> From: Co-Sysop <dmodem@CYBNETONLINE.COM> > > spell (but first make it fail to cast the spell every once in a while so its > not too powerful because then everyone would be using a weapon that casts > spells and no one would want the normal weapons anymore). Confused? let me > simplificy things a bit... make spec_proc cast fireball. there. but you > can do this a different way and change everything in the mud just to make > work. or maybe you have a much better idea. > I think one of the issues that come out in a situation like this is _balance_. How to balance these new-fangled fire-blasting, etc. weapons... I have a few ideas for this. 1. Make the spells undependable. i.e. fail sometimes. 2. Attach the action to a command like use. Manual operation will slow down usage and require attention. 3. For really powerful weapons like a flame-sword, roll a random number and have the weapon attack its user every once in a while. Perhaps with not as much force though. Give the user a price for their profit. If you were swinging around a flame sword in a fight, wouldn't there be a chance you might accidentally bring the sword next to your body and burn yourself? 4. Almost the same as #3. When the enemy hits you, there's a chance that your weapon is beat against you and damaging you. --Kevin +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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