User:Zylox

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Created on Tuesday, January 11th, 2011 at 2:27 PM

Contents

Primary Incarnos

Zygefgh, Level 115 neuter Zadnothruan wildling shoggoth Aligned


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

Form Suggestion
	the form Adaptation
Form Type			: organic structure
Knowledge Requirement 		: have at least 150 points among 50% of anatomy, 50% of biology, 100% of arcane lore, 
			  10% of metamorphosis and be familiar with polypid s
Facility Formula		: (dev discretion)
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
  • 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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