the existing
> code. But I feel that these changes would greatly improve Scry.
>
> that's all for now.
> --Gingon
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--
Ben Greear <greearb at candelatech.com> <Ben_Greear AT excite.com>
President of Candela Technologies Inc http://www.candelatech.com
ScryMUD: http://scry.wanfear.com http://scry.wanfear.com/~greear
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