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Re: CF: Restoration Potions



Well, im not infavor of eliminating major game elements such as Immunity 
rings. But it would be nice to recover some of the lost experience some how, 
or maybe even this..

have restorations potions and spells only bring back part of lost experience 
(say maybe 10%) put it in a general catagory instead of back under what ever 
skills it was taken from. this would give the character his experience 
toward his levels but would lower individual skills as they get drained. You 
would also have to buy or cast multiple times to get back all lost 
experience points. This makes the potions and spells worth more.

I wonder if you could put a time limit on the lost experience too. So after 
a certain amout of time its lost permanantly. Or we could make it until so 
that if you log off its gone permanently.

Thoughts on this?

>Steve Fink wrote:
> >
> > Dunno about dying, but I'd be in favor of making something recover
> > draining by undead. Let death go ahead and rip away the XP permanently,
> > but count up otherwise drained XP and go somewhere to trade in your
> > gravestone for that much XP. We don't absolutely need to count up the
> > XP, but it seems like it'd be far too easy to duplicate gravestones
> > somehow. Besides, it'd be fun if we didn't check whether the gravestones
> > you're trading in are actually yours...
>
>  Being able to get back exp from undead (and artifacts) makes some sense.
>With this, the immunity to drain rings, which pretty much make monsters 
>that do
>drain completely harmless, could be removed.
>
>  What I think the method should be is to keep track of the highest exp 
>totals in
>the different skills along with total exp.  Recovering drained exp via 
>whatever
>method restores you to that point.
>
>  This means that if you get drained, go kill stuff and gain (regain) some 
>exp,
>and then get it recovered, you still lost some because you lose out on the 
>exp
>you gained before recovering.  This still at least makes draining something 
>to
>try and avoid.
>
> >
> > Could even make ectoplasm & related things exchangable for n points of
> > drain restoration. Turn undead mansions into gambling halls -- you go
> > in, lose 100k experience, then you're hooked. You have to keep going to
> > regain what you've lost.
>
>  One thing you have to be careful of, which can be tricky, is to make it
>difficult/impossible for players to shuffle exp between experience 
>categories.
>This then requires tracking exp losses per skill.
>-
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