[crossfire] Class change summary ideas

2010-05-11 Thread Mark Wedel

  The discussion on the previous thread has died out, so I thought I'd draw 
some 
conclusions and move the discussion forward.  While not a lot of responses,
the most votes seemed to come in on the idea of classes play an important roll 
- 
there are exclusive skills, a fighter can never be as good as a wizard as a 
straight wizard, etc.

  From a game perspective, this probably isn't a bad stepping point - it moves 
away from the current system some, but is not as radical.  And as I think about 
it, a system with strict classes could basically start with this, and then just 
remove any ability (skill scrolls, quests, whatever) which grant skills in the 
game (different discussion, but it would perhaps be interesting to have 
conditional treasure lists based on settings in the game file).

These are some ideas I have on making classes important, but still have ability 
to learn most skills in the game.  Note that I do not mean to suggest that all 
these ideas be adopted - rather I'm putting some ideas I have out there that 
could make this happen and am seeking thoughts of others, as well as other 
ideas.

- The characters starting skills have a good exp gain ratio (100%), and any 
learned skills have less good ratio (maybe 50%).  In this way, a fighter which 
learns wizardry is at a pretty big disadvantage.

- Put level caps on learned skills.  Maybe level 50.  For this to have much 
effect, skills must have meaning at all levels - for example, right now, the 
highest spell level is around 20, so if you could still get to level 50, you 
would have all spells.  So putting caps in would presume that skills gain 
abilities up to level 100 (I have more ideas on this below)

- Put level caps on learned skills based on starting skill.  Eg, the skill 
level 
that fighter has in wizardry can not exceed one half the level they have in 
their best combat skill.

- Add more abilities for all skills to higher levels.  For spell casting 
skills, 
this may be spells at higher levels.  For combat skills, it may mean certain 
special actions happen at higher levels (stun opponent, disarm, etc).  Some of 
these could give stat bonuses - they would clearly give bonuses in the relevant 
stats (so combat skills would raise str, con, magic skills pow, int).  Imagine 
for example a level 75 fighter getting +3 str and con from his combat skills - 
that is a pretty nice buff that makes it harder for mages to do as good.

- Change sp/grace/hp starting values.  Right now, all classes start with same 
values, except for any adjustments based on stats.  But maybe barbarians should 
get +20 hp at start and -20 sp, reverse for wizards.  This makes it more 
difficult to switch classes at low levels.

- Change hp gain values.  Right now, hp gain is based on total level - this 
means a high level wizard has just as many hp (given same con) as a fighter.  
At 
one point an experiment was done where hp was based on highest combat level 
(just as sp is based on highest mana level) - that made things too difficult, 
since wizards wouldn't have a high combat level.  But one could do something 
like every combat level counts as a level for hp, but every 2 spellcasting 
levels counts as level for hp.  Thus, a pure mage will will have fewer hp 
(otoh, 
as I type this, this doesn't seem like a great idea, as it now gives more 
reason 
for the mage to pick up combat levels)

- Clean up/redo weapon skills.  Right now, all classes start with the same 
weapon skills, so that wizard can pick up that 2 handed sword at first level 
and 
become a fighter.  Wizards (and other classes) should get some lesser weapon 
skill that gives them fewer weapons they can use.  Even classes like clerics 
get 
all weapons.  A problem this creates is that spellcasting classes are good 
choices at first level (you get spellcasting skill + weapon skill).  Changes I 
made a while ago allows a list of skills to be used, so one could add a bunch 
of 
different weapon skills (axe, hammer, sword, simple weapons) to limit the 
weapons some classes can use at first level without adding a bunch of new 
weapons to cover this.  Another example here could be elves, which right now 
get 
missile weapons (every missile weapon) where as they should perhaps be limited 
to just bows.

- Related to above, coming up with a description of each class and then 
figuring 
bonuses/skills may be in order - a lot of skills right now are given out for 
legacy reasons (everyone used to be able to do this, so everyone can do it 
now). 
  An example of this would be barbarian - a savage non magic using class.  As 
such, it probably should not start with use magical items skill - coming up 
with 
concepts for the classes and then balancing them may result in more interesting 
classes than trying to come up with a balanced class and saying that's good, 
but doesn't have any real flavor.

- For class/races, it would be nicer to have a list of skills which are 
disallowed than hard code values.  For 

[crossfire] Attributes/Stats

2010-05-11 Thread Mark Wedel

  Never saw any response, but had some other musings.  Changing subject to use 
attributes, since that is a bit less general than statistics, which can mean 
almost anything.

  I was thinking there is some disparity in the different classes and how 
many/what starts are important.  These are my quick thoughts on the different 
attributes:

Strength: used for hit bonus, damage bonus, as well as carry capacity.  First 
to 
are only important in combat, later one is useful for everyone.  Even 
spellcasters are likely to resort to combat once in a while, so this is a 
fairly 
important attribute for everyone.

Dex: Gives AC bonus and speed bonus.  These are equally useful to everyone.

Con: Gives HP bonus for first 10 levels.  Equally important to everyone.

Wis: Major factor in amount of grace character has (Wis is 66%, Pow is 33% in 
terms of bonuses) for first 10 levels of characters life.  Important for 
praying 
at altar can casting spells.  As such, only folks using pray skill use this 
attribute a lot.

Cha: Used for shop pricing and a few secondary skills (singing, oratory).  
While 
the shop pricing is equally important to all classes, overall this is a fairly 
unimportant stat.

Int: Important for wizards.  it is 33% of the bonus for sp (pow being 66%), 
used 
in stealing chance and learning spells.  Important stat for wizards.

Pow: Used for sp/grace bonuses, as described above.  If not a spellcaster, stat 
holds no importance.

  If one looks at these descriptions, one can see that spellcasters have a 
tougher time on stats than fighters - for fighters, pretty simple - Str, Con, 
Dex, Cha, Wis, Int, Pow, and the last 4 could be 1 and it wouldn't hurt the 
fighter much.

  For spellcasters, this is tougher - there are more stats they care about.  
For 
a wizard, Pow, Int, Con, Str, Dex, Wis, Cha is probably the order.  But because 
of penalties, a 1 Dex is a bad idea.

  The other thing to note is the relative unimportance of Cha here.  For most 
characters, only real effect is on shop pricing, as a lot of characters 
probably 
do not use singing/oratory.  Other than making some other skill use Cha as its 
key value, I'm not sure what can be done there - I'd almost be tempted to just 
drop Cha.



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Re: [crossfire] Attributes/Stats

2010-05-11 Thread Otto J. Makela
Mark Wedel wrote:

   The other thing to note is the relative unimportance of Cha here.  For most 
 characters, only real effect is on shop pricing, as a lot of characters 
 probably 
 do not use singing/oratory.  Other than making some other skill use Cha as 
 its 
 key value, I'm not sure what can be done there - I'd almost be tempted to 
 just 
 drop Cha.

This won't make a huge difference, but... I believe these days monsters are
pretty much always either friendly or aggressive, there is no middle ground?
How about having charisma affect how neutral monsters act towards you?
How about the charm monsters and/or pacify spells, are they affected by this?

PS. Now that I have your attention, could someone take a look at
/pup_land/nurnberg/hq_training -- it seems there is something wrong with
normally aggressive monsters, they seem to be asleep or something, making
parts of these training levels surprisingly easy. Is this intentional?

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Re: [crossfire] Quest system - Error reporting needs work

2010-05-11 Thread Brendan Lally
On Mon, 10 May 2010 22:45:03 -0700
Mark Wedel mwe...@sonic.net wrote:

   Since the quest system (and some other core functionality) is using 
 python/other plugins, should the configure check be changed so that
 configure errors out if the python libraries are not available (eg,
 will be unable to compile the plugin)

I think I would prefer that to happen, or at least require it to be
specifically disabled if the server wants to run without it. (ie
if a server admin wants to run ./configure --without-python, then I'd
consider that to be ok, they can either ignore breakage or
disable/replace maps. I don't think knotwork is making much use of
python in his crossciv mapset for instance)

   Most of the plugins add functionality that is not 'core' (for lack
 of better term), but I would put quests into a core functionality
 area (especially if these replace the mechanisms currently in the
 game that do not require plugins).

As it is, even ignoring the quest system, there are a number of maps in
the standard set that don't behave sensibly without python - the mad
monk in scorn, the banking system and the post offices are all obvious
examples. 
 
Brendan

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Re: [crossfire] Attributes/Stats

2010-05-11 Thread Mark Wedel
On 05/11/10 01:02 AM, Otto J. Makela wrote:
 Mark Wedel wrote:

The other thing to note is the relative unimportance of Cha here.  For 
 most
 characters, only real effect is on shop pricing, as a lot of characters 
 probably
 do not use singing/oratory.  Other than making some other skill use Cha as 
 its
 key value, I'm not sure what can be done there - I'd almost be tempted to 
 just
 drop Cha.

 This won't make a huge difference, but... I believe these days monsters are
 pretty much always either friendly or aggressive, there is no middle ground?
 How about having charisma affect how neutral monsters act towards you?
 How about the charm monsters and/or pacify spells, are they affected by this?

  I don't think the spells really affect it much.

  One could do more with charisma - NPCs offering/not offering quests, rewards, 
etc based on Cha also.

  But as I was thinking about this more, there is also a sort of odd situation 
with stats.

  When you create your character, you are going to try to maximize your stats 
for the class you are playing (so if a fighter, you put your best stats in Str, 
Dex, Con, and worse stats in other abilities).

  What this typically means is that your stats for your class are fairly close 
to their maximum values, but the other stats are not.  So as you find potions, 
your character ends up improving stats that don't help their primary class 
much, 
but rather help them pick up other skills/classes, so probably not a big 
surprise on why many characters will pick up other classes.  Now presuming 
random distribution of potions, it means that they will likely stock up on 
potions for their class and probably make an item out of them, so all is not 
lost, but that is a harder way to improve stats (needs more potions).


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