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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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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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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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P.S. This is what part of the alphabet would look like if Q and R were eliminated.
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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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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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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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03-09-2001 04:38 AM |
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Mir
Guest
Registered: Not Yet
Location:
Posts: N/A |
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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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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03-09-2001 05:07 PM |
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MadForIt
GoblinThief
Registered: Mar 2001
Location: UK
Posts: 76 |
because they get lossed alot zel ? and need to teleport ? lol =D
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03-09-2001 06:29 PM |
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-RPG-secretagnt
TravellerPaladin
Registered: Mar 2001
Location: Charlotte NC, USA
Posts: 1009 |
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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03-09-2001 10:10 PM |
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