User:Zylox
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Current revision (12:39, 17 May 2020) (edit) Zylox (Talk | contribs) (→Magickal Ley Lines) |
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- | '''Created on Tuesday, January 11th, 2011 at 2:27 PM''' | ||
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==Primary Incarnos== | ==Primary Incarnos== | ||
- | [[Player_Zygefgh|Zygefgh]], Level 115 neuter [[Zadnothruan_Wildling|Zadnothruan wildling]] [[shoggoth]] [[Aligned]] | + | ===[http://lostsouls.org/incarnos/zygefgh Zygefgh]=== |
- | + | ''(click for more information)'' | |
==What I do== | ==What I do== | ||
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The rest of the time I'm actually playing the game. | The rest of the time I'm actually playing the game. | ||
+ | |||
+ | You bite Obama's chest and right arm with your mouth. | ||
+ | You tear into Obama's chest with your mouth. | ||
+ | You tear into Obama's chest with your mouth. | ||
+ | Obama dies. | ||
+ | You have gained three experience. | ||
+ | [OOC Zygefgh] raaarrr, i'm donald trump! | ||
+ | [OOC Xaolyn] and now zygefgh is on like a dozen watch lists | ||
==Development Ideas== | ==Development Ideas== | ||
- | =====Form Suggestion===== | + | =====Magickal Ley Lines===== |
- | the form Adaptation | + | * create ley lines on the world map, rooms with intersections will have a special trait |
- | Form Type : organic structure | + | * ley lines and their intersections are visible with sufficient astral perception or using the sensitive/dowser talents (might make dowser less shit) |
- | Knowledge Requirement : have at least 150 points among 50% of anatomy, 50% of biology, 100% of arcane lore, | + | ** maybe add spells/bond charms that point/teleport to intersections |
- | 10% of metamorphosis and be familiar with polypid s | + | * when meditating in a room with an intersection, you passively regenerate all esoteric energy pools at an increased rate |
- | Facility Formula : (dev discretion) | + | * maybe add/modify some spells/bond charms to require an intersection to be present |
- | Facility Minimum : (dev discretion) | + | |
- | Facility Maximum : (dev discretion) | + | |
- | Energy Costs : two hundred and fifty points of spirtual energy and 100 points of order energy | + | |
- | Process to Actualize Form : concentrate on the complex biological workings of the polypid | + | |
- | This form was discovered by the Aligned shoggoth Zygefgh. Shoggothim are already curious creatures to begin with, | + | |
- | but one aligned with the ordered magicks of Hanoma is even curiouser. Most shoggothim are content to merely beat their prey | + | |
- | to death, rend it apart, or digest it via their primitive absorption methods. Zygefgh however - considered an abomination | + | |
- | amongst its own kind - was more interested in mimicry of other forms of life, with the ultimate goal of obtaining perfection | + | |
- | through adaptation. Whist studying the many unqique flora and fauna native to the plane of Tethys, it occurred to Zygefgh | + | |
- | that the polypid had an advantage over all other creatures. By utilizing a rotating array of esoteric frequencies, the | + | |
- | polypid was able to adapt to overcome almost all natural defenses of any prey or predators that it encountered. | + | |
- | Understanding all-to-well how restricted shoggothim are to purely physical means of combat, Zygefgh discovered this | + | |
- | form by combining its masterful skill of metamorphosis and its vast understanding of Hanoman magicks. Through Adaptation, an | + | |
- | Aligned shoggothim may create subtle rotating esoteric fields around the hngaug strunthlg which perfectly mimic the polypid's | + | |
- | own pod-like organs, allowing the shoggothim to overcome the inherent limitation of its own biology in combat. | + | |
- | To actualize this form, concentrate on the complex biological workings of the polypid. Maintaining a level of | + | |
- | concentration like this will cause a slight but steady drain on one's reserves of order energy. To cease actualization, | + | |
- | concentrate on returning to a state of biological normalcy. | + | |
- | + | ||
- | Zygefgh's notes: | + | |
- | + | ||
- | As far as facility formula goes, I think something along the lines of leximancy, telesma, arcane lore, and metamorphosis would make | + | |
- | sense. For increased perfection rating, I'm thinking something like, decreasing the periodic costs as well as increasing the | + | |
- | percentage of esoteric damage dealt. Maybe start with 10% bonus esoteric damage and increase towards 50% at maximum perfection. This | + | |
- | form should only affect attacks made with tentacles. From a lore standpoint, the tentacles more closely resemble the polypid pods, | + | |
- | but also this will serve as a bit of a balance check since tentacles have an inherent dextrous penalty in combat. I think the order | + | |
- | energy drain during use should be comprable to bridge, but probably a little bit larger, since bridge attacks are still mostly | + | |
- | physical damage. Please share your thoughts! | + | |
- | + | ||
=====General===== | =====General===== | ||
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* implement necessary skills and systems to allow construction of "security systems" | * implement necessary skills and systems to allow construction of "security systems" | ||
** locks, traps, magical wards, mercenaries, golems, etc. | ** locks, traps, magical wards, mercenaries, golems, etc. | ||
- | |||
- | =====Mercenary Guilds===== | ||
- | * create a mercenary guild or guilds, located in any number of major trade hubs, or perhaps on its own in the wild | ||
- | * allows any adventurer to recruit NPC followers of various skill level based on gold | ||
- | * take an initial deposit of gold and subsequent deposits over time based on various factors such as level, amount of kills, total distance travelled since last deposit, and player skills such as leadership, training, etc | ||
- | * cannot join player guilds? | ||
- | ** not sure if this would invalidate some of the guild-specific percs of having followers from joining a guild | ||
- | ** might not, since mercs would be a constant drain on resources while guild-assigned followers are free | ||
- | ** standard limits apply to the number of followers you can keep and command reliably; leadership, subordination, whatever | ||
- | *** maybe even a hard limit on the number of mercs you can have in your employ at a given time | ||
([http://wiki.lostsouls.org/w/images/d/d5/Dog_science.jpg Why do you care about this?]) | ([http://wiki.lostsouls.org/w/images/d/d5/Dog_science.jpg Why do you care about this?]) |
Current revision
Contents |
[edit]
Primary Incarnos
[edit]
Zygefgh
(click for more information)
[edit]
What I do
Basically, I troll through the wiki and fix shit up as I come about it. As soon as I see something and say to myself, "this looks stupid", or "why doesn't it look like this?", or "why is this missing from here?", I fix it. You will see tons of edits in a row as I fly through a huge wiki-chain of pages that need to be reformatted in a uniform way, or where I find a string of general improvements.
My hope is that one day, as I do this bit-by-bit, that the wiki will look more professional and will contain less useless information.
The rest of the time I'm actually playing the game.
You bite Obama's chest and right arm with your mouth. You tear into Obama's chest with your mouth. You tear into Obama's chest with your mouth. Obama dies. You have gained three experience. [OOC Zygefgh] raaarrr, i'm donald trump! [OOC Xaolyn] and now zygefgh is on like a dozen watch lists
[edit]
Development Ideas
[edit]
Magickal Ley Lines
- create ley lines on the world map, rooms with intersections will have a special trait
- ley lines and their intersections are visible with sufficient astral perception or using the sensitive/dowser talents (might make dowser less shit)
- maybe add spells/bond charms that point/teleport to intersections
- when meditating in a room with an intersection, you passively regenerate all esoteric energy pools at an increased rate
- maybe add/modify some spells/bond charms to require an intersection to be present
[edit]
General
- implement a digging system
- allow burying and uncovering of items, ie: buried treasure
- brief room description will not reveal any indication of recent digging activity, but closer examination would reveal "disturbed earth"
- digging would only apply to earth, mud, etc.
- allow burying and uncovering of items, ie: buried treasure
- implement a mining system
- same idea as digging as far as stashing items is concerned (recently disturbed rubble)
- implement a stone-harvesting system based on the mining system
- each room that allows mining would have some kind of resource attribute that would replenish after reboot
- implement a lumberjack skill
- implement a wood-harvesting system based on the lumberjack skill
- each room that allows lumberjacking would also have a resource attribute that would replenish slowly over time, and fully after reboot
[edit]
Player-Owned Lairs
- apply the implemented digging and mining skills in combination with carpentry and masonry to facilitate the construction of player-created burrows, caves, and buildings
- digging a burrow with claws or shovels, mining a cave with mining tools, building a wooden building with harvested wood and carpentry supplies, and building a stone building using harvested stone and masnonry implements, would all be considered extremely extended actions (upwards of 5 mins of real time, perhaps more depending on complexity of task and skills)
- eg: a Rachnei digging a burrow in earth would be much easier to accomplish than a faerie building a granite keep
- player "lairs" decay over time and require maintenance
- implement necessary skills and systems to allow construction of "security systems"
- locks, traps, magical wards, mercenaries, golems, etc.