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Remort & Randori [Archive] - ForumsHQ

Posted: Tue Jul 06, 2004 3:37 am
by ripper
To Start, I would like to see stock mobs ONLY, for leveling (since most know the stock game or have mega, that 'knows' the game for them) with 5-10x exp, 2x-3x quest bonus, 0 quest exp. And a long OVERDUE Randori (multi attack or 'rooms' techniques for fighting classes. No limiteds.



Then see a build team go from there, rather than make parts of the stock game needless. As many have in one way or another.



At top level, say 75-100, one could "remort" go through all levels again from level 1. The benifit would be you keep all stats you trained (they become your new starting stats), all skills, spells, and abilities, and all quest bonuses ie: +dodge, +SC etc. Upon "remorting" you may re-pick your race and class keeping all the benifits of your old and new races/classes.



PK would be allowed only for remort classes, newbie friendly, till they should know the game. If a player wants all spells and skills, with time, they can get all! In a single character.



Later, areas, spells and eq for remorts only could be created, thus adding to, rather than ruining the old game Standard. Send builders to build for remort and up.



Quests would become more about the bonuses, not the exp, when one could stack them over and over and over with each new "remort".



It never has seemed very realistic that fighters could not learn a spell when nothing left to learn in a fighting class, realisticly one would grow bored and explore other methods of war... It never seemed realisitic that a strait fighter class of high skill could never attack/defend, more than one enemy at a time.



MajorMud needs remort, and it needs randori type attacks for fighter classes.

Re: Remort & Randori [Archive] - ForumsHQ

Posted: Tue Jul 06, 2004 9:05 am
by Speed
You do realize that we do not have the code to compile, right? These ideas are not possible to hard code in the game. We don't have the power to implement such functions.

Re: Remort & Randori [Archive] - ForumsHQ

Posted: Sun Jul 11, 2004 7:35 am
by ripper
You do realize that we do not have the code to compile, right? These ideas are not possible to hard code in the game. We don't have the power to implement such functions.





Yeah that could make for some problems.



Hmm, can commands in the game be level controled? If there was a reclass (seem to remember something like that back when metro added classes/races... being available for a while after) If that type of command could be level restricted, remort could maybe be done through new classes created. Or perhaps through mobprogs if mobs have 'advance' and 'mset' type script commands available.



Randori (fighter class 'room attacks') perhaps could be be done by way of "powers" giving all fighters some kia (no other kai powers) if new powers are the same to settup as new spells. basicly it could work like a spell, while appearing like a 'power' or skill *shrug* I have no real idea though, never seen the bbs or mud as anything but a player.



If mobprogs/roomprogs can check for race/class 'remort' type areas would seem easy enough to restrict. Maybe you all don't even have mob/roomprogs though and all seen in the came were hard coded?



Oh well if such things can't be done, they can't, just a thought of what most games seem like they could have used.

Re: Remort & Randori [Archive] - ForumsHQ

Posted: Sun Jul 11, 2004 12:03 pm
by Sven
To start out, I have thought of doing this many times. I figured out how, but its so much work, i'd rather wait until metro gets around to coding it for me in 10 years or so.



For remorting:

-This can be possible by making teir 1 classes, then tier 2, etc. Upon race/class selection, they would be able to pick the best class, so you would have to limit this by making a txt block to check classes leaving new haven. You would then have to have a way for the people who are suppose to be the remort classes to leave, maybe through another text block that checks to see if they have a required "flag". The sysop would have to personally edit this onto a player, I believe, to avoid people getting around an automated system.



-Randori can be implemented easily, however you would need to redo the spell systems to make sure if you give warriors mage-1, they don't get a ton of mage spells. I have considered just giving everyone druid-1 and limiting scrolls with the class only filter.



To Start, I would like to see stock mobs ONLY, for leveling (since most know the stock game or have mega, that 'knows' the game for them) with 5-10x exp, 2x-3x quest bonus, 0 quest exp. And a long OVERDUE Randori (multi attack or 'rooms' techniques for fighting classes. No limiteds.





-Currently, that Randori might make fighting classes way overbalanced. But its possible.





Then see a build team go from there, rather than make parts of the stock game needless. As many have in one way or another.



At top level, say 75-100, one could "remort" go through all levels again from level 1. The benifit would be you keep all stats you trained (they become your new starting stats), all skills, spells, and abilities, and all quest bonuses ie: +dodge, +SC etc. Upon "remorting" you may re-pick your race and class keeping all the benifits of your old and new races/classes.



-For stats, it would be stupid, since theres a 250 cap. You would have most of em maxed at 100 anyways. Skills and spells, you would have to make available to the race/class that they remort to.





PK would be allowed only for remort classes, newbie friendly, till they should know the game. If a player wants all spells and skills, with time, they can get all! In a single character.



-The remort classes would have to have access to an increasing amount of spells. If you pick warrior, you can't remort into a mage. You would have to make it teired, as in, remort from warrior into a battle mage or something. If you gave mages access to warrior spells and vice versa, then people who haven't remorted could still get them.





Later, areas, spells and eq for remorts only could be created, thus adding to, rather than ruining the old game Standard. Send builders to build for remort and up.



-Easy to do with nightmare.





Quests would become more about the bonuses, not the exp, when one could stack them over and over and over with each new "remort".





-This would either a: require sysop intervention or b: have to use some type of cursed, loyal identifying tag, but it wouldn't keep through rerolling.





It never has seemed very realistic that fighters could not learn a spell when nothing left to learn in a fighting class, realisticly one would grow bored and explore other methods of war... It never seemed realisitic that a strait fighter class of high skill could never attack/defend, more than one enemy at a time.



MajorMud needs remort, and it needs randori type attacks for fighter classes.



-In general, most of that stuff would be very time consuming to do, unless you go off and try to do it half-assed, which would probably end up screwing up the board more than anything else. If a big enough group of people were gathered to actually implement all that (one person to classes, one does textblocks, one does spells, etc) it might be workable, or if you can find a few dedicated individuals with nothing else to do.





-As for mob and room programs. All coded materials not hardcoded are in the textblocks. I would suggest opening up nightmare and learning everything in there to get a better idea of how everything works.

Re: Remort & Randori [Archive] - ForumsHQ

Posted: Mon Jul 12, 2004 7:16 am
by Speed
It would be quicker to port MMud to a diku derivative and running your own remort routines than doing any of this stuff. There are no mobprogs or anything like that in MajorMud.

Re: Remort & Randori [Archive] - ForumsHQ

Posted: Mon Jul 12, 2004 9:13 am
by Sven
^ Ya, or build own codebase. Lets see what Kai cooks up? heh