User:Zylox
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==Primary Incarnos== | ==Primary Incarnos== | ||
- | [[Player_Zygefgh|Zygefgh]], Level 74 neuter [[Zadnothruan_Wildling|Zadnothruan wildling]] [[shoggoth]] [[Attuned]] [[Verynvelyrae|Verynvelyr]] | + | [[Player_Zygefgh|Zygefgh]], Level 83 neuter [[Zadnothruan_Wildling|Zadnothruan wildling]] [[shoggoth]] [[Attuned]] [[Zetesai|Zeteson]] and [[Wardens|Neophyte Warden]] |
Revision as of 14:34, 27 July 2013
Created on Tuesday, January 11th, 2011 at 2:27 PM
Contents |
Primary Incarnos
Zygefgh, Level 83 neuter Zadnothruan wildling shoggoth Attuned Zeteson and Neophyte Warden
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.
Development Ideas
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
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.
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