new 'race'

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Mith
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new 'race'

Post by Mith »

in this topic cavesomething suggested to let new players start as a blob of energy:
cavesomething wrote:what about having new characters spawn in as blobs of energy (souls?) and changing the hall of selection instead to have a 'choose race' room like the class ones?
in this topic is an ongoing discussion about the (im)possibility of random character creation.

i had the following idea combining these suggestions :

if the first idea is possible, it also would be nice to put some restrictions on these blobs of energy and allow players to play as a 'soul' (so they dont _HAVE_ to choose a race and or profession)

this allows the ability to create some completely different 'race' - or getter: a 'nonracial' player ;)
- they cannot wear or carry any item
- they are unbelievable fast
- weapons cannot hit them (neither can they use weapons)
- they are immune to poison, diseases and physical damage (by spells)
- they can gain resistances by doing 'something' i couldnt think of yet
- they are able to gain a _LOT_ of intelligence, power and wis (over 30)
- they have a special skill 'telekinesis' to 'carry' objects. the higher the skill lvl, the heavier the objects that can be carried. (sould it be possible to carry around any monster? it would be fun releasing gothwolte in scorn...*)
- they should be considered as spiritual, there should be a god that hates spirits ;) (this god actually hates himself, i think)

*they wont be able to carry around monsters with a lvl higher than their skill lvl
cavesomething
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Re: new 'race'

Post by cavesomething »

Mith wrote:in this topic cavesomething suggested to let new players start as a blob of energy:

in this topic is an ongoing discussion about the (im)possibility of random character creation.

i had the following idea combining these suggestions :

if the first idea is possible,
It is, it merely requires that the player_changer works properly, and that the race selection at login code is removed, I've already got most of the map change done, and have the graphics and arch for the new 'thing'. Until I figure out how the player changers work though, I can't get much further. (Oh, there might also be some issues with PK-ing in the HallofSelection too....)
Mith wrote: it also would be nice to put some restrictions on these blobs of energy and allow players to play as a 'soul' (so they dont _HAVE_ to choose a race and or profession)
Nice idea, but somewhat harder to implement.
Mith wrote: this allows the ability to create some completely different 'race' - or getter: a 'nonracial' player ;)
- they cannot wear or carry any item
carry weight =0, no body slots, that is fine...
Mith wrote: - they are unbelievable fast
Sure, a change to the archetypes, although what unbelievably is might be up for debate...
Mith wrote: - weapons cannot hit them (neither can they use weapons)
hmm, this is much harder, you can make them immune to physical damage, but what about fire damage, delpetion attacks, etc that better weapons have?
Mith wrote: - they are immune to poison, diseases and physical damage (by spells)
done with achetypes, that's fine...
Mith wrote: - they can gain resistances by doing 'something' i couldnt think of yet
Might want to define that a bt better before it is possible to judge its feasibility.
Mith wrote: - they are able to gain a _LOT_ of intelligence, power and wis (over 30)

the limit of 30 is hardcoded in in places, you'd need to rewrite the entire stat system (and somehow stop other races getting them)
Mith wrote: - they have a special skill 'telekinesis' to 'carry' objects. the higher the skill lvl, the heavier the objects that can be carried. (sould it be possible to carry around any monster? it would be fun releasing gothwolte in scorn...*)
AFAIK there used to be major bugs involving carrying monsters, this is now the subject of numerous special checks all over the place.
If you want to try to fix it, good luck.
Mith wrote: - they should be considered as spiritual, there should be a god that hates spirits ;) (this god actually hates himself, i think)
Shouldn't /ALL/ Gods hate having a new rival?
Regardless this is relativly simple.

Most of this could probably be done without major changes, except the stats system and the telekenisis. Those two are likely to be difficult to implement however, and I am not quite sure how these creatures areu going to differ massively from playing a fireborn.
Mith
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Location: somewhere in nowhere

Re: new 'race'

Post by Mith »

cavesomething wrote:
Mith wrote: - weapons cannot hit them (neither can they use weapons)
hmm, this is much harder, you can make them immune to physical damage, but what about fire damage, delpetion attacks, etc that better weapons have?
i rather mean: weapons shouldnt hit. i have no idea how this could be coded (my credo is: "ideas shouldnt be limited by code, only implemenations")
oh, maybe ac -200 will help?
cavesomething wrote:
Mith wrote: - they can gain resistances by doing 'something' i couldnt think of yet
Might want to define that a bt better before it is possible to judge its feasibility.
LOL, true.
the fun about ideas is you can discuss them :P
cavesomething wrote:
Mith wrote: - they are able to gain a _LOT_ of intelligence, power and wis (over 30)

the limit of 30 is hardcoded in in places, you'd need to rewrite the entire stat system (and somehow stop other races getting them)
i think its worth the effords. ATM all races have same max_stat, which is, i think stupid. At least the profession of a player should have influence on max stats. It would be much funnier if that was not a plain 30 for all races, all professions, hence for all players.
Having different max stats do make the race/profession you choose of any influence
cavesomething wrote:
Mith wrote: - they have a special skill 'telekinesis' to 'carry' objects. the higher the skill lvl, the heavier the objects that can be carried. (sould it be possible to carry around any monster? it would be fun releasing gothwolte in scorn...*)
AFAIK there used to be major bugs involving carrying monsters, this is now the subject of numerous special checks all over the place.
If you want to try to fix it, good luck.
cavesomething wrote:
Mith wrote: - they should be considered as spiritual, there should be a god that hates spirits ;) (this god actually hates himself, i think)
Shouldn't /ALL/ Gods hate having a new rival?
Regardless this is relativly simple.
Dont all gods hate each other? (/me thinks of drained exp when changing gods)
cavesomething wrote:however, and I am not quite sure how these creatures areu going to differ massively from playing a fireborn.
not having resist fire+100 makes a huge difference!
not being able to put on amulets/rings makes quite a difference too. how to gain +100 confusion without items? Ok, lythander helps, but that involves some cons...
Mith
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Post by Mith »

another nice feature might be reincarnation...

this would allow a player to change his race/profession

of course, race specific exp would be lost, so having a lvl 100 one handed weapons dwarvish fighter changing to a fireborn... would result in a lvl 1 fireborn :)
Bibendi ergo sum
or rather: sum ergo bibendi
Rednaxela
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Post by Rednaxela »

Great ideas! :D However one problem I see with the weapon immuneity, is what will the poor goblins do? The player would end up immune to an awful lot of humanoid monsters. And about the only thing that's low level that could actually hurt the player much would be ghosts (it would make sence that ghosthit and such should still work on a spirit), but many many lower lvl monster would have no defence against such a race, which makes it too easy perhaps in the low levels.
Last edited by Rednaxela on Thu Feb 24, 2005 11:16 pm, edited 1 time in total.
Zephyrus
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Post by Zephyrus »

Well, resist everything -100?
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