Talk:The Plot

From Immortal Wiki
Revision as of 20:14, 19 April 2008 by Brazil (talk | contribs)
Jump to navigation Jump to search

- Jedi/Sith -

My idea for this would be a pain in the butt to code. Its mainly probobly just a fanciful thought which will stay in my head forever in 'The Ideal Mud'(tm) The most important thing about the class would be their severe lack of weapons. In fact, they'd only have one weapon they'd be able to use, their lightsaber. I imagine the lightsaber as a weapon they'd have no matter what. Even if they DT or die, they'd have it wielded still. Why? Because it would be attached to them forever. They'd also be unable to remove it themselves. The lightsaber would be pitifully weak at starting levels, but like a Ninja's barehand attack, would grow into a very powerful weapon at higher levels. t would also change color as their alignment shifts (Red for evil, green for neut, and blue for good) Most of the class skills would revolve around different lightsaber technique skills. But they'd have some spells at their disposal, but they'd only be able to use them if they were the appropriate alignment. Such as beneficial and healing spells for good, and offensive and ummm... UNbeneficial spells for evil.


- Dragoon -

nother interesting class idea. A brute force class like a warrior, but it would have a special skill called 'Jump' If it succeeds, they'd jump in the air for one round, and thus be unable to hit the enemy, and be invulnrable from the enemy as well. And when he comes down the next round, he'd deliver a massive blow to the enemy. If it fails however, fall to the ground, the enemy would hit him, he couldn't hit the enemy, and he'd take damage from the landing.

Thats all for now! Seeya! ^_^

Seiko Nsain


Message 1 : Fri Jun 02 (Grimple ) :: STRANGLE

should be a skilled called strangle that puts the mob to sleep once you do this it allows the mob to be hit by backstab since any sleeping mob can be backstabbed. just a thought -G the not soo permenant thief.


Message 1 : Fri Jan 29 (Tekhen ) :: Player Self-Made Shops

Just had this idea...

What I propose is, mortals being able to create their own shops. ie. we set the price on items for others to come in and buy.

So, we could go "pshop add stone" and then "pshop set stone 4m" and that's make a stones of titans avail for 4m.

We'd have to supply the items of course. The items save on the crash/reboot.

These shops would cost 100m to set up of course, but would provide cash back for ppl.

  • smiles*


Message 1 : Sun Aug 06 (Fandango ) :: new class

how about an elemental class? you could even choose your own element, and one would have innate abilities. like an air elemental would fly, earth would take less damage, etc. or you can be an elementalist, and construct your character from several elemenst. or something.

_fandango


Message 1 : Thu Aug 10 (Fandango ) :: why am i so smart?

Group relocate! how cool would that be? i mean, it would totally save mana. you could even make it so that if it misrelos, it scatters people abroad.

_Fandango

Message 1 : Thu Aug 10 (Grimple ) :: Re: Fandango

C'es tres bien! Thats a spiz-nifty idea. Following that lead........Mass summon?


Also.... A spell for wizards (or priests) called something like 'magical transport'. You would type c 'magical transport' bag Grimple to transport a bag you have in your inventory and send it to Grimple. It wouldn't work if you had Nosummon on. Or you could have it so you have to conjure a magical bag, then a magical portal and then type put bag portal or something. -G


Message 1 : Sat Aug 12 (Fandango ) :: fandango strikes again

a spell for psi, this time. it would be something like psionic disintigrate, except it would be an area-affect spell. it would be the mortal equivalant of purge, but it would only affect objects. useful for destroying those 2000 thinestons on your floor, or those ever-plenty tribble parts.

-Fandango


Message 1 : Tue Sep 12 (Aoyos ) :: Clans

Dont know if this has ever been brought up , but how about a dues option for cla ns? so if you want ppl will have to pay however much a week. Or a clan tax, whi ch would take a certain % (depending on tax %) of the gold from a mob a clannie kills, and put

it in the clan treasury. Just a thought, Aoyos


Message 1 : Wed Oct 04 (Fandango ) :: Re: Warpstones

I think every time someone eats a brain, they should get 30 psp back. Like warpstones replenish mana and goodberries replenish hit points.

-Fandango

Message 1 : Wed Oct 04 (Alex ) :: idea


i thought it would be an idea for a message like the gods thingie where is says [Info] (Login) Alex the Warrior (18) has entered the Addicts' Realm. [Info] (Logout) Alex the Warrior (18) has quit the Addicts' Realm. or if u want when they die [Info] (Death) The Peacekeeper makes a nice necklace out of Alex's ear's. or u can substitue the ending to one of ure choice

it was just a thought...

-MM


Message 1 : Wed Oct 11 (Aliste ) :: ** first in a series of good ideas from Aliste **

Combo skills, requires two players to execute. Confused? Its simple, really. The only reason i could see taking cakes away is to promote grouping. Well, this promotes it even more. A starting option could be, the two executing the combo move could not be from the same IP. Thats up to Bz & Co. To determine. Instead of explaining it with no example, i shall use second grade style explanation, with small words so even aussies like Caniffe can understand. Take two thieves. First thief, who we will randomly call Aholi (psi? You weirdo), types in a command that will affect thief two, who will be randomly called Ways (get visible! ). Aholi types "throw ways". Ways flies through the air, and in mid air types "backstab Ariakas". Due to his force coming downward due to the 10 m (rounded you physics freaks) downward pull of gravity, he does double backstab damage. Aholi gets a 4 round lag do to exhaustion from lifting Ways' heavy ass, and Ways gets a 4 round lag to recover from the drop/backstab. A few factors come into play. How long to type second command? Simple. We have pulses here. Make it 1-2 pulse duration that he is in the air. If he doesn't type the command within the allotted time, he falls to the ground, and they still both lag, except Ways takes 10 points of damage for falling if he fails a check against dexterity (roll d20) Make both commands remort only, maybe even 2-3 remort minimum. Make a skill like this for every combo of class. Warrior cleric? Cleric sprinkles holy water on Warrior right before he makes his initial attack. The weapon, if swung within 1-2 pulses, does 3x damage to an evil mob. If not, the water evaporates. Sorc/Sorc? Sorc 1 (named Aliste) transfers all his mana to Sorc 2 (named Joker) who then casts "Armageddon" which does mana(joker) * 3 damage, to the room. (5% change of backfire) Hrm, what else can i come up with off the top of my head. Wiz/Wiz? Add a new poly, wizard only, called fire_drake. One Wizard polys to fire drake, other wizard able to mount him (nothing more the a remodification of the group concept) and the Wizard on top can channel his energy into the drake, which casts a fireball at enemy equivalent to a fireball + mag(wiz1 + wiz2) adding to its damage per fireball. (imagine a fireball cast every round with say 100 mags between the two. It'd double the damage, and with them being level 30/30, would multi-cast alot ) The possiblities are endless, but if you made combat harder, then added these things in, it would make for a more social mud due to having to group with others to kill the hardest mobs. Just an idea, i'll be waiting for the flames.

Aliste


Message 1 : Wed Oct 11 (Aliste ) :: ** second in a series of ideas now downgraded to decent

I know this has had to of been thrown around a hundred times before, but the more to talk about topics, sometimes the better chances there are of getting them in. Right now, I notice a trend in Imm+ changes to the mud of "making it more challenging. " Well, right now, the only real challenging thing to do is 150k runs. (Killing mobs that can give everyone in the group 150k exp) And taking away cakes just made that semi-difficult, instead of just tedious. I would like to see more things that require more than a player and his multi to kill effectively. Plus, the decade old "badass mob can bodyslam you, purge spells, and throw you out of the room" is well..... Old. Maybe its because the mud i came from before this one had the same things for big mobs, but i think more creative specials would be awesome. Take for example Siawyn. He is a master warrior... And he loads the purple heart medallion. We all know the purple heart is an award given by the presidential administration to recognise those soldiers injured/killed in war. Why not make him get increasingly powerful as you wear his hitpoints down? On a slightly different note, why are there eq mobs (in dargaard) that are !magic, but no !physical eq mobs? I play magic characters cause i enjoy them. I can never fload myself a black/white rose because of that. Why not give the same disadvantage to a pure ninja/warrior player? And yes, floading has become easier with Word of Death. But a simple resist energy on some of the bigger run mobs would curb the craziness. Hell, set up a reflect physical/magical option for mobs. Certain mobs will reflect full damage back to player if its physical or magical. Now I am just rambling off ideas, but maybe they'll kickstart something. Oh yes... One final note. We have delayed casting for a lot of spells (like sanct, haste), why not make the spells mobs cast delayed? It would add to the suspense. You see a mob start casting, you know in a round someone in your group is gonna get blasted. Ok, on that note i am done.

Aliste


Message 1 : Thu Oct 12 (Fandango ) :: Re: Grimple

That's a great idea! It would make a whole lot of sense like that. In fact, i think there should be plusses to all kinds of stuff while people are in groups. Like in 'Legend of Mana' where character have synchro effects, maybe people will regen faster if 20% of your group is spellcasters, or if you've got a lot of warriors, people hit harder, because they're inspired by a warrior's strength. OH!! How about having remort skills? Like warriors get +2 natural damage OR -10ac OR something else, and if ya wanna get all these nifty things, ya gotta remort a bunch. And it could be like, you could only get certain applies a certain amount of times. What about special tech skills? Skills you'd have to develop yourself at your guildguard. You could use practices to modify your skill. And they'd stay with you when you remort? yeah! Maybe you could even have it so that your skill could be combined with another character's skill for double or even *gasp* TRIPLE techs?

It would be like this:

skill create Your guildguard nods. Your guildguard says, 'And what would you have this skill called?' fandango Your guildguard says, 'A superb name! What would you have other's see?' %character.name% authentically dances on %mob.name%'s trachea. Your guildguard says, 'And if you should fail?' Easy come, easy go. %character.name% lets %mob.name& go. Your guildguard smiles warmly at you. Your guildguard says, 'Yes, I believe this skill will do you well. Please come back at any time to modify or practice it.'

And then you add crazy affects to it, and they'll all be available (for a price) and it would be awesome. yeah. Fandango's right. oh yeah, and you couldn't 'practice' it, you'd have to make it better through usage. man, i really hate it when i can't talk/type as fast as my mind thinks. i could have gotten so many more ideas out, but i've forgotten most of them...

-Fandazmo


Message 1 : Thu Oct 12 (Liana ) :: ** third one in an increasingly lamer series of ideas

Hey, the thought of the hour on my mind was, "Why not have degrees of vulnerability and invuln/resist? " What if the resistances and weaknesses were changed to percents. Something like a skeleton, which is made of bones (obviously, but for you aussies, i gotta explain in detail), blunt weapons would do nasty shiznit to. They'd get a 30-50% natural weakness to blunt. A leader skeleton, high level mob, however, due to its awesome skill, would only have a 10-15% vuln. Plus, make the weakness spell dependant upon level of caster vs. Level of mob. So us power floading necro freaks, at level 30, who successfully weaken a level 39 mob, wouldn't get the full 50% weakness, it'd be level(caster) / (level(mob) * 2) which in my example, would be 30 / 78, or about 37%. That'd be a 13% difference from the current code. More challenging, you gotta think of better strategies. Well, instead of boring you with more examples that will tell you the same thing, i am gonna end this post early, as i think its pretty self-explanitory.

Aliste


Message 1 : Fri Oct 13 (Liana ) :: ** idea four in the now ignored Aliste section of ideas.

Since no one replies to these, you're all poopooheads. Now that i got that out of the way, My idea for today is Critical Hits and Misses. Lets say on your roll to-hit, you roll a 0. (assuming its d&d style and d20) You miss so badly, that you a) hit yourself b) fumble, and take 2 rounds lag c) drop your weapon d) hit a member in your group. Or something to that affect. Now, lets say you roll a 20. You score a critical hit. It could do many things. A) double damage b) if you have a wait_state above 0, set it to 0 c) go thru sanct/AC/resistance/yada yada d) give you an extra attack . Stuff like that. i think it would give a little more randomness to the outcomes of fights.

Aliste/Liana