Lux system requests
From LSWiki
Revision as of 12:41, 24 February 2013; Alton (Talk | contribs)
(diff) ←Older revision | Current revision | Newer revision→ (diff)
(diff) ←Older revision | Current revision | Newer revision→ (diff)
Color Options
- The ability to choose glowing golden as a color option for physical features (status: implemented)
Playable Races
- Rhax
- Vlekthids (status: will implement) (Thank you!)
- Gelatinous cubes (or shoggoth ability to mimic a cube shape, it would be amazing to see skeletons in the digestion process through the glistening green transparent body) (status: will not implement -- nonsapient) (reasonable and understandable)
- Clockwork dragons
- Angel (status: will not implement -- angels will be an affiliation in addition to a race and reducing them to a race choice is not appropriate) (Looking forward to this.)
- Dark Young
- Gogtzulu
- Kryptonian (status: will not implement -- derivative) (reasonable and understandable)
Wild Talents
- Wild talent that allows you to project psionic lightning from your hands/claws (Perhaps requiring mindblaster and stormlord talents first before it can be unlocked?) (status: will probably implement)
Gaze Attack Specials for your characters (flexible enough to pick the following)
- golden ray (order light)
Empathic Bonds extensions
- psionic entity that uses psionic lightning specials
- glowing crystalline entity that uses rays of crystallization specials
- choose physical colors of familiars
Miscellaneous
- Ability to choose Bezhuldaar eyebeams
- Glowing golden as a lightbringer color option
- Glowing golden as a true colors form option
- Glowing golden plate mail to fit nyloc body type (flexibility in the lux system to pick an item this specific or to have a permanent low powered item this specific)
- Pizza party Thursdays (status: will not implement -- make your own damn pizza)
Incrementally Funding Mud Code For The Following Projects via Lux Menu Contributions (% funding completed shown on Lux menu)
Guilds
- Necromancer guild (a.) raising corpses as zombies followers (b.) raising severed hands as living crawling hands followers (c.) use of the Hand of Vazaith (d.)summoning a demonic follower that requires you to sacrifice living followers to it to keep it satisfied and to make it more powerful. Lack of sacrifices results in the demon becoming more and more aggressive with respect to damaging the summoner. Damage also scales with how powerful the necromancer has made the demon with previous sacrifices so it becomes more and more dangerous not to "feed" the demon as time goes by.
- Thieves/Rogue Guild (a.) Balanced so abilities would not abuse other players on the mud with pick pocketing etc. (a.) dynamic generated hiest mini-quests involving non-combat activities across the mud. Activities like lockpicking, picking pockets, stealth, knocking out guards rather than killing them, fencing stolen goods, robbing museums, banks, wealthy individuals etc. High performance on these mini-quests would result in bonuses to "rogue" skills. Inspired by Nizari mini-mark quests.
- Witches guild (a.) voodoo dolls of some type
- Skaven Plague Lord Guild/association to compliment the Cult of Decay(a.) empathic bond creature type that gives disease affinity or added to small rat empathic bond. (b.) balanced so diseases did not pester newbies or other players. (c.) area on the mud where you could abuse an npc population with diseases as part of a set of plague mini-quests. (Rats/insects used as plague carriers?) (d.) mini quests for clerics to heal the population providing a mini game where plague lords and clerics could try to spread/cure diseases. This activity balanced to prevent xp abuse.
Areas
- Jabberwocky homeland Tulgey wood with Tumtum trees inspired by the Lewis Carol Poem and it's creatures. (a.) Jubjub birds (empathic bond possible) (b.) frumious bandersnatch (empathic bond possible) (c.)Quest to use a vorpal blade to hunt a Jabberwock
- Mantid homeland in a bamboo forest. (a.) A blind albino mantid elder prophet/seer trainer for mantids. Specializes in unarmed combat and with battle dancer talent. (b.) quest involving arena honorable unarmed combat (not to the death) with the blind mantid elder in order to gauge your skill level against his.
- Shoggoth northlands homeland inspired by Lovecraft's Mountains of Madness story. (a.) Quest that involves exploring the homeland and in ice caverns/tunnels while surviving and avoiding madness/insanity checks.
- Expansion of deeper sewer/catacomb systems under Losthaven. (a.) a waste processing area using a trapped wandering gelatinous cubes (perhaps worshipped by Skavens for theme?)
- Slaan jungle temple homeland with a river trip into the deep jungle with an crude stone temple overgrown with vines. The slaan of this region would be brightly colored slaan (inspired by poison toad bright colors) (a.) Slaan hunters using poison dart blow pipes (b.) worshipping Tsugguloth (sp?) (toad god) Place him back in play as a boss of this area. (Fun times being swallowed and trying to survive. (c.) Quest involving being sacrificed by the Slaan tribe to their toad god and being swallowed while trying to fight your way out of the toad gods stomach before the stomach acid dissolves all of your limbs/body. (anti-teleport area) (d.) Slaan Shaman association with access to shaman mask, poison dart gun, and skill bonuses to using poison dart projectiles. necromancer/witch guild. (e.) Slaan Voodoo Shaman elder overseeing sacrifices to the toad god. (f.) killer vines in the temple areas
Advances to Boss Monster Code
- Code to support gigantic boss monsters that span multiple rooms. In example lovecraftian tentacle creatures with tentacles that reach into adjacent rooms. Giant centipede with a length of five or more rooms moving through an area.
- Code to allow larger monsters to hit you hard enough to knock you out of the current room and into adjacent rooms or even into the air (possibly resulting in falling damage.) This also supports more active combat where you need to move back into melee range of the monster after this occurs.