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Re: Some ideas



From: 

> Hi guys, here's a little brainwave:
Ok. let's continue it little more :)

> - class-exit (only one class allowed)

Pedestals can work with races and players race is same as players class,
so it's possible to make different guild's for different classes already.

> - a player-exit (only one player allowed)

Give player an unique key and modify door code so that door isn't
removed. Updating object which are 'owned' by players is very hard 
to update (e.g. player dies and exit is some map that is not
even loaded currently by server, etc.). Keys don't have this problem.

> - saveable rooms (even there after crash, saved in special directory)

I have implemented unique-flag, all items with this flag are saved 
another directory and keep between games. Used with graveyards and
deposit boxes, but allows also the real artifacts. Deposit boxes have
weight limit so you can control number of items being saved (and easily
implement rent if wanted), but saveable rooms players can fill junk too
easily, IMHO.

> - a player-save-bed recieves the name of the first player that applies it

Easy to implement with unique-flag, but I'm not sure if it's good idea.
Makes much harder save your character if you want leave to game soon.

> - foutains
> - canteens (fillable from rivers,fountains,sinks ect)

Agree, I have sometimes think this also. But it requires that code can
handle different liquids (water, beer, wine, poisonois water, etc.) and
mixtures of them ;). Magic potions could be handled this way also.

> - more clothings like: leather shoes,cowboy-hat,shawl,gloves,jeans,etc
It would be nice have some normal shoes and gloves, but this shouldn't
improve ac much or total ac comes too good. And when thinking little about
environment, jeans don't belong to crossfire, IMHO.

> - library-exit
What is this?

> - pen (let players write messages on walls/floors)
> - writing desk (let players write books, scrolls and letters)

Good idea and even easy to implement, just have flag where you can
write your messages.

> - post office (finally a way to send messages to other players)

Written letters could be left to post-office where players could 
go and check if they got new letters. Little code added to players
to get only their own letters would be needed. Roadnames, addresses
and automatic delivier of letter are unncessary things, and little out 
of atmosphere of the game, IMHO.

> - books can only be read when seated (finaly some use for those chairs)
They are weapons currently, so you can use them :). Maybe if you really want
some use them make player heal faster when sitting or sleeping (normal 
beds). Of course getting up would take more time that just walking around.

> postoff:-contains a shop, selling stamps, paper

I have had idea of general shop long time, which would sell normal tools
like keys, bags, sacks, pens, papers and so on.

> home:	-only entered by ONE family

I had idea that high level players could buy their own house somewhere.
These should probably be _very_ expensive. Of course nothing prevent 
having more than one key per house. 

> CODE:
> exits:	The special exits need something like:
> 		exit->allow = { ALLOW_CLASS, ALLOW_FAMILY, ALLOW_PLAYER };

Maybe allow class, but family and player entering should be used with 
items, so that familys could have their own symbol which is used to
identify in which family player belongs. Maybe player could join guild
and get guild symbol, which identifies in which guild player belongs.

> rooms:	The saveable rooms must belong to a class, family or player.

I made so that they are saved accordind to map-names. Wait the new version to
test this. Allowing saving whole map causes problem of saving enormous 
amount items (i.e. collecting all artifacts and other good  items). If
players can have own houses, we need furniture shop, of course :).

Some my own ideas
- wastebaskets and junkyards, simply destroys all items
- maybe there could be level limitation in exits, so you could
make quest low level players ONLY. Some challange also low level
players.
- checkpoint, which doesn't allow players pass if it has (or doesn't have)
some item(s) in inventory. Like checking unpaid items, won't allow 
exporting some items from some room, etc.
- square, where objects can pass only in defined direcrions.
- make spells objects so then when you learn new spell, spell is
added to the spellbook, which is container. There could be a different 
spellbooks which could contain different to spells (summon, attack,
healing and so on). You could then select spell also with mouse
just applying spell. After holding time you just select casting
directtion. Putting this spell item to monster inventory would cause
monster to 'learn' this spell.
- if time system is changed, add the real game time, nights and days and
so on. Some kind of calendar system would be also cool.

Some other comments
- Maybe the old maps should be updated by authors and they offers maps to 
Mark, so it's possible to know who is author of maps. And if there is
problems with maps so everyone can contact directly to author. I think
that bad maps should be left from the standard disribution. Most people
don't want get any problems, just working maps ;).

- why was max limit of stats changed from 25 to 30? It seems just making
balancing to game much harder. And allowing players add stats bonus to
weapons seems too powerful, adding magic bonus and maybe little damage
and wc seems more reasonable.

- if some more advanced parsing system is being made, I would prefer
that it's coded rather than using something like tcl. Even currently you
already need perl, (last version needed gawk) and so on. And it can
very simple and still powerful. Something which can react different
actions (object is created, dropped, applied, hitted, destroyed, etc.)
and can execute simple functions (info players, modify objects variables,
changed states, creating objects, activate gates, giving and receiving
items).

- how about cleaning TODO list before next version, Mark?

Too many ideas in same time ? ;)

 -Tero