User:Zylox

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Contents

Primary Incarnos

Zygefgh, Level 34 neuter Zadnothruan wildling shoggoth Adventurer, Cultist of Decay, and Neophyte Warden

Other Incarnoi

Priax, Level 32 neuter Othran kentaur Shapeshifter and Losthaven Guard
Keotri, Level 20 female Vanyar dana Attuned Aliavelyr and Losthaven Guard
Xawodul, Level 17 male Losthavener human crow-bonded Verynvelyr, Agnihotri, and Stalker of the Gate
Nerbalerb, Level 15 male Losthavener kobold polar bear-bonded Verynvelyr and Discordian Legionnaire
Umaro, Level 9 male Northlander wildling yeti Brute
Ariku, Level 29 male Hanoman human Aligned
Zektenu, Level 13 male Almerian wildling garou Lupine

Blog

I have a blog!

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.
  • 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

(Why do you care about this?)

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