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Re: CF: Race, Reputation and other suggestions
- To: crossfire (at) ifi.uio.no
- Subject: Re: CF: Race, Reputation and other suggestions
- From: Steven Lembark <>
- Date: Thu, 21 Oct 1999 23:16:06 -0500
- Organization: Workhorse Computing
- References: <> <>
- Sender:
> I have enough trouble determining alignment in real life games. Having the
> game try to figure this out and enforce it would be really diffult.
>
> Good people should not do 'evil' acts. But what is an evil act? Killing a
> townsperson probably is, but not killing goblins or whatever.
>
> I see no reason to add that complexity to the game. If we are going to do a
> reputation, lets do it on reputation alone, with various modifiers. Complete
> the old city quest? Reputation goes up. Complete some other quest that is bad
> for the city (but maybe good for you)? reputation goes down.
>
> Much simpler to deal with (IMO), but also doesn't limit the players in any way.
i'm probably shooting myself in the foot as a habitual wraith, but...
what about simply having CHA start at some (fairly low) value for
everyone with quests upping the charisma (via alter-like item at
end of quest). complete the quest your cha goes up.
interesting thing might be to have some sort of `tuning' of cha:
kill a maid it goes down a little, kill a troll it goes up a bit.
making this simple additive certianly simplifies the code.
for real fun add some kind of decay to it -- sort of like hunger
at a much slower rate. either complete a certian number quests
or watch your cha go to zero. basically this could be treated as
a `hunger for recognition' or something. having it tied to
completing quests, vs simply killing things, might add some interest...
--
Steven Lembark 2930 W. Palmer St.
Chicago, IL 60647
800-762-1582
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