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MadForIt
GoblinThief

Registered: Mar 2001
Location: UK
Posts: 76

How about making them different for each class type ?
Maybe to much to implament, just an idea.

The mass full heal recovery time is a little ott for a cleric no ?

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MadForIt is offline Old Post 03-08-2001 06:35 AM
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JeremyIrons
Tribes RPG Creator

Registered: Mar 2001
Location: Ottawa, ON, Canada
Posts: 615

That's a good idea

I suppose it could be directly based on the skill type involved for the spell. Meaning if you have high Defensive Casting, recovery time is shorter, whereas if you have low Defensive Casting, recovery time is longer (but not longer than the current maximum)

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JeremyIrons is offline Old Post 03-08-2001 08:18 PM
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Zxqv8
TravellerThug

Registered: Mar 2001
Location: Chighetto, IL (around there)
Posts: 674

Sounds fair to me, but I think perhaps fighters (who aren't meant to have much casting skill) and theives and such should never have as short a recovery time as a cleric of the same skill level. Like, a lvl 65 fighter and a level 65 cleric both happen to have say, 370 defensive casting, the cleric, being a healer, would have shorter recovery time on a defensive spell than a fighter would. Now, if the fighter has HIGHER defensive casting than the cleric, the fighter has the shorter recovery time. (the number are just for the sake of argument)

As for remorting: With each remort a non d (or o) casting class could have the potential for shorter recovery times than a non remorted caster of the same level.

I don't know if it can be done, but it sounds like a good idea to me.


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Zxqv8 is offline Old Post 03-08-2001 09:05 PM
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JeremyIrons
Tribes RPG Creator

Registered: Mar 2001
Location: Ottawa, ON, Canada
Posts: 615

Zxqv8, that goes against the idea behind the skill system. If a Fighter has the same amount of a specific skill that a Cleric has, they should both perform just as well.

Anyway, it's already implemented so you don't need to discuss this anymore until you give it a try

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JeremyIrons is offline Old Post 03-08-2001 10:00 PM
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Aleman
OgreDreadnought

Registered: Mar 2001
Location: Houston TX
Posts: 399

If thats the case - what about Rangers and their sleeping skills?

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Aleman is offline Old Post 03-09-2001 04:18 AM
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JeremyIrons
Tribes RPG Creator

Registered: Mar 2001
Location: Ottawa, ON, Canada
Posts: 615

Nice try Aleman but sleeping is not a skill. We're talking about the skill system.

The only inconsistency in the system I have going is the fact that the composite bow is a Ranger only item. This was originally to test the class restriction feature I implemented, but I never bothered taking this specific restriction out.

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JeremyIrons is offline Old Post 03-09-2001 04:38 AM
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Mir
Guest

Registered: Not Yet
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I think rangers should have a little more Def casting, and LESS offensive and Neutral casting :P

cause Rangers aren't spell casters, clasically, but several game systems they are semi-decent healers.

Now you ask: "Why would you want def casting when you can sleep most anywhere anyway?"
Well cause sleeping in the middle of a fight is annoying (fleeing, etc.) plus, sleeping doesn;t let me help other people.

I dont know, this is just the way I see things...
I play a ranger (always, anywhere, if there is a ranger class, thats what I am) always have in TRPG, and I've seen them go from pathetically weak, to far too powerful (when bows were crazy good) back to the current which is.. Mmm mediocre in my opinion.
Bows still do a good deal of damage, and sleeping anywhere is a really cool skill... but I think they need more Def casting.
And like I said, to prevent unbalancing, reduce N and O casting to like 0.2

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Old Post 03-09-2001 07:51 AM
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Zelgadis
MinotaurReaper

Registered: Mar 2001
Location: Berlin, WI
Posts: 2447

i always though they should have high N casting cause they run around in the forest a lot.

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Zelgadis is offline Old Post 03-09-2001 05:07 PM
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MadForIt
GoblinThief

Registered: Mar 2001
Location: UK
Posts: 76

Talking

because they get lossed alot zel ? and need to teleport ? lol =D

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MadForIt is offline Old Post 03-09-2001 06:29 PM
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Toaster
Master of Toast

Registered: Mar 2001
Location: JI & PoG's RPG
Posts: 2479

That's why rangers have excellent sense heading.


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Toaster is offline Old Post 03-09-2001 10:01 PM
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-RPG-secretagnt
TravellerPaladin

Registered: Mar 2001
Location: Charlotte NC, USA
Posts: 1009

Lightbulb

I'm not sure if this has been brung up before, but I had an idea that would increase the ability to dodge thievs. I thought that maybe there could be a skill that makes stealing more chancey. Like, say a new skill, like awareness, could be used for this, and the higher it was, the less successful the theif would be. It could also be used for a few other things, such as... well i had an idea earlier, but I cant think of it now.


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-RPG-secretagnt is offline Old Post 03-09-2001 10:10 PM
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Toaster
Master of Toast

Registered: Mar 2001
Location: JI & PoG's RPG
Posts: 2479

JI's already added dodging to steal defense.


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Toaster is offline Old Post 03-09-2001 10:13 PM
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