Hello.
I'd like to change various things in the game, to make it funnier (IMO) in non combat aspects. So here are random proposals. 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. [bonus points to who knows the old game I'm getting inspiration from :)] 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...? Then reduce the dropped items. I mean, so much junk! 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. Thoughts? Flames? Ideas? Regard Nicolas
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