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Re: Help with implementing Thiefly things?
- To: crossfire (at) ifi.uio.no
- Subject: Re: Help with implementing Thiefly things?
- From: "Fred the Wonder Worm" <>
- Date: Wed, 1 Jun 1994 12:13:46 +1000 (EST)
- In-Reply-To: <> from "Peter Mardahl" at May 31, 94 04:28:19 pm
- Reply-To:
>> This isn't what worries me. I'm worried that I might have to spend a
>> minute or two on every chest I find looking for traps so that I don't
>> blow myself into oblivion when I open it.
>>
>> Yes, thieving should be useful. But please don't make it impossible to
>> live if you don't have thieving capabilities.
>
> 1) All treasure is not in chests,
True. I never said it was.
> 2) traps' deadliness would be in line with the difficulty of the dungeon,
> thus, probably unable to kill you if you're not being arrogant with
> someone weak.
Ah. Well I guess I'm in trouble then. :)
> 3) *I* would have strong objections to making it too much work to examine
> and disarm chests. There are so *many* damned chests.
Yes! Possible idea: characters opening chests are assumed to perform some
extremely basic form of trap searching first. This skill could never rise
above, say, 50%. (That may be a bit high. But then again, that could be
only achievable for very high levels.) Then there is a command which examines
the chest carefully for traps. This either uses a different skill, or the
other one at twice strength, or something like that.
This skill/command should be applicable to potentially trapped items
generally. The basic searching skill could also be used when walking to
detect traps (at a lesser chance, I think. Perhaps halved). This could
make things automatic to some extent, while still having active searching
be a useful thing to do.
> 4) Magical alternatives would be given....
Sounds good.
Cheers,
Geoff.
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Geoff Bailey (Fred the Wonder Worm) | Programmer by trade --
| Gameplayer by vocation.
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