https://wiki.shartak.com/api.php?action=feedcontributions&user=AlexanderRM&feedformat=atomThe Shartak Wiki - User contributions [en]2024-03-29T06:01:02ZUser contributionsMediaWiki 1.33.0https://wiki.shartak.com/index.php?title=Main_Page&diff=22968Main Page2011-02-13T17:51:48Z<p>AlexanderRM: </p>
<hr />
<div>{{Main Page Announcements|<br />
<!-- Intro --> <br />
<br />
mainpage_intro=This is an information hub for '''[http://www.shartak.com/ Shartak]''', a browser-based massively-multiplayer online role-playing game (MMORPG).<br />
New players should read the '''[[Gameplay]]''' guide and perhaps the '''[[Tips and tricks]]''' and '''[[Requests for information]]''' pages.<br />
<br />
The island of Shartak has been inhabited for several hundred years by native tribes from the villages of '''[[Dalpok]]''', '''[[Raktam]]''' and '''[[Wiksik]]'''. In recent times strangers to the island have appeared wearing odd clothes and carrying loud sticks. These outsiders have formed camps known as '''[[Derby]]''', '''[[Durham]]''' and '''[[York]]''' and have been joined by pirates whose '''[[shipwreck]]''' lies on the island's north shore. And now, on dark and stormy nights, the natives whisper tales of the shunned village '''[[Rakmogak]]''' and its terrible secret.<br />
<br />
The strangers once stayed on the coast, away from the jungle, but now they travel inland in search of knowledge and plunder. It won't be long before they stumble across the villages and learn of the treasures of the tribal ancestors.|<br />
<br />
<!-- Alert --> <br />
<br />
mainpage_alert=''No messages.''|<br />
<br />
<!-- Wiki activities --> <br />
mainpage_activities='''Recent wiki changes and additions'''<br />
* Almost 50 new achievements have been released, go check them [[Achievements|out!]]<br />
* A set of [[:Category:Historical_Article|History]] pages charting the island's history continues to be updated.<br />
* Shartak has a best seller, and it's called [[Zomtard's, The Art of War]].<br />
* Custom huts now deliver special [[Custom Hut Items]]<br />
* The [[Ghost Ship]] has made a splash in the waters around Shartak, with it's infamous Ghost Crew still on board.<br />
'''Current projects''' <br />
* [[Shaman|NPC shamans]] continue to be tracked. <br />
* [http://www.itechsc.com/misc/shartak/ubermap/ Shartak UBER MAP project]: Creates a detailed map from user input. <br />
* [http://www.philosoph.us/misc/shartak/underworld Shartak Underworld]: Permanently logs kills and deaths. <br />
}}<br />
<br />
{{Main Page Navigation| <br />
<br />
mainpage_navi1a=Basics| <br />
mainpage_navi1b= <br />
* [[Newcomers Guide]] <br />
* [[Gameplay]] <br />
* [[Tips and tricks]]<br />
* [[:Category:Guides|How-To Guides]]<br />
** [[A Pirate's Life]]<br />
** [[The Native Path]]<br />
** [[Outsider Ingenuity]]<br />
** [[The_Art_Of_Necromancy_On_Shartak_Island|The Necromancer's Art]]<br />
* [[User interface]] <br />
* [[:Category:Roleplaying|Roleplaying]] <br />
* [[:Category:Statistics|Statistics]] <br />
| <br />
<br />
mainpage_navi2a=Game information| <br />
mainpage_navi2b= <br />
* [[Class]]es <br />
* [[Skills]] <br />
* [[Items]] <br />
* [[NPC]]s<br />
* [[Animals]]<br />
* [[Achievements]]<br />
* [[:Category:Locations|Locations]] <br />
** [[Terrain]]<br />
** [[Camp]]s<br />
** [[Locations]]<br />
** The [[Parchment Pages]] location list. <br />
** Derby Evening Press [[Guide to Towns]].<br />
|<br />
<br />
mainpage_navi3a=Feedback|<br />
mainpage_navi3b=<br />
* [[Requests for information]]<br />
* [[Game design]]<br />
* [[Bugs]]<br />
* [[Suggestions]]<br />
* [http://forum.shartak.com Official forum]<br />
|<br />
<br />
mainpage_navi4a=Site information|<br />
mainpage_navi4b=<br />
* [http://www.shartak.com/faq.html FAQ]<br />
* [http://www.shartak.com/news.html News]<br />
* [http://www.shartak.com/stats.html Statistics]<br />
* [http://www.shartak.com/donate.html Donate]<br />
* [http://www.shartak.com/advertising.html Advertising]<br />
|<br />
<br />
mainpage_navi5a=Clans|<br />
mainpage_navi5b=<br />
* [[:Category:Clans|Clan pages]]<br />
** [[:Category:Clans for natives|Clans for natives]]<br />
** [[:Category:Clans for outsiders|Clans for outsiders]]<br />
** [[:Category:Clans for everyone|Clans for everyone]]<br />
|<br />
<br />
mainpage_navi6a=Wiki information|<br />
mainpage_navi6b=<br />
* [[Project:Help|Editing and Help]]<br />
* [[Project:Community Portal|Community portal]]<br />
* [[The Shartak Wiki:Policies and guidelines|Policies and guidelines]]<br />
* [[:Category:Delete|Delete]]<br />
* [[:Category:Redirects|Redirects]]<br />
* [[:Category:Templates|Templates]]<br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Igoban&diff=22356Igoban2010-09-04T00:28:43Z<p>AlexanderRM: </p>
<hr />
<div><noinclude><!--<br />
<br />
[[Shaman]] uses this page as a template for Igoban's current location. Please observe the <nowiki><noinclude></nowiki> tags closely, and do not change them unless you know what you are doing.<br />
<br />
--><br />
'''Igoban''' is a wandering [[shaman]] with no ties to any village.<br />
<br />
==Current sighting==<br />
<!-- <br />
<br />
To update the current sighting, cut and paste the existing row to "Previous sightings", removing the noinclude tags so that it looks like other previous sightings. Record the current GPS coordinates in the GPS template and record the date and time with <nowiki>~~~~~</nowiki> (5 tildes). <br />
<br />
--><br />
<br />
Igoban<br />
* </noinclude>{{GPS|70|304|26|485}} <br> 00:22, 04 September 2010 (UTC)<noinclude><br />
<br />
==Previous sightings==<br />
<!-- New sightings belong at the TOP of this list --><br />
* {{GPS|70|238|26|483}} <br> 09:10, 05 March 2010 (UTC)<br />
* {{GPS|70|305|26|428}} <br> 07:38, 15 February 2010 (UTC)<br />
* {{GPS|70|273|26|436}} <br> 10:41, 09 February 2010 (UTC)<br />
* {{GPS|70|256|26|421}}<br />00:55, 05 February 2010 (UTC)<br />
* {{GPS|70|303|26|475}}<br />04:12, 04 January 2010 (UTC)<br />
* {{GPS|70|327|26|481}}<br />22:05, 01 January 2010 (UTC)<br />
* {{GPS|70|318|26|463}}<br />02:26, 07 December 2009 (UTC)<br />
* {{GPS|70|260|26|492}}<br />19:45, 27 May 2009 (UTC)<br />
* {{GPS|70|326|26|520}}<br /> 18:37, 18 March 2009 (UTC)<br />
* {{GPS|70|337|26|476}}<br /> 08:24, 30 January 2009 (UTC)<br />
* {{GPS|70|316|26|493}}<br /> 20:43, 19 January 2009 (UTC)<br />
* {{GPS|70|318|26|465}}<br /> 21:21, 12 January 2009 (UTC)<br />
* {{GPS|70|355|26|500}}<br /> 22:10, 8 January 2009 (UTC)<br />
* {{GPS|70|354|26|498}}<br /> 18:34, 06 January 2009 (UTC)<br />
* {{GPS|70|316|26|510}}<br /> 23:38, 01 January 2009 (UTC)<br />
* {{GPS|70|298|26|472}}<br /> 05:32, 22 December 2008 (UTC)<br />
* {{GPS|70|232|26|425}}<br /> 03:24, 18 November 2008 (UTC)<br />
* {{GPS|70|235|26|461}}<br /> 02:23, 12 October 2008 (UTC)<br />
* {{GPS|70|231|26|451}}<br /> 07:50, 30 September 2008 (UTC)<br />
* {{GPS|70|233|26|458}}<br /> 21:51, 27 August 2008 (UTC)<br />
* {{GPS|70|244|26|502}}<br /> 15:15, 20 August 2008 (UTC)<br />
* {{GPS|70|229|26|483}}<br /> 18:23, 18 July 2008 (UTC)<br />
* {{GPS|70|224|26|505}}<br /> 00:17, 13 July 2008 (UTC)<br />
* {{GPS|70|238|26|497}}<br /> 03:33, 2 July 2008 (UTC)<br />
* {{GPS|70|251|26|450}}<br /> 05:22, 22 January 2008 (UTC)<br />
* {{GPS|70|235|26|444}}<br /> 08:30, 12 January 2008 (UTC)<br />
* {{GPS|70|237|26|459}}<br /> 22:45, 8 January 2008<br />
* {{GPS|70|225|26|456}}<br /> 22:05, 07 January 2008 (UTC)<br />
* {{GPS|70|144|26|463}}<br /> 16:15, 04 December 2007 (UTC)<br />
* {{GPS|70|184|26|463}}<br /> 14:18, 24 November 2007 (UTC)<br />
* {{GPS|70|186|26|468}}<br /> 01:31, 20 November 2007 (UTC)<br />
* {{GPS|70|204|26|437}}<br /> 11:40, 7 September 2007 (UTC)<br />
* {{GPS|70|226|26|450}}<br /> 21:35, 5 September 2007 (UTC)<br />
* {{GPS|70|246|26|469}}<br /> 3:10, 2 September 2007 (UTC)<br />
* {{GPS|70|208|26|448}}<br />23:50, 28 July 2007 (UTC)<br />
* {{GPS|70|178|26|439}}<br />06:28, 16 July 2007 (UTC)<br />
* {{GPS|70|181|26|469}}<br />11:19, 19 June 2007 (UTC)<br />
* {{GPS|70|187|26|459}}<br />02:27, 10 June 2007 (UTC)<br />
* {{GPS|70|192|26|462}}<br />23:38, 08 May 2007 (UTC)<br />
* {{GPS|70|234|26|412}}<br />18:49, 07 January 2007 (UTC)<br />
* {{GPS|70|201|26|411}}<br />05:32, 12 September 2006 (UTC)<br />
* {{GPS|70|189|26|392}}<br />16:47, 7 September 2006 (UTC)<br />
* {{GPS|70|064|26|377}}<br />23:08, 17 August 2006 (UTC)<br />
* {{GPS|70|063|26|377}}<br />00:09, 11 August 2006 (UTC)<br />
* {{GPS|70|067|26|391}}<br />00:59, 3 August 2006 (UTC)<br />
* {{GPS|70|084|26|367}}<br />2006-07-14 00:39 (UTC)<br />
* {{GPS|70|085|26|385}}<br />23:51, 12 June 2006 (BST)<br />
<br />
{{Shamansnav}}<br />
<br />
[[Category:Shamans]]</noinclude></div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Atok&diff=21148Atok2009-12-02T02:39:46Z<p>AlexanderRM: </p>
<hr />
<div><noinclude><!--<br />
<br />
[[Shaman]] uses this page as a template for Atok's current location. Please observe the <nowiki><noinclude></nowiki> tags closely, and do not change them unless you know what you are doing.<br />
<br />
--><br />
'''Atok''' is a wandering [[shaman]] with no ties to any village.<br />
<br />
==Current sighting==<br />
<!-- <br />
<br />
To update the current sighting, cut and paste the existing row to "Previous sightings", removing the noinclude tags so that it looks like other previous sightings. Record the current GPS coordinates in the GPS template and record the date and time with <nowiki>~~~~~</nowiki> (5 tildes). <br />
<br />
--><br />
<br />
* </noinclude>{{GPS|70|077|26|361}}<br />02:38, 01 December 2009 (UTC)<noinclude><br />
<br />
==Previous sightings==<br />
<!-- New sightings belong at the TOP of this list --><br />
<br />
* {{GPS|70|077|26|385}}<br />22:02, 17 July 2009 (UTC)<br />
* {{GPS|70|087|26|372}}<br />22:22, 29 June 2009 (UTC)<br />
* {{GPS|70|102|26|382}}<br />07:12, 04 December 2008 (UTC)<br />
* {{GPS|70|098|26|369}}<br />23:09, 30 November 2008 (UTC)<br />
* {{GPS|70|075|26|370}}<br />09:25, 26 November 2008 (UTC)<br />
* {{GPS|70|081|26|373}}<br />03:33, 18 November 2008 (UTC)<br />
* {{GPS|70|081|26|394}}<br />02:38, 12 November 2008 (UTC)<br />
* {{GPS|70|098|26|399}}<br />00:45, 11 November 2008 (UTC)<br />
* {{GPS|70|088|26|388}}<br />02:14, 06 November 2008 (UTC)<br />
* {{GPS|70|080|26|363}}<br />21:51, 27 October 2008 (UTC)<br />
* {{GPS|70|058|26|386}}<br />04:24, 25 October 2008 (UTC)<br />
* {{GPS|70|065|26|374}}<br />10:19, 24 October 2008 (UTC)<br />
* {{GPS|70|063|26|375}}<br />19:31, 10 September 2008 (UTC)<br />
* {{GPS|70|125|26|397}}<br />13:09, 9 August 2008 (UTC)<br />
* {{GPS|70|064|26|379}}<br />03:54, 30 June 2008 (UTC)<br />
* {{GPS|70|102|26|428}}<br />23:53, 18 June 2008 (UTC)<br />
* {{GPS|70|139|26|415}}<br />21:10, 8 May 2008 (UTC)<br />
* {{GPS|70|106|26|361}}<br />03:12, 17 January 2008 (UTC)<br />
* {{GPS|70|093|26|352}}<br />22:28, 15 January 2008 (UTC)<br />
* {{GPS|70|223|26|400}}<br />21:08, 23 November 2007 (UTC)<br />
* {{GPS|70|316|26|483}}<br />22:23, 22 September 2007 (UTC)<br />
* {{GPS|70|307|26|448}}<br />07:26, 15 September 2007 (UTC)<br />
* {{GPS|70|305|26|463}}<br />05:52, 01 September 2007 (UTC)<br />
* {{GPS|70|347|26|469}}<br />09:21, 25 August 2007 (UTC)<br />
* {{GPS|70|299|26|498}}<br />01:30, 16 August 2007 (UTC)<br />
* {{GPS|70|239|26|501}}<br />00:17, 18 July 2007 (UTC)<br />
* {{GPS|70|278|26|514}}<br />21:12, 15 June 2007 (UTC)<br />
* {{GPS|70|282|26|515}}<br />05:40, 09 June 2007 (UTC)<br />
* {{GPS|70|272|26|476}}<br />01:46, 30 May 2007 (UTC)<br />
* {{GPS|70|437|26|505}}<br />21:13, 27 November 2006 (EST)<br />
* {{GPS|70|428|26|458}}<br />07:36, 10 October 2006 (UTC)<br />
* {{GPS|70|453|26|489}}<br />23:27, 3 October 2006 (UTC)<br />
* {{GPS|70|335|26|465}}<br />00:40, 24 May 2006 (BST)<br />
* {{GPS|70|362|26|518}}<br />00:31, 16 May 2006 (BST)<br />
<br />
{{Shamansnav}}<br />
<br />
[[Category:Shamans]]</noinclude></div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Movak&diff=21144Movak2009-11-29T21:08:05Z<p>AlexanderRM: </p>
<hr />
<div><noinclude><!--<br />
<br />
[[Shaman]] uses this page as a template for Movak's current location. Please observe the <nowiki><noinclude></nowiki> tags closely, and do not change them unless you know what you are doing.<br />
<br />
--><br />
'''Movak''' is a wandering [[shaman]] with no ties to any village.<br />
<br />
==Current sighting==<br />
<!-- <br />
<br />
To update the current sighting, cut and paste the existing row to "Previous sightings", removing the noinclude tags so that it looks like other previous sightings. Record the current GPS coordinates in the GPS template and record the date and time with <nowiki>~~~~~</nowiki> (5 tildes). <br />
<br />
--><br />
<br />
* </noinclude>{{GPS|70|180|26|424}}<br />21:06, 29 November 2009 (UTC)<noinclude><br />
<br />
==Previous sightings==<br />
<!-- New sightings belong at the TOP of this list --><br />
* {{GPS|70|210|26|452}}<br />01:01, 04 May 2009 (UTC)<br />
* {{GPS|70|221|26|445}}<br />07:12, 25 April 2009 (UTC)<br />
* {{GPS|70|148|26|412}}<br />02:55, 14 March 2009 (UTC)<br />
* {{GPS|70|202|26|453}}<br />02:18, 17 December 2008 (UTC)<br />
* {{GPS|70|197|26|458}}<br />03:33, 16 December 2008 (UTC)<br />
* {{GPS|70|195|26|463}}<br />07:02, 15 December 2008 (UTC)<br />
* {{GPS|70|210|26|447}}<br />07:16, 08 December 2008 (UTC)<br />
* {{GPS|70|183|26|436}}<br />08:32, 04 December 2008 (UTC)<br />
* {{GPS|70|172|26|437}}<br />07:32, 02 December 2008 (UTC)<br />
* {{GPS|70|173|26|399}}<br />21:28, 27 November 2008 (UTC)<br />
* {{GPS|70|158|26|372}}<br />22:18, 21 November 2008 (UTC)<br />
* {{GPS|70|198|26|431}}<br />04:01, 04 November 2008 (UTC)<br />
* {{GPS|70|223|26|461}}<br />00:40, 29 October 2008 (UTC)<br />
* {{GPS|70|266|26|482}}<br />04:11, 21 October 2008 (UTC)<br />
* {{GPS|70|231|26|489}}<br />03:08, 17 September 2008 (UTC)<br />
* {{GPS|70|200|26|463}}<br />20:26, 18 August 2008 (UTC)<br />
* {{GPS|70|187|26|425}}<br />02:12, 23 July 2008 (UTC)<br />
* {{GPS|70|158|26|421}}<br />10:44, 19 July 2008 (UTC)<br />
* {{GPS|70|243|26|482}}<br />21:25, 10 June 2008 (UTC)<br />
* {{GPS|70|245|26|475}}<br />10:22, 08 June 2008 (UTC)<br />
* {{GPS|70|229|26|482}}<br />11:37, 03 May 2008 (UTC)<br />
* {{GPS|70|232|26|505}}<br />00:33, 30 April 2008 (UTC)<br />
* {{GPS|70|214|26|398}}<br />02:30, 20 April 2008 (UTC)<br />
* {{GPS|70|142|26|408}}<br />01:19, 08 April 2008 (UTC)<br />
* {{GPS|70|346|26|462}}<br />05:38, 29 December 2007 (UTC)<br />
* {{GPS|70|331|26|488}}<br />21:32, 25 December 2007 (UTC)<br />
* {{GPS|70|342|26|497}}<br />03:57, 25 December 2007 (UTC)<br />
* {{GPS|70|323|26|498}}<br />22:06, 22 December 2007 (UTC)<br />
* {{GPS|70|313|26|473}}<br />22:18, 18 December 2007 (UTC)<br />
* {{GPS|70|320|26|465}}<br />04:41, 18 December 2007 (UTC)<br />
* {{GPS|70|335|26|470}}<br />20:14, 16 December 2007 (UTC)<br />
* {{GPS|70|371|26|502}}<br />20:24, 19 November 2007 (UTC)<br />
* {{GPS|70|354|26|498}}<br />12:44, 16 November 2007 (UTC)<br />
* {{GPS|70|368|26|491}}<br />21:54, 13 November 2007 (UTC)<br />
* {{GPS|70|334|26|490}}<br />02:58, 11 November 2007 (UTC)<br />
* {{GPS|70|115|26|428}}<br />04:36, 04 September 2007 (UTC)<br />
* {{GPS|70|114|26|412}}<br />12:23, 26 August 2007 (UTC)<br />
* {{GPS|70|507|26|486}}<br />00:24, 03 August 2007 (UTC)<br />
* {{GPS|70|485|26|460}}<br />08:43, 26 July 2007 (UTC)<br />
* {{GPS|70|642|26|344}}<br />02:00, 21 July 2007 (UTC)<br />
* {{GPS|70|633|26|359}}<br />04:48, 19 July 2007 (UTC)<br />
* {{GPS|70|685|26|352}}<br />22:41, 11 July 2007 (UTC)<br />
* {{GPS|70|675|26|373}}<br />00:41, 04 July 2007 (UTC)<br />
* {{GPS|70|665|26|381}}<br />03:50, 29 June 2007 (UTC)<br />
* {{GPS|70|646|26|344}}<br />23:10, 21 June 2007 (UTC)<br />
* {{GPS|70|463|26|451}}<br />00:14, 6 June 2007 (UTC)<br />
* {{GPS|70|401|26|463}}<br />10:58, 12 April 2007 (UTC)<br />
* {{GPS|70|377|26|426}}<br />01:03, 25 March 2007 (UTC)<br />
* {{GPS|70|374|26|428}}<br />9:01, 28 February 2007 (UTC)<br />
* {{GPS|70|394|26|389}}<br />19:29, 1 January 2007 (UTC)<br />
* {{GPS|70|357|26|411}}<br />16:02, 15 December 2006 (UTC)<br />
* {{GPS|70|365|26|400}}<br />23:36, 25 July 2006 (UTC)<br />
* {{GPS|70|387|26|367}}<br />21:31, 12 July 2006 (UTC)<br />
* {{GPS|70|365|26|370}}<br />19:22, 10 July 2006 (UTC)<br />
* {{GPS|70|360|26|383}}<br />~04:00, 8 July 2006 (UTC)<br />
* {{GPS|70|366|26|413}}<br />23:25, 27 June 2006 (UTC<br />
* {{GPS|70|415|26|360}}<br />09:44, 8 June 2006 (BST)<br />
* {{GPS|70|431|26|357}}<br />12:55, 23 May 2006 (BST)<br />
* {{GPS|70|433|26|336}}<br />00:31, 16 May 2006 (BST)<br />
<br />
{{Shamansnav}}<br />
<br />
[[Category:Shamans]]</noinclude></div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Durham&diff=18544Durham2008-08-28T00:13:10Z<p>AlexanderRM: </p>
<hr />
<div>{{Infobox Home|<br />
| image = satellite_durham.png<br />
| cx = -70648<br />
| cy = 26343<br />
| type = Outsider<br />
| huts = 22<br />
| shaman = Kadmor<br />
| shaman_gps = [-70.648,+26.343]<br />
| shaman_loc = (08,08)<br />
| trader = Dick<br />
| trader_gps = [-70.649,+26.347]<br />
| trader_loc = (07,04)<br />
| banker = DarkFerret and Matt Wilkinson<br />
| bank_gps = [-70.650,+26.346]<br />
| bank_loc = (06,05)<br />
| ammo_gps = [-70.647,+26.349]<br />
| ammo_loc = (09,02)<br />
| medical_gps = [-70.651,+26.344]<br />
| medical_loc = (05,07)<br />
}}<br />
<br />
'''Durham''' is one of the four outsider [[camp]]s on Shartak. Located on the far western side of the island's southern shore, it consists of twenty-two [[hut]]s in an oblong clearing.<br />
<br />
A [[shaman]] named Kadmor is held captive in the center of the clearing.<br />
<br />
== Map ==<br />
{| cellpadding="8" cellspacing="1" style="background-color: #e0e0e0" |<br />
| colspan="16" bgcolor="#f9f9f9" | '''The Village of Durham - Territory Map'''<br />
|-<br />
| bgcolor=#33c033|01<br />
| bgcolor=#33c033|02<br />
| bgcolor=#33c033|03<br />
| bgcolor=#33c033|04<br />
| bgcolor=#33c033|05<br />
| bgcolor=#33c033|06<br />
| bgcolor=#33c033|07<br />
| bgcolor=#33c033|08<br />
| bgcolor=#33c033|09<br />
| bgcolor=#33c033|10<br />
| bgcolor=#33c033|11<br />
| bgcolor=#33c033|12<br />
| bgcolor=#33c033|13<br />
| bgcolor=#33c033|14<br />
| bgcolor=#33c033|15<br />
| bgcolor=#33c033|16<br />
|-<br />
| bgcolor=#33c033|02<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|'''A'''<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|03<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|'''U<sup>2</sup>'''<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|04<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|'''C'''<br />
| bgcolor=#aa8866|'''T'''<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|05<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|'''B'''<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|'''P'''<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|06<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffebcd|<br />
|-<br />
| bgcolor=#33c033|07<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|'''M'''<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
|-<br />
| bgcolor=#33c033|08<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|'''S'''<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
|-<br />
| bgcolor=#33c033|09<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#33c033|10<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#33c033|11<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|H<sup>2</sup><br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#33c033|12<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#33c033|13<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#33c033|14<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#4444af|<br />
| bgcolor=#4444af|<br />
|-<br />
| colspan=16 bgcolor=#f9f9f9 | '''Legend'''<br />
|-<br />
| bgcolor=#33c033|<br />
| colspan=15 bgcolor=#f9f9f9 | Unincorporated ("Jungle")<br />
|-<br />
| bgcolor=#aa8866|<br />
| colspan=15 bgcolor=#f9f9f9 | Village territory ("Durham")<br />
|-<br />
| bgcolor=#aa8866|H<br />
| colspan=15 bgcolor=#f9f9f9 | Hut<br />
|-<br />
| bgcolor=#aa8866|'''T'''<br />
| colspan=15 bgcolor=#f9f9f9 | Trading post<br />
|-<br />
| bgcolor=#aa8866|'''A'''<br />
| colspan=15 bgcolor=#f9f9f9 | Ammunition hut<br />
|-<br />
| bgcolor=#aa8866|'''M'''<br />
| colspan=15 bgcolor=#f9f9f9 | Medical hut<br />
|-<br />
| bgcolor=#aa8866|'''C'''<br />
| colspan=15 bgcolor=#f9f9f9 | Census Office<br />
|-<br />
| bgcolor=#aa8866|'''B'''<br />
| colspan=15 bgcolor=#f9f9f9 | Durham Utility Bank<br />
|-<br />
| bgcolor=#aa8866|'''P'''<br />
| colspan=15 bgcolor=#f9f9f9 | Durham Police HQ<br />
|-<br />
| bgcolor=#aa8866|'''U<sup>2</sup>'''<br />
| colspan=15 bgcolor=#f9f9f9 | Durham Utility Head Quarters<br />
|-<br />
| bgcolor=#aa8866|'''S'''<br />
| colspan=15 bgcolor=#f9f9f9 | Shaman<br />
|-<br />
| bgcolor=#ffebcd|<br />
| colspan=15 bgcolor=#f9f9f9 | Beach<br />
|-<br />
| bgcolor=#6666ff|<br />
| colspan=15 bgcolor=#f9f9f9 | Water<br />
|-<br />
| bgcolor=#4444af|<br />
| colspan=15 bgcolor=#f9f9f9 | Deep water<br />
|}<br />
<br />
Notes:<br />
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as "Durham" on the game map, and jungle squares will be displayed as "Jungle".<br />
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.<br />
<br />
== Points of Interest ==<br />
<br />
=== Trail to York ===<br />
Starting at the ammunition hut, move 3 squares north east, then follow the trail eastward (eventually turning south east and then east again) until you arrive in York.<br />
<br />
===Census Office===<br />
In the hut west of the Trader's hut is a census office where foreigners and Durhamites can apply to become Durham citizens. Durham Citizens have the right to vote, run for elected office, and receive protection from the government.<br />
<br />
==The Government==<br />
The [[Durham government]] has its own page.<br />
<br />
==Groups Operating in Durham==<br />
Durham, being the 2nd most populous city after [[York]] has a few groups currently operating in it.<br />
<br />
*[[Durham Nationalists]]<br />
*[[Durham Pistoleers]]<br />
*[[Durham Utility]]<br />
*[[Exotic Sports Hunting Club]]<br />
*[[Healers of Shartak]]<br />
*[[Durham Police]]<br />
*[http://www.shartak.com/clanview.cgi?id=305 Durham Model Army]<br />
*[[The Durham Tea Party]]<br />
*[[New Penumbra]]<br />
<br />
{{Locationsnav}}<br />
[[Category:Locations]]</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Talk:Cave&diff=18459Talk:Cave2008-08-16T01:39:44Z<p>AlexanderRM: </p>
<hr />
<div>I've added an image version of the previously made map of the lower level. --[[User:Eugene Johnson|Eugene Johnson]] 19:46, 19 May 2006 (BST)<br />
<br />
Neat. Good work, [[User:Vtbassmatt|Vtbassmatt]]. I'm sure this will come in handy for many a lost traveler.--[[User:Wifey|Wifey]] 17:15, 12 May 2006 (BST)<br />
<br />
==You are likely to be eaten by a...==<br />
I would like to make a motion that grues be added as occasional encounters in the tunnels. It just seems fitting. All in favor, say "aye." All opposed, say, "What the hell is 'Zork?'"--[[User:Wifey|Wifey]] 21:00, 24 May 2006 (BST)<br />
:After much consideration, I heartily endorse this product and/or service. --[[User:Remalle|Remalle]] 17:41, 23 July 2008 (UTC)<br />
<br />
==Unify the two cave maps==<br />
Based on the maps and GPS co-ordinates, it seems the cave-ins here and in the Dalpok cave are the same square, or perhaps two squares. As such, I move that we combine the two maps and use the same key. I'd also like if anyone could check the elevation relative to ground level of the two sites, and find out whether one or both cave-in sites actually refer to the square just before the cave-in. --[[User:AlexanderRM|AlexanderRM]] 01:39, 16 August 2008 (UTC)</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Rakmogak&diff=18446Rakmogak2008-08-14T23:04:06Z<p>AlexanderRM: </p>
<hr />
<div>'''Rakmogak''' is a unique native [[camp]] on Shartak. Its location is a secret guarded by the shamen due to the village's association with the forbidden arts of [[class#cannibal| cannibalism]]. Recent evidence indicates it to be on a moderately-sized island off the north-east coast of the island, dark legends indicate that it may be shaped like a skull.<br />
<br />
An unknown [[shaman]] keeps watch in the center of the village.<br />
<br />
<br />
== Map ==<br />
<br />
<br />
The Rakmogak territory map is currently incomplete as the cannibals insist on eating explorers who come to their village. One helpful Canibal has said that it includes only three huts (the normal resource ones) and has four caves, providing two entrances each to two small tunnels.<br />
<br />
<br />
{| cellpadding="8" cellspacing="1" style="background-color: #e0e0e0" |<br />
| colspan="15" bgcolor="#f9f9f9" | '''The Village of Rakmogak - Territory Map'''<br />
|-<br />
| bgcolor=#33c033|01<br />
| bgcolor=#33c033|02<br />
| bgcolor=#33c033|03<br />
| bgcolor=#33c033|04<br />
| bgcolor=#33c033|05<br />
| bgcolor=#33c033|06<br />
| bgcolor=#33c033|07<br />
| bgcolor=#33c033|08<br />
| bgcolor=#33c033|09<br />
| bgcolor=#33c033|10<br />
| bgcolor=#33c033|11<br />
| bgcolor=#33c033|12<br />
| bgcolor=#33c033|13<br />
| bgcolor=#33c033|14<br />
| bgcolor=#33c033|15<br />
|-<br />
| bgcolor=#33c033|02<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|03<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|04<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|05<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|06<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|07<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|08<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|09<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|10<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|11<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|12<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|13<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffffff|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|14<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|15<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''<br />
|-<br />
| bgcolor=#33c033|<br />
| colspan=14 bgcolor=#f9f9f9 | Unincorporated ("Jungle")<br />
|-<br />
| bgcolor=#aa8866|<br />
| colspan=14 bgcolor=#f9f9f9 | Village territory ("Rakmogak")<br />
|-<br />
| bgcolor=#aa8866|H<br />
| colspan=14 bgcolor=#f9f9f9 | Hut<br />
|-<br />
| bgcolor=#aa8866|'''S'''<br />
| colspan=14 bgcolor=#f9f9f9 | Shaman<br />
|-<br />
| bgcolor=#aa8866|'''T'''<br />
| colspan=14 bgcolor=#f9f9f9 | Trading Post<br />
|-<br />
| bgcolor=#aa8866|'''W'''<br />
| colspan=14 bgcolor=#f9f9f9 | Weapons Hut<br />
|-<br />
| bgcolor=#aa8866|'''M'''<br />
| colspan=14 bgcolor=#f9f9f9 | Medicine Hut<br />
|}<br />
<br />
Notes:<br />
* The above is a default territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as "Rakmogak" on the game map, while jungle squares will be displayed as "Jungle".<br />
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.<br />
<br />
<br />
==A Rough Guide To Rakmogak==<br />
<br />
Rakmogak is not your typical tourist destination. The inhabitants are [[class#cannibal| cannibals]] who enjoy killing and eating other humans. Consequently the village is shunned by native and outsider alike.<br />
<br />
A mind flayer of New Penumbra is interested in opening a restaurant in the western tunnel. While he is currently unavailable at the moment, he promises that in the future, eaters of flesh and brains alike will be able to come there for a wonderful dining experience.<br />
<br />
==Groups Operating In Rakmogak==<br />
<br />
At present there are two groups active in Rakmogak:<br />
<br />
*[[Knights of the IRC Channel]]<br />
*[[New Penumbra]]<br />
<br />
{{Locationsnav}}<br />
[[Category:Locations]]</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=New_Penumbra&diff=18397New Penumbra2008-07-26T18:55:53Z<p>AlexanderRM: </p>
<hr />
<div>{{Clanbox|<br />
clan_name=New Penumbra|<br />
official_id=353|<br />
open_to=everyone|<br />
clan_image=http://www.giantitp.com/avatars/MindFlayer.gif|<br />
clan_leaders=Xeron|<br />
clan_membership=2|<br />
clan_goals=1. Take over the island<br />
2. Dominate the lesser races<br />
3. Set up a restaurant chain|<br />
clan_recruit=Via Mind Control|<br />
clan_contact=Talk Page or forums|<br />
sort_as=|<br />
}}<br />
<br />
First off: You are now under MY CONTROL. Please join the clan and read clan news for further instructions.</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Suggestions:Skills&diff=18288Suggestions:Skills2008-06-23T22:48:43Z<p>AlexanderRM: /* Reincarnation / Vortex Of Life */</p>
<hr />
<div>{{Suggestions header|page_type=Skill}}<br />
<br />
==Skills==<br />
<br />
<br />
===Planting/agriculture===<br />
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)<br />
<br />
''Comments''<br />
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)<br />
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
:::There is now an extensive farm north of York, which makes me thing that players would like to engage in some sort of agricultural production. Rather than limit it to mangoes and bananas, why not have other tropical fruits (pineapples, guavas and pawpaws) and even outsider staples like potatoes and spinach? - [[FirstAmongstDaves]]<br />
::::Just for the lulz, it should be allowed to plant bushes or trees which only grows poisonous fruits, one for natives and one for outsiders, unidentifiable without native/outsider knowledge respectively. Otherwise, to add a little twist, maybe for plants with real poisonous parts (potatoes anyone) might confuse the other faction (here: natives) and trick them into harvesting those unless they have outsider knowledge. --[[User:Baliame|Baliame]] 15:44, 26 December 2007 (UTC)<br />
:::::There is now a farm just south of the Shipwreck Also, Maintained by [[Exotic_Sports_Hunting_Club|ESHC]] that spans in all directions with Vineyards and Trails--[[User:Bloodclott|Bloodclott]] 04:44, 29 April 2008 (UTC)<br />
Forum threads discussing agriculture: <br />
*[http://forum.shartak.com/index.php?topic=1222.0| Food on shartak (eating bananas all your life is just trouble waiting to happen)] <br />
*[http://forum.shartak.com/index.php?topic=233.0| My plantation is but dirt and broken dreams...] <br />
*[http://forum.shartak.com/index.php?topic=1134.0| Wheat]<br />
--[[User:Buttercup|Buttercup]] 07:44, 11 May 2008 (UTC)<br />
----<br />
<br />
=== Religious Devotion ===<br />
Required to use "Holy Scriptures" --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
----<br />
<br />
=== Jungle Skills ===<br />
The jungle environment has great potential to add significant dynamic to this game. These could be a set of skills to reflect this.<br />
: Jungle Lore: Player has x% chance of discovering item/artifact. Might work in conjunction with search skill.<br />
: Make/Detect Traps: Spikes, Pits etc... Not sure this is possible and what would be need to time degrade this.[[User:Nankilstlas|Nankilstlas]]<br />
: Some kind of "hiding" skill where you can spend AP to conceal yourself in fauna, so you can't be seen by passersby. Visually, it could take the form of "reforesting" a block to dark green, and someone who chops through would "uncover" you, perhaps getting some XP? --[[User:Jackel|Jackel]] 19:34, 25 February 2006 (GMT)<br />
<br />
''Comments''<br />
:: A 'trapping' skill looks like it would be exploited by greifers (surrounding someone with traps, for example), but I like the 'Hiding' and 'Jungle Lore' ideas.--[[User:Grigoriy|Grigoriy]] 02:26, 26 February 2006 (GMT)<br />
:: The hiding skill shouldn't conceal you from animals or someone with the Sixth Sense, Exploration, or Jungle Lore skills, otherwise the player would be invincible.--[[User:Grigoriy|Grigoriy]] 21:15, 27 February 2006 (GMT)<br />
:::Agreed, hostile animals should be able to sniff out hidden players, and Sixth Sense makes sense as well. Hidden players have to remain motionless to stay hidden, using items, searching, etc, would "unhide" the person. I was also thinking how the "reforesting" aspect could be abused to create vast areas that needed to be chopped down, so maybe a player could only hide in an already dark green area, (getting a message like ''there is not enough foliage to suitable hide in'' when trying in a cleared area) limiting its effect somewhat, and creating a little extra tension when on the run from someone and trying to find an overgrown area to hide in. --[[User:Jackel|Jackel]] 22:37, 27 February 2006 (GMT)<br />
:::: I like the hiding skill, maybe with different AP required depending on jungle density. Also, first hidden could make you invisible from 2 squares away, while hiding further would hide you from any adjacent square, and a third hide would keep you hidden on the same square unless they chopped. --[[User:Qberry|Qberry]] 3/29/06<br />
::::like the hiding thing as well, maybe it could work in that if you use it then you are only visible if they are in the same square as you? it would certainly keep you quite hidden anyway. -- [[User: fitzcarraldo|fitzcarraldo]]|<sup>[[User talk:fitzcarraldo|T]]</sup> 15:42, 28 March 2006 (BST)<br />
:i think jungle skills could be great as class specific skills, so that only some of the classes can use them like perhaps explorers. Or maybe they could made to favor native classes (due their affinity for the land and what not) more so than the outsiders, thus making gameplay more interesting.--[[User:A for anarchy|A for anarchy]] 04:19, 22 July 2006 (UTC)<br />
<br />
----<br />
<br />
=== Skinning ===<br />
{{suggestion|<br />
suggest_type=Skill addition|<br />
suggest_scope=All classes|<br />
suggest_description=This is a skill that does not have a pre-requisite. Upon coming across an area where a dead animal is present, the player is given an opportunity to skin the animal. The process of skinning costs 1 AP and has a chance of producing items such as '''Animal Hide''' or '''Animal Tooth''' or '''Animal Feathers'''. These items can be traded to an NPC found in villages and exchanged for Gold Coins. This skill should be available to all classes to grant them all with an equal opportunity of earning Gold.<br />
* Extend skinning to killed players? No, that's just wrong. We are civilized.<br />
* Make skinning have a pre-requisite of '''Exploration'''? Perhaps.<br />
* Make skinning always produce an item, rather than chance? No, I like a good challenge.<br />
* Perhaps it could be tied to the Meat suggestion? Possibly.|<br />
suggest_time=21:48, 23 February 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Good idea, perhaps natives don't have a pre-requisite, but outsiders need exploration? *cough* --[[User:Grigoriy|Grigoriy]] 02:12, 26 February 2006 (GMT)<br />
** While that may be a more realistic way to handle it - since natives would conceivably be more experienced with such matters - I think that changing the skill tree for such a minor skill would upset the general sense of game balance between the two sides. --[[User:Lint|Lint]] 02:43, 26 February 2006 (GMT)<br />
***See the Meat and Pelts discussion in Skills. -[[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Animal Spirit ===<br />
(native only) Upon gaining this skill, an animal type is associated with the player. Any attacks by the player on that animal result in negative xp, but the animal is less likely to attack the player. Additionally, if the player dons the skin of the animal (perhaps via the Skinning skill) then a bonus is given to the player, such as faster movement, hit bonus, damage bonus. Bonus could be dependant on animal. Upon player death, there is a chance the player's animal spirit will change. --frisco<br />
<br />
''Comments''<br />
*Suggestions like this usually make me cringe. Can't really explain why. Could you elaborate, though, on the bonuses gained?--[[User:Wifey|Wifey]] 17:06, 3 May 2006 (BST)<br />
----<br />
<br />
=== Build Training ===<br />
(Outsiders only) They gain the ability to build walls around the outsider settlements. There would be different levels like reinforced, light, massive, etc. Whoever can attack them and destroy them. Maybe there would be a skill for building gates? --[[User:One of many doctors|One of many doctors]] 03:33, 1 March 2006 (GMT)<br />
<br />
''Comments''<br />
* Natives should be able to make walls too - think King Kong, plus if there are native ruins on this island, then they must still have some decent construction knowledge lingering around. However, Outsiders should have an "Advanced" skill that allows for stronger walls. --[[User:Frisco|Frisco]] 04:41, 1 March 2006 (GMT)<br />
:Yes, any human should be able to build, and they should ONLY be able to build in certain areas, so as not to have some group lay claim to a section of the island with key resources (assuming there are some). Also, it should take a LOT of AP. --[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)<br />
* If this is implemented, would there be holes/platforms to fire from? If so, there would need to be an alteration in rifles and blowguns, as those can be fired from said platforms, or they can be fired at defenders on said platforms. Initially, at least, it would be probably be best if the stockades acted like UD barricades. Those inside can't fire without going outside, but are safe until those outside break down the barricades. --[[User:Black Joe|Black Joe]] 12:41, 11 July 2006 (GMT)<br />
----<br />
=== Build - BOATS ===<br />
'''''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.''''' so basically this patch of beach screams out "search for driftwood and build a boat", so that is what i hhave been doing but i do not have the tools to build a boat or the skill to do so. so yeah. <br />
<br />
we need new skills. and pirates need boats for safe travel. i'm not saying a boat as big as the wreck. maybe a canoe, rowboat, or something that would take up a lot of inventory slots.--[[User:Badhammer|Badhammer]] 02:39, 21 September 2006 (UTC)<br />
<br />
=== Trap Laying ===<br />
(Native only) They can place one time use traps that dmg outsiders only. This skill can only be used in the jungle. Maybe a skill to be able to detect traps? --[[User:One of many doctors|One of many doctors]] 03:36, 1 March 2006 (GMT)<br />
<br />
''Comments''<br />
* Again i'm thinking Outsiders could make traps too - some of them must have been hunters in the Old Country - but perhaps an Advanced skill for natives, leading to higher success rate, since they are more used to the environment. This skill seems dangerous, though, possibly leading to clans just laying traps in every single square of jungle, making it ridiculous for the other side. Perhaps a trap can only be made in certain jungle types, and only lasts until the jungle changes in level (either growing up naturally or down by the same character type chopping it). --[[User:Frisco|Frisco]] 04:53, 1 March 2006 (GMT)<br />
:This was already proposed in the "jungle skills" section. I agree, it seem too easy to abuse by griefers.--[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)<br />
::It would be harder to abuse if it takes something like 50 AP to put down a trap. If you think about it, making traps large enough to hurt humans will take a long time. Since there aren't readymade bear traps these traps would have to be DIY traps made of the enviroment.<br />
----<br />
<br />
<br />
=== Revive skill ===<br />
Applies to doctors and shamans, a skill to revive spirits, would require Sixth sense (obviously). It is simple enough premis: a skill that revives dead players similar to the regular shamans instead of requiring them to go to town shamans, the revive players aren't as skilled at the craft so the revived players would have only 80% of there hp when revived by other players. --[[User:Daylan|Daylan]] 00:43, 10 March 2006 (GMT)<br />
<br />
''Comments''<br />
* Does raise a risk of multi-abuse, but I agree that player shamen should have this ability. Maybe it requires a special powder or item in order to do?--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)<br />
* I am trying to think of some cost right now but can't decide. I do know that the xp gain rate should be comparable to fighting(and healing when there are more players) so players will want to be a revive player. --[[User:Daylan|Daylan]] 01:41, 10 March 2006 (GMT)<br />
*I don't like the idea of Doctors getting the ability to revive the dead, but that's definitely within the rights of a shaman. Sixth Sense as a requirement, and you must be standing in the same area as a spirit. Give either a 100% chance to work and a relatively high AP cost (10?) or a lower chance to work and lower AP cost. Blam. There you go. Player shamans can now do their part.--[[User:Wifey|Wifey]] 07:18, 28 March 2006 (BST)<br />
*Haven't been around in a bit..... anyways I was just thinking that it seems mighty easy to get levels by "camping" the "enemy" shamen and getting hordes of xp and tonnes of native/outsider kills this seems like an exploit of the current system of revives. If a player aided revive method is put into place the main shamans should be removed, or you can only be revived by your home shaman by the call shaman(or whatever it is called) button to prevent this xp farming. I thought of this because my level 3 pirate has got all his xp from doing this and it is mighty easy and with the Ubermap and stuff it is even easyer to do, though pirates will need a way to get revived by there own.....lol I just realized I put doctor instead of scientist doctor=scientist - [[User:Daylan|Daylan]] 02:51, 4 April 2006 (BST)<br />
----<br />
<br />
===Polymorph===<br />
Requires Animal Spirit. Allows character to take the form of an animal. Perhaps one skill per animal, and each transform requires the use of an (AP expensive) animal mask. Upon transforming, people around you cannot tell it is you. If you die as an animal, you turn back to human, having lost half the HP the animal lost. To allow polymorph for outsiders, maybe a skill like "Ancient Reading" with the presumption that this allows them to read the right glyphs in the ruins would give them the ability to learn this skill. --[[User:Frisco|Frisco]] 03:52, 10 March 2006 (GMT)<br />
<br />
''Comments''<br />
* I like the idea of having some kind of weird supernatural kind of skill for the natives... But, I think that if you get killed while in animal form, you should be dead and have to seek the assistance of a shaman. Because all the natives would do when logging out is morph into an elephant. That's a boat load of HP for someone to whittle down and kill, only to have the human pop out and have to be hacked away at. Granted, nobody will KNOW outright that the person has assumed the guise of an animal. Would you propose that if someone "kills" the animal form they get the XP bonus of killing an animal? -- [[User:Schmeckel|Schmeckel]] 06:09, 11 March 2006 (GMT)<br />
*Special masks that turn you into animals? They'd need to be quite hard to make, maybe special wood from a certain type of tree, a bit of the animal and something to stick it together. It'd have to be harder to get the ones for better animals. [[User:MorkaisChosen|MorkaisChosen]] 12:19, 11 March 2006 (GMT)<br />
How about each time you die as an animal, there's a chance of your animal mask breaking? --[[User:Buttercup|Buttercup]] 09:37, 25 January 2008 (UTC)<br />
----<br />
<br />
===Will o' the Wisp===<br />
{{suggestion|<br />
suggest_type=Skill addition|<br />
suggest_scope=Spirits (all classes)|<br />
suggest_description=Will o' the Wisp (can't think of another name) is a potentially simple skill to give a little more incentive to play as a spirit for a bit. It is a sub-skill of '''Ghostly whisper'''. If a player possesses this skill, then as a spirit they will have an option to "Wisp" for 30 AP. Wisping operates on a similar mechanic as the Flare guns and Feeding groans in Urban Dead. Any players posessing '''Sixth Sense''' within a 5x5 range of the spirit will be informed: ''A faint flicker of light catches your eye (x blocks east/west), (y blocks north/south). (timestamp)''.<br />
<br />
This skill also has the potential to stack. More spirits on the same square will produce a brighter effect. Possibly in base 5. Ranging from faint flicker, slight illumination, to brilliant flash.<br />
<br />
Fixes that I made last minute: reduced the Wisp range and upped the Wisp cost in an attempt to reduce spamming, also making Sixth Sense a prerequisite for recognizing Wisps as it would otherwise nerf the skill to a degree.|<br />
suggest_time=07:53, 25 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I like it. The AP cost might be a bit on the high side, but there may be other alternatives to reduce spamming. --[[User:Simon|Simon]] 10:44, 25 March 2006 (GMT)<br />
* What's the point of it? Or is there something I'm missing? I mean, is it just to light up for kicks? Wll o' the Wisps in folklore always attempted to lead travellers into dangerous parts of bogs, where they would find their doom. Since that isn't really an option (and since people, noticing this, would just stop paying attention to them), is there any practical use for this? Still neat, if there isn't, but better if there is.--[[User:Wifey|Wifey]] 07:25, 28 March 2006 (BST)<br />
** As a Shaman with Sixth Sense, I've only come across 1 spirit. I sought a means to encourage the realm of the living and the dead to interact more. It is admitedly mostly aimed towards flavor and roleplaying than mechanics. The most practical application would be to attract people to revive points (in the possibility that they are created). In retrospect, I now see that this suggestion overlaps with the '''Haunting Scream''' description to a fair degree. --[[User:Lint|Lint]] 08:33, 28 March 2006 (BST)<br />
::* Does it overlap? I haven't seen a Haunting Scream in action, yet. I'm all for flavor and RP skills, I just doubt that people woud bother with them too often without some mechanical benefit, which would be a shame. I'll admit, though, that I hadn't thought of attracting shamans to get yourself revived.--[[User:Wifey|Wifey]] 06:48, 29 March 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Construction===<br />
construction points, would be implemented and would act like exp, but players earn it by setting up camp, ex: 5exp everytime a player sets up his/her cabin, costs 10ap to set up, to keep from spamming and getting free exp.<br />
*'''construction'''allow players to build 1(one) single hut per GAME that is collapsable, non collapsable, players out in the jungle would have to cut down the jungle to re-construct the hut<br />
this would give players a reason to stay out in the jungle,<br />
<br />
simply what it says, first off, we could/should have different buildings because i find it annoying to have to look around at the same picture not knowing where the trading post is. im implying that new icons be put in for huts, like the pirate ship, have different pictures, ex:<br />
there is an armory hut, it's icon would be a hut with a silver tip/ sword on the roof<br />
and etc...<br />
<br />
SKILLS:<br />
*'''hut maitenance'''<br />
can change hut 1(one) time into another kind of hut ex: armory hut, extra chance of finding wpns etc<br />
**'''cupboard''' accesible inventory in hut that players can "lock" and recieve a "key" item, other players could break open the "lock" for x amount of AP<br />
*'''bed''' players in hut are shown the "get into bed" option which heals 2 hp every hour they arent logged in<br />
**'''fluffy bed''' heals and extra 1-2 hp<br />
*'''running water'''<br />
if the hut is within x amount of squares to water, they can refill gourds and bottles (i think someone suggested we keep empty bottles, this would require that to be implemented)<br />
*'''fire-pit''' players can cook meat (as suggested, only used if implemented)<br />
*'''craftmanship'''players can see the hut's creator, ex: Richard's Hut, if skill isnt aquired, players see the hut as "dishevelled hut" or "ragged hut" etc.<br />
*'''hut upgrade 1''' hut is given one extra ring of squares<br />
**'''hut upgrade 2''' hut is given extra floor<br />
***'''hut upgrade 3''' hut second floor is enlarged, door locks are given<br />
****'''hut upgrade 4''' hut is given a basement<br />
<br />
the use of hut upgrades is to help people hide, when upgrade 3 is given, and locks are attained, players can "lock" their houses up, requiring a devastating amount of AP to open, suggesting around 60-70 AP<br />
<br />
*'''house trap 1''' spike trap, inflicts 1 wound<br />
**'''house trap 2''' heavy spike trap, 1 wound and 3 dmg<br />
*'''house trap 3''' blast trap, 7 hp<br />
**'''house trap 4''' heavy blast trap 14 hp<br />
<br />
traps are triggered upon breaking into a house, players can attain a new skill:<br />
*'''lockpick''' breaking in only costs 30 AP<br />
with this skill, traps are disabled<br />
<br />
*'''animal cage'''<br />
if animal trapping were implemented, then this would keep them from running away when u died,<br />
**'''animal care''' animal care section of the house, determining your pet's status ex:<br />
Richard clicks the button "give pet food" mr whiskers smiles and gobbles it up. it could also just be flavor text, and a way to get rid of meat.<br />
*'''attack animal'''<br />
player buys skill animal now acts like trap, player types in names of people allowed to be in house, anyone not on the list is attacked by animal, animal is treated as "wild" to intruders, as per, it will follow them several blocks away from the house before returning, and can be killed, but is also agressive no matter what breed. ex: mr.parrot attack john doe for 2 dammage and returns home.<br />
**'''rabidity''' animal is now "rabid" and has a 20% chance of "infecting" (wound) the intruding player<br />
<br />
other tidings can be added, ex:<br />
*'''taxidermy''' players can pick up dead bodies and mount them in their house ex:<br />
in the second story of richard's hut is a grey elephant head, mounted on oak<br />
<br />
my finale,<br />
*'''garden''' allows players to plant a tree/ bush 1 square away from their house, planting requires, 5 of the said fruit and the plants disappear when the hut is packed up, players also have the ability to "kill" the plant and re-grow a different one.<br />
**'''green thumb''' allows players to garden for only 3 fruits<br />
**'''verdant thumb''' allows players to change to growths around their house, ex: a house surrounded by dirt can be changed to light undergrouwth or heavy forest<br />
**'''spade''' allows player to dig a "cellar" 1-3 squares away from house to "hide" or store items.<br />
skill also allows players to loacte any tunnels within 5X5 of the checked area. players can only check within a 3X3 area around the house<br />
<br />
house experience does not raise everytime a skill is bought, but the price is set at 100-200 (your choice)<br />
<br />
"comments Below"<br />
<br />
Sounds like it would be a good idea if the island was bigger but otherwise a 3x3 would be gigantic if everyone had one--[[User:Slith|Slith]] 21:40, 29 March 2006 (BST)<br />
*not really, but the huts are still the same single square size on the outside, it is the inside that changes. --[[User:Richard Rose|Richard Rose]]<br />
<br />
I think it would be better to implement this skill while implementing clans - i.e. having clan camps. One way to implement this would be to establish camp/ a hut automatically when a certain number of players from a given clan stand on a single square. This would reward organization and prevent individual players from spamming. In addition, I think that having all those additions as skills is unnessacary. I just adds uneeded complexity. Again, clan based operation seems to be the best way to do this.--[[User:Gandhi|Gandhi]] 00:47, 31 March 2006 (BST)<br />
<br />
Well, being able to go out into the jungle and making a little camp would be very interesting. With a clan feature you could set up small clan camps as Gandhi said as small towns perhaps. But one way to assure that it's not spammed is one per person not really clan needed. That way someone could have a small home if they wanted and people couldnt spam them but it would encourage clan building to have a variety of buildings. Of course the problem with a limit is dying then beiong far from your home and then a problem with replacing. But if its as an item in inventory when you die maybe that would work? Use to set up on a square. I personally am setting myself up in the jungle in an area clearing paths and what not but theres really not much for me to do. Construction would be wonderfull if a way is found ot properly manage it.--[[User:Dracul|Dracul]]<br />
----<br />
<br />
===Plunder===<br />
{{suggestion|<br />
suggest_time=07:15, 30 March 2006 (BST)|<br />
suggest_type=Skill|<br />
suggest_scope=Pirates|<br />
suggest_description=So. Pirates have been added, at long last. We all love pirates. They're swarthy, greedy people. Like mobsters, only with eyepatches, bandanas, peg legs, parrots, and the clap. There's something lacking in the pirates on Shartak, though. To get a better idea of this, let's look at the check list.<br />
<br />
[x] 1. Pirate ship<br />
<br />
[x] 2. Swarthy attitude<br />
<br />
[x] 3. Pirate lingo<br />
<br />
[x] 4. Murder<br />
<br />
[ ] 5. Plunder<br />
<br />
Aha! So we've identified the problem: a distinct lack of plunder. For this reason, I've come up with the idea for a plunderin' skill. Now, when you kill some poor sap, you take one coin out of his inventory per level--his level, that is. This keeps it a little balanced, in that you won't be taking away the life savings of some poor little level 1 when you kil him. Unless he happens to have only 1 coin, but that's neither here nor there. Now, of course, if you kill a level 5 who only has 4 coins, you'll only get those 4 coins. If he has 6 coins, however, you'll only get 5 of them.<br />
<br />
Is it overpowering pirates to give them this class-restricted skill? Not really. I mean, despite being a combat class, they can't really get any good with rifles. Pretty much all of their kills are made with a cutlass. And what's the real usage of the gold coins? Typically, to buy ammunition. Obviously, the pirates won't be using it on that, as they're terrible shots. They'll just buy themselves some medical supplies, some back-up weapons, and hoard the rest. I can't say I know that many players who hold onto the coins, anyways, though I'm sure there must be some. Still, they generally tend to be spent pretty quickly. Really, I just think that this could lend pirates a little more depth; sure, they're fellow outsiders, but can you trust them? How quickly will they cut your throat for you wallet?<br />
<br />
So... Thoughts? Agreement? Death threats?|<br />
suggest_author=[[User:Wifey|Wifey]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*'''Keep/Change''' (Yarr) I agree that this fits with theme and perhaps rightfully rewards Pirates in that they do not have a Trader NPC at the shipwreck (at least that was the case when I left it several days ago). And I'm glad that this is being presented as a purchasable skill (I believe?) rather than an inherent one.<br>I do generally follow one of the basic tenets of UD - "Don't <del>Tread On Me</del> Mess With My Inventory!" But gold appears to have become fairly plentiful with the Trader NPC; having more gold than your current level is a fairly easy feat and losing gold won't lead to an entirely unpleasant gaming experience. However, I would like a few more mechanics set in place to minimize the avenues to zerging, griefing, and general abuse that this suggestion would open up.<br>The only simple amendment I can think of may be to give '''Plunder''' a percent chance of success. Perhaps allowing for degrees of advanced plundering skills. --[[User:Lint|Lint]] 20:07, 30 March 2006 (BST)<br />
**'''RE:''' A very good point. Very good points from both of you. I had thought of a % chance when I was originally writing the suggestion, but I realized that the nwe'd be dealing with an X% chance to get Y% of the other player's coins, and I thought it might be a little more work on the server than necessary. I thought, perhaps a chence of getting only 1 coin, but that seemed just silly. Perhaps we could limit the pirate to only 1 plunder per day (or maybe a few more, if people feel that 1 is too few)? For example, if you killed John Smith the level 1 Explorer and took 1 coin from him, then killed Mr. Moneybags the level 16 with more coins than you can shake a stick at, you would get no coins from him. If you were to wait a day, though, and kill Mr. Moneybags ''then'', you would get 16 coins--and no more from anyone else for the rest of the day. Additionally, you would not be able ot get money from the same person twice in a row. So if, after killing Mr. Moneybags and taking half of his coins, you killed him the next day, you would get none. You might as well have gone for poor little John Smith. That eliminates griefing, and all it would need to do is keep track of the ID of the last person you killed, checking it the next time you kill someone 24+ hours later..--[[User:Wifey|Wifey]] 23:29, 30 March 2006 (BST)<br />
*i agree with both of them, and with you, id love to see this flavor added, and the trader NPC at the pirate camp has yet to be found, so they would have to go to another village to use it. the closest village (where my pirate is) is dalpok, which, is, as you know native. this hostility would mean pirates would REALLY have to work to hoard medical supplies and weapons, thusly this would be well balanced. i also want to discuss the % success rate. as pirates are VERY good at "plundering" the % chance success rate should start at a reasonably high %, such as 50% and above. as putting it any lower would simply be ridiculous. there could be several level ups to raise the % but if there are no advanced levels then i suggest putting the starting % at around 75%. --[[User:Richard Rose|Richard Rose]]<br />
<br />
*'''Plunder''' could be made a search skill (concievably the second skill in the plunder grouping). Rather than having it be merely equivalent to scavenging the plunder skill could only be used in villages (it wouldn't matter if they were native or outsider villages). Scavenging could similarly be changed to a jungle-only skill. Repeatedly plundering a square would deplete it much like chopping down a square of jungle, and squares would replenish over time much the same way. Whether this affects the search odds for other players is open to debate. I'd hate for the pirate class to be burning every other class in the game by plundering all the villages to the point nobody could find a rifle.<br>The odds of finding a broken item should increase while plundering. The more refined the item the greater the chance it would be broken when a pirate plunders it (GPS, first aid kits, rifles, dart guns and any other delicate manufactured items to come being more likely to be broken). It would give people on the island something to do other than filling out the map and hunting game. Since we could then expect groups of pirates moving from village to village it would also increase player interaction (violently or otherwise). Having a wider range of broken items could necessitate a repair skill for players or a similar service that could be provided by a trader adding another level to the game's economy. -[http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]<br />
<br />
*With the new "stuff breaks/crit hit" along with traders gold has a major use, instead of searching for that cutlass(or machete both break) you can go trade your hard earned gold coins for a weapon, why stop at just coins? pirates could get this skill and should just take away 1 random item (any item) plus a few gold coins, as we all know pirates didn't just take gold they took anything of value. Though level ones should be completly immune to this and the maximum value of the item you take(based on how many gold coins it takes to trade for the item) should be equal to there level, or some other method all I know is items should get stolen along with coins, you can only get killed once (as of right now) before going back to a village so it doesn't do too much, I mean 1 item? even if it was my machete(whom I call Mary) I wouldn't mind, sure my ghost would scream and haunt the bastard who took her away from me that would just add a new level of fun to the game. As a native(with a pirate alt) I support this skill, though it would entail a new top ten richest in the statistics page so the pirates would know who to hunt.... mwahaha -[[User:Daylan|Daylan]] 03:09, 4 April 2006 (BST)<br />
**Now there's an interesting idea. Perhaps, though, there should then be a hierarchy of items in the eyes of a pirate? For instance, you take 1 item (which might be a gold coin) and one gold coin on the side. The gold coins on the side would increase with one's level. What would the item be, though? Probably first would be a gem. They're shiny and valuable--a pirate's favorite words (aside from "Arrrr!")! Next? A gold coin. Not enough coins? Probably a cutlass or machete. None of those? Rifle. No? Rifle bullet, then. None of those, either? Probably go with a first aid kit. Ah, but those are out, too? Bottle of water. And so on down the list. Bottle of water -> bottle of rum -> gourd of water/banana/berries -> knife/dagger. I doubt a pirate would bother with a blowgun or darts, nor would he yearn for his enemies' driftwood. Once again, just throwing an idea out, though.--[[User:Wifey|Wifey]] 06:28, 4 April 2006 (BST)<br />
*** To a Pirate, Rum would be more interesting than Water...[[User:MorkaisChosen|MorkaisChosen]] 11:40, 28 May 2006 (BST)<br />
**I think plundering items crosses into making this skill much to powerful. It lessens the need for the Pirate class to spend AP searching. They may lose a cutlass or two choppping another player to bits, but then they earn a machete in the kill and can continue on their way. Gold coins can be argued to be powerful, but the lack of a Trader at the shipwreck means they have to make their way to other Villages in order to spend them. After some further thinking, I feel that there should be a plundering cap of 10 coins regardless of level (otherwise it would be unfair to classes with class-specific skills that make them a higher level than others). And it is random chance after the kill produces no coins or some coins or all coins. If the player doesn't have enough coins, the Pirate plunders what he can and is given extra flavor text to reward them on their evil little victory. "Yo ho ho! You have taken all (Player)'s booty." --[[User:Lint|Lint]] 07:00, 4 April 2006 (BST)<br />
<br />
*Plunder sounds nice. How about this formula: a pirate's chance of plundering someone equals 4 times the pirate's level minus 2 times the victim's level and always returns the lesser of half the victim's level in gold (rounded down) or all the victim's gold. In other words, if a level 10 pirate plunders a level 1 scientist with 10 gold, the pirate has a 38% chance of getting 0 gold, and if a level 10 pirate plunders a level 13 warrior with 2 gold, the pirate has a 14% chance of getting 2 gold. This simulates higher level non-pirates being more adept at hiding coin purses on their body, and prevents griefing on newbies. I agree with above comments that plunder should be a one time immediate event upon killing a character, based on a percentage chance, and limited to gold - anything else makes the skill too complex and/or powerful. --[[User:Frisco|Frisco]] 13:39, 4 April 2006 (BST)<br />
*I wouldn't support this unless pirates could be plundered ''from'', too, which kind of defeats the point. It's not like pirates are a weak class; the shipwreck has a trader now, and they start with 65 HP. I really like being able to count on having a static inventory while I'm logged out, and I think "Yarr, a pirate has killed you and plundered 1 gold coin" would get old very fast. I think it'd be quite cool if pirates were healed by 1 HP more for drinking beer or rum, but taking gold from their kills is too much. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:42, 28 May 2006 (BST)<br />
*Yarr and Keep. I say this is a good addition. I believe all the classes should have some skill specific to them. I have a pirate and a scientist, and neither of them have anywhere special go to in terms of skills, thus making the distinction of them being scientists and pirates useless. Especially the scientist... 10 gold coins? What the? --[[User:Rip Purr|Rip Purr]] 10:53, 30 May 2006 (BST)<br />
*Would it damage game balance much to have the pirate gain gold as described, but ''without'' taking gold from the victim? That way we have the benefits of the skill, without the annoyance of losing your gold. And it wouldnt be an easier way to get money than searching in huts, so it shouldnt unbalance the game too much. --Gitboy 17:26, 3 July 2006<br />
*I like the idea of plunder, and given that pirates don’t have class specific skill it would only be fitting to have it as our first. Rather then trying to create overly complicated system for plunder we should just follow in the tradition of final fantasy more specifically making plunder into a 3 level skill much in the vain of steal (a small chance of taking a random item from opponent’s inventory (maybe 5%)) rob (a greater of chance than the above (10%)) and finally mug (the same chance rating as “rob” with the addition of damage if successful(something like 2 or 3).--[[User:A for anarchy|A for anarchy]] 04:13, 22 July 2006 (UTC)<br />
<br />
Yarrr, I not be in favor of this one, here. I'll list me reasons why.<br />
#The pirate kills and robs you, stealing the money that would have gone to pay someone to take revenge on him.<br />
#There's no limit on how often (different) pirates can steal from you. You could end up dirt broke AND having to be revived from a shaman every day just because 10 pirates thought you were the guy to steal gold from.<br />
#If it isn't already, being on the list of wealthiest Shartakians will become a death sentence.<br />
#I can understand a pirate killing someone for insulting his mother, but to rob some pauper's pockets? That's not being piratey, that's more like being a common thug.<br />
#Pirates don't go after pennies, they go after great riches. CHESTS of gold and jewels. They plunder the king's vaults or the entire contents of a ship at sea, REAL bounty!<br />
--[[User:Buttercup|Buttercup]] 18:26, 9 January 2008 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Diagnosis===<br />
{{suggestion|<br />
suggest_type=Skill addition, class-specific|<br />
suggest_scope=Shaman and Scientist|<br />
suggest_description=This is an attempt to create additional variety within the classes. Diagnosis would be a sub-skill of Triage available only to the Shaman and Scientist classes. It behaves much like Triage does, but it would detect Shark Bites and other possible future maladies and status ailments. Shark Bite victims could be identified with an asterisk next to their name.<br><br />
I believe that this skill's net benefits will be minimal. It would fit with the theme of the class, while not over-powering them. I also believe that since this is a sub-skill, that there should be additional class-specific skills for Shamans and Scientist.|<br />
suggest_time=18:21, 6 April 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* If Triage truly only does reveal one person's HP then the skill tree should be expanded for Advanced Triage as well. Where Advanced Triage would display the HP of everyone in the current area - rather than just the most wounded. --[[User:Lint|Lint]] 01:55, 29 April 2006 (BST)<br />
* Corrected usage of Doctor. I hope that this skill can still be considered in-character for Scientists. --[[User:Lint|Lint]] 23:11, 11 May 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Alchemy===<br />
{{suggestion|<br />
suggest_type=Skill addition, class-specific|<br />
suggest_scope=Scientists|<br />
suggest_description=Allows Scientists to convert seemingly useless items (such as driftwood) into valuables such as a gold coin. Another possibility is crabs into gems (don't ask). This would, of course, cost about 25 AP per use. This would give Scientists a key role in the game because they would be needed to convert intems.|<br />
suggest_time=23:24, 8 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*While I like the basic idea of this, it should be limited a little. That said, I don't know how one would appropriately limit its use. Perhaps you could turn a bottle of rum into a more refreshing bottle of water? How, precisely, would you envision the implementation of this?--[[User:Wifey|Wifey]] 01:18, 10 April 2006 (BST)<br />
*I like it! It gives us something unique to do as scientists! Would you make it so you turn a specific useless item into a specific useful item, or what?[[User:MorkaisChosen|MorkaisChosen]] 15:24, 10 April 2006 (BST)<br />
**I imagine that eventually every class will have atleast one unique skill to separate it from the others and give a reason for choosing that class. --[[User:One of many doctors|One of many doctors]] 01:30, 11 April 2006 (BST)<br />
*I could accept this if it was presented differently. As it stands, it sort of conflicts with my expectation that the Natives are the more mystically-inclined and the Outsiders are more advanced technologically. I just don't envision men and women of science practicing alchemy. I have no objection to the scientist manufacturing items, but not in this manner. --[[User:Lint|Lint]] 03:37, 11 April 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Spirit Substantiation===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Sprits (all classes)|<br />
suggest_description=The spirit has learned to partially substantiate its form, becoming more physical, and can now float on the winds to move at double the normal rate (i.e. .5 AP per move), but only in the direction that the wind is blowing. Note that this requires the game element of wind, which can either be a uni-directional constant (e.g. always blows west) or changes over time (perhaps dependant on location?). If wind direction changes, the game's user interface will need a mechanism to display wind direction, either via game.cgi or added to map.html.<br />
<br />
This could be the first in a series of new spirit skills. I see the aforementioned Will o' the Wisp being under this tree, as well as another skill to move .3 AP per move but still only in the direction of the wind. Perhaps some poltergeist type skills can be added as well - allow dead pirates to plunder, any spirit to write messages, any spirit to still map out the area, etc, etc.<br />
|<br />
suggest_time=16:40, 14 April 2006 (BST)|<br />
suggest_author=[[User:Frisco|Frisco]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Nice idea, what would happen to moving against the wind? Would that then require 2AP and 1 AP to move at 90 degrees to the wind direction :) --[[User:Simon|Simon]] 17:33, 14 April 2006 (BST)<br />
** I was thinking of substantiation as being a conceptual (not a user toggle switch, something the game system automatically determines) on/off capability of the ghost, so the ghost could have no form and thus no penalty for moving into the wind, then take form and move with the wind. But that's mostly because i don't like the idea of skills that negatively affect a character. I definitely think wind should adversely affect other things, like pigeons taking longer to deliver if the recipient is upwind. It's all more math for you! --[[User:Frisco|Frisco]] 17:49, 14 April 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Marksmanship===<br />
{{suggestion|<br />
suggest_type=Skill modification and new skill|<br />
suggest_scope=Anyone who uses a ranged weapon|<br />
suggest_description=A few problems that I see with regard to rifle use: 1) Non-soldiers' extremely low maximum rifle accuracy making rifles useless to non-soldiers, 2) Loading rifles takes up a tremendous amount of AP since it costs one AP to load one bullet, leading to a very low damage-to-total-AP-spent ratio, 3) A closely related problem to #2 is the fact that people are carrying around 20 or 30 rifles/blowpipes, which is ridiculous and unrealistic, and a by-product of the AP cost to load. I dont know if the following idea for a solution to both of these problems can realisitically be implemented, but here goes: Change the Advanced Rifle Training skill to make loading rifle bullets cost 0 AP (advanced training would thus mean the abiliy to load rifles very easily and quickly, as opposed to untrained people who take much longer. We are in the time period when it took a long time to load rifles after all). Institute a new skill called Marksmanship in the firearms skill tree, which gives +__% rifle accuracy <s>(I would say +30%). Let marksmanship be a skill that can be acquired by anyone, while rifle training and advanced rifle training remain soldier-exlcusive. If Marksmanship gives +30%, it will improve non-soldiers' maximum accuracy from 20% to 50%, knocking out problem #1 above. Soldiers with the entire proposed rifle skill tree would have max accuracy of 70% and would not have to waste an AP to load, knocking out problem #2. Natives would get the same changes for blowpipe<br />
note: It might be better to have two skills, Marksmanship and Expert Marksmaship, each giving +15% accuracy, and possibly make these two a seperate skill tree. If they were in the rifle training tree, they would have to come after the two rifle training skills, but non-soldiers cannot get rifle training, so it would look awkward.</s><br />
<br />
'''NOTE: [[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Revised proposal and statistical analysis of current vs. proposed damage-to-AP ratios, click here]]'''|<br />
suggest_time=05:34, 13 May 2006 (BST)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*From a gameplay point of view, i don't see that guns/blowpipes need to be any stronger. It's already possible to take someone out in one go, why the need to kill quicker? The proposed change means with one gun and a full load of bullets, one soldier in one day causes an average of 75 * .7 * 4 = 210 HP damage - that's 2.4 pirates with stamina, or 4.2 beginner shamans. It would make the game a lot less fun to be able to die that much quicker and that much more often. Maybe i wouldn't object as much if these old school guns were also subject to backfiring, causing them to blow up in the owner's hands and resulting in owner HP loss and gun destruction (similar to machete/cutlass blade snapping). By the way, elsewhere there's been debate on the timeperiod of the game since we also have GPS units. --[[User:Frisco|Frisco]] 20:00, 13 May 2006 (BST)<br />
::You are calculating ''combat'' damage-to-AP ratio, the proposed modification of the advanced rifle training skill would not affect combat-damage-to-AP ratio very much (it would affect it not at all for people with lots of rifles), it would only affect the rifle's currently very low total overall damage-inflicted-to-AP-spent ratio. (With 28 fully-loaded rifles a soldier can already kill two 85-HP pirates in only 56 AP.) The rifle's total-damage-to-AP ratio today is 0.48 by my calculation, the machete's is 1.35. With the proposed changes, the maximum total-damage-to-AP ratio for a rifle-wielding soldier would be 0.7 (still far lower than machete). Non-soldiers max rifle total damage-to-AP ratio would improve from 0.16 (weaker than a level 0 character with a blunt machete) to 0.4. I like your suggestion of rifles possibly blowing up too, Simon should definitely consider that. [[User:Arminius|Arminius]] 20:28, 13 May 2006 (BST)<br />
<br />
*I'm not sure how I feel about the skill yet, but I will correct you, Frisco, in that the GPS unit is not an adequate argument about the game's time period. Simon has already said that he doesn't like the name "GPS Unit" because it is anachronistic, and was considering another one.--[[User:Wifey|Wifey]] 01:03, 14 May 2006 (BST)<br />
<br />
* I don't quite see why rebuilding the skill tree is necessary. You could accomplish the same thing by introducing two new skills - one for accuracy which builds upon the existing accuracy skills and one for reloading. Make the first accuracy skill available to all classes (adjusting to 30%), but restrict the secondary accuracy skills to Warriors and Soldiers. But even then, I'm not completely sold on the fact that these skills are necessary. I have no problem with my non-Soldier not depending on a rifle. If I wanted to use a rifle, I can easily make a Soldier character. And while reducing reloading cost might bring rifles and blowpipes more evenly with machetes, increasing the damage or introducing the ranged attack suggestion might solve the problem without providing free lunches. --[[User:Lint|Lint]] 02:31, 15 May 2006 (BST)<br />
::Yes of course it's fine to make them new skills. I suggested it in the way I did because learning to load quickly would fall under rifle training I would say, and we already have the two rifle-training skills in the game. One of the accuracy-improving skills would fall under Marskmanship (or marskmanship/expert marksmanship). How they are added to the game is almost immaterial, the point is to let soldiers be able to acquire a skill which gets rid of their need to waste more than half their daily AP loading their 20 rifles, and get rid of the need to carry 20+ rifles in the first place. I dont see how a skill allowing for a 0 AP cost to load is a "free lunch" at all, it just reduces the price of a ridiculously high-priced lunch, i.e. 1 AP to load 1 bullet/dart (plus I feel it improves the realism of the game, in part by eliminating the need to carry around 25 rifles or blowpipes). The point of the Marksmanship skill (available to all) is not to put non-soldiers on the par with soldiers in firearms capability at all, but to make rifles non-worthless to everyone else. Currently non-soldiers are literally far better off ''punching'' enemies than using a rifle when it comes to damage-inflicted-per-AP-spent, which is just ridiculous. [[User:Arminius|Arminius]] 03:37, 15 May 2006 (BST)<br />
:::I do like the idea of making rifle and blowpipe usage more accessible to other character classes. But I continue to have a difficult time accepting the 0 AP reload cost. Currently there is no action in the game that costs 0 AP besides rejecting a trade, speaking in empty area, healing someone at full health, and dropping an item (all non-actions). Would 0.5 AP would be an acceptable change? But before it is considered, there must be other alternatives before lowering AP cost to make the ranged weapons more balanced. --[[User:Lint|Lint]] 22:27, 27 May 2006 (BST)<br />
::::How about this-- modify advanced rifle training skill so that instead of "Gain another 20% on firearms attacks", it says "lets soldiers load and fire faster" (0.5 AP to load and to fire with that skill), in other words a rifle version of trekking. This would cut down on the excessive AP costs of rifle usage and be an interesting skill to balance rifles rather than another "add 20% accuracy" or something like that. Then two new skills, Marksmanship (+10% accuracy), Expert Marskmanship (+20% accuracy), both of which would be available to all character classes. I would envision the two marskmanship skills as the first two skills in the firearms tree (the only two available to non-soldiers), and then the rifle training skills would come afterwards. -[[User:Arminius|Arminius]] 20:00, 30 May 2006 (BST)<br />
:::::'''UPDATE:''' To see a revised version of my suggestion '''[[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Click Here]].''' I worked out the current and proposed damage-to-AP ratios, and I invite everyone to take a look. It is far too long and complicated to copy here, so I wrote it up elsewhere. -[[User:Arminius|Arminius]] 01:44, 2 June 2006 (BST)<br />
:*As discussed elsewhere, ''carrying loaded rifles as backup allows you to lock in the kill bonus'' on a much wider range of (remaining-AP/remaining-victim-HP) situations. Since the '''kill bonus is more than a third of total XP for combat''', this throws the naive XP=damage comparisons way out of whack. Anecdotally at least, my Soldier has clearly done better than my other characters in jungle XP-harvesting, because kill-steals and dying while asleep are so common. So while the Rifle (and especially the Blowpipe) needs help, I think that nearly doubling combat-time damage to 2x 50% 5 damage for 1 AP (5.0) instead of 1x 60% 5 damage (3.0) is not an ideal way to proceed. I support Free Reload or Rapid Reload as a Soldier-Only Skill. I also think that an all-available accuracy upgrade for Rifle/Blowpipe (to at least better than Machete) would be great. For example: Base 20% (+General Accuracy +15%) (+Soldier-only Accuracy +15%) (+Soldier-only Accuracy +15%). Or maybe Base 10% (+General Accuracy +25%) (+Soldier-only Accuracy +25%) (+Soldier-only Rapid Reload), and increase Rifle Bullet base damage to 6. Two shots per AP just seems too big a jump to me; imho implementing true range (firing from adjacent square and/or without provoking return melee attacks) is a better way to proceed. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)<br />
::*Yes the blowpipe needs help even more than the rifle. That limited-AP poisoning skill, along with these proposed boosts to accuracy, would even things out there. I also like the idea of making ranged weapons truly ranged, but that seems difficult to implement and perhaps impractical (for one thing we cant see the names of people on adjacent squares). If any version of QBerry's "auto attack" is ever implemented for players, though it seems unlikely with so much opposition, the "range" of the ranged weapon could come into play by not allowing a person without ranged weapons/ammo to back. This was discussed on the forums in the "Aggressive Animals" thread. [[User:Arminius|Arminius]] 06:01, 2 June 2006 (BST)<br />
:*NB about Free Reload: Incidentally, Free Reload obviously solves the "realism problem" by allowing a Soldier to carry only one Rifle and a huge pile of Bullets, with '''no increase''' in Soldier combat-time damage-per-AP (still 3.0 max avg per AP) nor Soldier field-capacity damage-per-inventoryfull (still 72 shots) since 2 Bullets loose take up as much space as a Loaded Rifle. People who think that 0AP reload is imbalancing have been smoking too much of the dried herbs. As for realism of 0AP reload, the Soldier's "1AP to fire" accounts for time necessary to both reload and fire. I can discuss and reject 160 exchanges with the Trader and or attempt to heal a signpost in the same amount of time. The real-time form submission and IP hit creates a perceptible time-increment. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)<br />
<br />
After thinking about this, it seems to me that the best thing to do is as follows: No new skill, instead simply a change in the game mechanics so that all players take 0 AP to "load" by deafult. The AP cost to fire would thereby represent the time to load and fire, as Tycho44 said above. (Load was in quotation marks there because the load button in-game would thus really represent selecting the bullet to use, the actual action of loading would be included in the 1 AP to fire). This would eliminate the 30 rifles problem straight away (and for all character classes), it would ''not'' increase the combat damage-to-AP ratio at all, and it would be an interesting way to increase the damage-to-''total''-AP-spent ratio (which we need) without having to add any new skill. As for the accuracy boosts, those can be worked out later (non-soldiers need a boost in that department we all agree, perhaps soldiers merit a slight one), but 0 AP to "load" is definitely a sound change to make, I see no argument against it. [[User:Arminius|Arminius]] 23:11, 3 June 2006 (BST)<br />
<br />
The reason why I keep pressing for alternatives is because I never saw this as a solution in other browser-based games. Shouldn't the route be to increase the damage dealt to reduce the impact of the reload cost? --[[User:Lint|Lint]] 18:52, 14 June 2006 (BST)<br />
<br />
:My earlier arguments notwithstanding, I '''strongly oppose''' universal 0AP reload. A 0AP reload for everyone simply destroys the reloading game mechanism in its entirety, making the 2-bullet chamber of the rifle identical to the 1-dart chamber of the blowpipe identical to the 70-bullet drum of a hypothetical gatling gun. The blowpipe is distinguished by its Poison damage, which can in turn be offset by a Reload Penalty, if we keep that game mechanic. Keeping the reload mechanic enhances the separate-but-equal factions. In my humble and uninformed speculation, tweak up the accuracy on ranged weapons (say 20% base / 35% marksmanship-universal / 50% warrior-only / 65% advanced-warrior-only) and things will work fine. --[[User:Tycho44|Tycho44]] 23:54, 17 June 2006 (BST)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hut Construction (Simplified) ===<br />
{{suggestion|<br />
suggest_type=Skill, item, action|<br />
suggest_scope=Every player|<br />
suggest_description=This is a bit similar to the Construction suggestion, but much more simplified. I agree that we should be able to set up little camps, to have bases away from bases. I'll explain the flavour aspect after I've explained the mechanics.<br><br />
A skill can be purchased called, "Construction", which allows you to erect a hut on land that has been chopped down to 0 density. The hut would have a bit of AP weight to build, say 10ap cost so that full constuction on a 10 dense jungle sq would have a total of 20ap. The hut that you build is at first a regular empty hut. Once you have bought the second skill in the set, "Stock Hut" (or something like that), the hut becomes a mini trade-post, stocking no more than 5 types of items at any one point. The first 5 items are randomized, and then as people trade, they change. Thus, it's a mixed bag of what you could get. These artificially erected huts can be sacked and destroyed. Keep in mind I'm not a coder, so if you know what I'm describing is difficult, but know how to do something similar, please say so.<br><br />
Flavour: This gives people the feeling of being able to set up their own little base camp for their own clan, without making a whole new village. The fact that each hut can only stock a small number of items, and also that it can be destoryed, means things don't get out of hand and make the original villages defunct. Each hut can also be plauged with low-demand items like crabs or mangoes, making the idea even for grifers, natives, enemies, outsiders and pirates.|<br />
suggest_time=12:05, 3 June 2006 (BST)|<br />
suggest_author=[[User:Rip Purr|Rip Purr]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Building a hut could also require a certain number of driftwood pieces. --[[User:Rip Purr|Rip Purr]] 12:08, 3 June 2006 (BST)<br />
I was thinking the same idea-Like full inventory of 70 driftwood, if you have a backapack,theres your cargo to trade--[[User:Bloodclott|Bloodclott]] 04:48, 19 December 2007 (UTC)<br />
<br />
<br />
Ability to create minor base camps away from settlements is good (but for what practical purpose?), but the idea that the island would be flooded with "huts" all over, with the same icon and name as huts in settlements, I dont like that. This is supposed to a wild myseterious island, having huts all over would hurt that ambiance I think (Lower-tech base camps of some sort would not hurt it though.) If hut construction is implemented it would have to be very costly to avoid littering the entire map with them that's for sure. The other thing is, We have to be clear about what the purpose of these base camps would be, what practical benfit would they have. Would they have defense value? Could the builder elect to keep people out unless they are members of clan X or unless they are natives or unless they are Derbyites, etc? [[User:Arminius|Arminius]] 00:59, 4 June 2006 (BST)<br />
<br />
:I agree wholeheartedly with your points. It is indeed important to make it difficult to build huts. As I mentioned, the huts would have very small capabilities as a trade point, thus making them a tactical advantage in a seige. Allow me to explain; My clan wants to lay seige to Dalpok. We erect a small camp near the village and stock our huts with bullets through trading. Then we load up, attack, come back to our makeshift camp and take the bullets from our huts. As for the wild, mysterious island element, you're right, but is it not normal for humans to tame and civilise the jungle? And vice versa for humans to destroy one another's homes? With this new skill(s) we can simulate seiges and sackings, but still keep our 7 original villages/bases. I don't think you could exclude people from entering your hut. It's the luck of the draw, and if enemies infiltrate, too bad. makes it all the more exciting. I also agree that making a hut should be very costly, but that's up to Simon as to how he'd like to implement such a cost. Finally, the only variation I can see might be to make huts not a mini trade post, but maybe a small storage area of say 15 slots, to keep bullets or med kits from the main towns...? --[[User:Rip Purr|Rip Purr]] 02:30, 4 June 2006 (BST)<br />
<br />
:Here are my thoughts on the matter:<br />
:#To encourage clustering of huts (instead of unsightly and unrealistic random scattering), hut-builders should be required to chop the hut's eventual square ''and'' all surrounding squares (that don't have huts on them) to d0. After all, construction requires some space. This would encourage players to build next to existing huts, since every adjacent hut is a square that doesn't need chopping.<br />
:#For realism's sake, driftwood shouldn't be required to build or repair a hut, because it'd be silly to make a player in the middle of a huge jungle travel all the way to the beach to find wood. Jungle wood could be introduced as an item, but I think it's better to require AP alone.<br />
:#Hut health could be managed by giving each new hut 5 HP (Hut Points =)) and removing 1 HP every 24 hours (obliterating any hut that reaches 0 HP). A hut would require 50 AP to construct (in addition to AP for chopping the surrounding jungle) and 10 AP to repair by 1 HP. Repairs wouldn't require cleared jungle; once a hut is built, jungle growth outside doesn't matter.<br />
:#Special features for huts, such as trade and storage abilities, should be put on hold until buildable huts are already in the game. Not only do huts provide shelter from animals, they hide players inside from anyone not willing to spend a few AP to move to the hut and enter it, so additional features shouldn't be necessary to make hut-building worthwhile.<br />
:&mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:52, 4 June 2006 (BST)<br />
<br />
<br />
A side idea, that probably doesn't deserve a complete new suggestion. It would be interesting to have huts or lean-to shelter structures perhaps providing an extra 0.1 or 0.2 AP per an hour spent after the character has perhaps been idle for an hour or two. It would be something neat, not imbalancing, and wouldn't take away from player interaction with hp regeneration. [[User:Lexus|Lexus]] 01:06, 26 May 2007 (UTC)}}<br />
<br />
<br />
My full "hut" idea was just as some above. A simple lean to that protects you from animals over night.People can still come in and kill you, just not animals.(Why?Because i always die from an animal-rarely am i Pked)<br />
10 pieces of driftwood makes a lean-to. Something simple<br />
NOW- CLAN LEADERS can build "guild houses,or clan houses where items can be found and traded.Items should be on a daily limit of spawning to prevent clan abuse-and once the limit is found, you can trade to the clan trader for what others didnt want that day.<br />
Clan members can then build there lean-to's around and near the Clan House-And no, HELLO-were Settlers, Lets do what we do best-Rape the land of its rescources,convert the locals and build where we see fit--[[User:Bloodclott|Bloodclott]] 04:49, 19 December 2007 (UTC)<br />
<br />
=== Spirit Transfer ===<br />
{{suggestion|<br />
suggest_type=Skill, action|<br />
suggest_scope=Warriors, Shamans|<br />
suggest_description= This suggerstion was inspired by polymorph. Warriors and Shamans can get a new skill that allows them to transfer their spirits into the bodies of a dead animal nearby. Animals won't be able to speak, use items, search, or use any human skills. The player will have the Hp and attack power of the type of animal you possessed. Other players on the map will see you as just another animal, not as a native. Transferring spirits will result in the death of their human form (if it is not already dead) but grants them access to the animal's innate abilities. Eg. Alligators can attack twice but have decreased movement through land, Monkeys can search and use some simple items, Parrots move faster throught all terrain. When the body of the animal possessed dies the player will be in spirit form but wont have a corpse. It will also be possible to leave the animal's body at any time but the trauma would be the same as having the body killed by an outside force. In order to not break the game, certain special animals can not be possessed ( like that giant squid )|<br />
<br />
suggest_time=11:37, 3 June 2006 (BST)|<br />
suggest_author=[[User:Stcfg|Stcfg]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
: I would like to suggest a skill for being able to detect possessed animals but that is for another day. --[[User:Stcfg|Stcfg]] 11:40, 3 June 2006 (BST)<br />
<br />
}}<br />
<br />
===Hunting Prowess===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Tracking skill tree|<br />
suggest_description=It would be interesting for serious trackers to be constantly aware of recent tracks without spending AP. I propose adding this skill after ''Expert Tracking''&mdash;it doesn't have to be called ''Hunting Prowess'' but that seemed like a fitting name. Players with this skill would still have to use the 'Look for tracks' button to see anything but the most recent tracks. One possible limitation is to apply this only to animal tracks, but I definitely intended to include player tracks as well.|<br />
suggest_time=13:17, 9 June 2006 (BST)|<br />
suggest_author=[[User:Vtbassmatt|VTBassMatt]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:Tracking is currently a bit weak. On the other hand, I don't mind seeing quite a few mild/weak skills, because some players are already looking for more ways to spend XP. Certainly Tracking should top out at stronger than 1AP per attempt. My suggestion was ''Master Tracking'' above ''Expert Tracking'' to reduce time to 0.5AP per attempt. I agree that it would be neat to have the skill ''Hunting Prowess'' as a 0AP ability for only the single most recent track, but I think this skill would be a prime candidate to limit to '''Explorer/Scout-only.''' (Sorry!) 1. Tracking perfectly fits the Explorer/Scout class archetype, 2. Shartak needs better class differentiation, 3. Explorer/Scout is a bit weak, 4. Explorer/Scout currently has no dedicated skills. --[[User:Tycho44|Tycho44]] 08:19, 15 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Give explorers/scouts their own tracking skill===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Explorers and scouts|<br />
suggest_description=While ''trailblazing'' has given explorers and scouts an edge over other players, they need more if they are to compete with the soldier, warrior and pirate classes for the attention of new players. I suggest that ''tracking mastery'' be combined into ''expert tracking'', which will be restricted to explorers and scouts. Any non-explorers/scouts with one or both of those skills would be refunded enough XP for their next skill (or two, if they have both) so they aren't punished. (The refund would occur ''after'' the skills were restricted and actively taken away from any non-explorers/scouts with them. This would let their levels and next-skill costs drop ''before'' the next-skill XP awards were given so that extra XP would not be accidentally awarded.) Full disclosure: I don't have any tracking skills, and I'm not sure how ''advanced tracking'' and ''expert tracking'' differ at the moment, but I think a good 1.5 AP tracking skill for everyone and an excellent 0.5 AP tracking skill for explorers and scouts will give those two classes a notable advantage in what should be one of their fortes. |<br />
suggest_time=22:29, 18 July 2006 (UTC)|<br />
suggest_author=[[User:Elembis|Elembis]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
: Shouldn't this be added to the "Hunting prowess" skill entry? http://wiki.shartak.com/index.php/Suggestions:Skills#Hunting_Prowess [[User:Black Joe|Black Joe]] 7:00, 19 July 2006<br />
:: Yep. ''Tracking mastery'' is kind of handy, but I still think that it should be a universal skill, and that ''hunting prowess'' should be the scout/explorer-only skill. ''Hunting prowess'', at the top of the tracking tree, would cause scouts to receive basic tracking information passively (for 0 AP) at every step. Oooo, neat. --[[User:Tycho44|Tycho44]] 17:30, 19 July 2006 (UTC)<br />
:::Tracking automatically for every move would add too much load on the server as the game becomes more popular. --[[User:Simon|Simon]] 00:11, 22 August 2006 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Melee buffs for intoxicated pirates===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Pirates under the influence|<br />
suggest_description=Pirates are traditionally portrayed as rum-guzzling brawlers, so it would be fitting to encourage pirate players to drink (and drink to excess). I think imbibing a beer or rum should give a pirate a 1 HP damage bonus for all melee attacks in their next 5 AP. A machete (or cutlass) hits 2.25 times in 5 AP, on average, for a skilled user, so drinking for 1 AP would translate to around 2.25 HP of damage beyond what a machete would normally do. This is comparable to the combat damage dealt by blowpipes (2.4 HP/AP) and rifles (3 HP/AP).<br />
<br />
Multiple drinks would extend the duration of the effect but not its intensity. To encourage actual drunkenness instead of casual beer-sipping, a drink taken by a pirate with beer already in their gut could give 7 more buffed AP instead of 5, which is effectively 6 AP (and 2.7 HP of damage) when you consider that 1 drunken AP must be wasted on taking another drink. The skill could be called ''brawling'' or ''drunken fist'' (which is the literal Chinese title of the classic Jackie Chan movie ''Drunken Master'') and would be placed with ''stamina'' under ''body building'' (to keep melee skills together and to avoid starting another tree).<br />
<br />
I'm proposing this cautiously because pirates are already tougher and more popular than any other class. However, considering that beer and rum are harder to find and more expensive than darts and bullets (and should probably be even more expensive if this skill is implemented), I don't think this skill would make pirates stronger than warriors and soldiers, and it would improve both the diversity of the classes and the depth of the game's theme.|<br />
suggest_time=06:24, 22 July 2006 (UTC)|<br />
suggest_author=[[User:Elembis|Elembis]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*RE: Beer and Rum becoming more expensive if the skill is implemented- I completely agree, and the increase in price would also represent supplies of booze at the pirate camp running out, which I guess would then lead to outsiders trading beer and rum with the pirates, and adding another dimension to gameplay- [[User:Peg-Hand Grimm|Peg-Hand Grimm]]<br />
<br />
*Nice idea. In general I like the idea of making items have some specific use rather than generic AP-insreasers. But how about making it a gamble to take a drink instead of a definite combat-booster. If a pirate were to drink a bottle of rum, his next 5 or 10 AP would either give him +1 damage for every hit (with "flavor text" to let him know he is getting a boost, e.g. "In a drunken rage you inflict more damage on your target"), or it would make him too disoriented and out of it to do anything, and every time he attacks it would give him flavor text telling him he is too uncoordinated to attack, and he stumbles around unable to do anything (he would stay in place, not respond to comannds to attack but waste an AP anyway) till the intoxication wears off in 5 or 10 AP. [[User:Arminius|Arminius]] 00:16, 27 August 2006 (UTC)<br />
**The goal is simply to encourage pirates to drink in combat. A chance of uncoordinated failure would be realistic, but it would also make things a little more complicated, so I'd let Simon make that decision if he decides to implement this suggestion. The effect of my original suggestion would be about the same (for fully skilled pirates) if drunk pirates had a damage bonus of +2 (instead of +1) and 10% less accuracy. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)<br />
<br />
*This doesn't make sense to me. When your drunk, your hand eye coordination GETS WORSE, not better! The only way I could see the idea working is if accuracy decreased as damage increased. Rewarding pirates for getting sloshed makes about as much sense as drunk driving. Another way to implement this would be to temporarily increase HP with rum ingestion, as this is at least slightly similar to the actual affects of alcohol (kind of like drunken boxing.) Otherwise, I don't see this working. [[User:Gandhi|Gandhi]] 04:20, 27 August 2006 (UTC)<br />
**The idea is to encourage pirates to drink like a pirate would (and in the situations a pirate would), even if doing so is a bad idea in real life. I'd be fine with lowering accuracy even while damage is increased, so long as the overall effect is the same, but that may be an unnecessary complication (my suggestion doesn't increase accuracy, only damage). Your point (that drinking impairs in real life) is a good one, but I think this is a case where the game would be more fun if it diverged slightly from real life. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)<br />
Cross References: <br />
* [[Suggestions:Items#Absinth]] <br />
* [[Suggestions:Game_mechanics#Drunkness]]<br />
--[[User:Buttercup|Buttercup]] 12:03, 11 May 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Technical “spell” skills ===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Scientist/Shaman|<br />
suggest_description=I would like to see the introduction of “tech spells” to the “magician class” of Shartak (scientist/shaman) much like the blue magic of final fantasy XII which rather than doing out right damage produces technical effects like haste, poison or blind. An illustration of this would be giving the shaman class an AP cost skill (let’s call it curse) that produces the same effect as wounded/bleeding (1HP loss per action) on their opponent. But given the nature of such spells the percentage chance of success should be inversely proportional to the strength of the spell or have their effects tuned down, so to retain fairness. As side note I like to see this skill given to NPC shamans to discourage people from attacking them.|<br />
suggest_time=09:33, 22 July 2006 (UTC)|<br />
suggest_author=[[User:A for anarchy|A for anarchy]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
"curse" might be confused with what the ancestors spirits do to zergers. This causes actions to cost more AP than normal. I would imagine that this would be a shaman only skill as scientists don't have magical powers! --[[User:Simon|Simon]] 22:35, 23 July 2006 (UTC)<br />
*i agree with the statement that scientist don't and shouldn't have magic powers, so how about this instead; give them "tech" skills but have them named within a scientific context, for instance the above "wounding" spell could be named "drug" or "poison" instead of say "curse" or whatever. --[[User:A for anarchy|A for anarchy]] 04:01, 24 July 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
<br />
===FAK/Healing Herb Manufacturing Skills===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Scientists and Shamans|<br />
suggest_description=Perhaps the most in-demand items are healing herbs and first aid kits. They can only be used once, but they're used quite freely. This means that a lot of people must spend a lot of time searching medical huts for FAKs (for the duration of this suggestion, assume that FAK refers to both first aid kits and healing herbs). Meanwhile, we have two classes that don't have much of an advantage: the scientist and the shaman. Perhaps these two classes could learn a skill allowing them to produce their culture's version of the FAK. This would make these classes useful while also increasing the supply of FAKs. Additionally, these two classes are the most likely to know how to do this. <br />
<br />
As for how the skill would work, I would recommend having a "Make FAK" button. They would then have a chance of successfully producing an FAK. These FAKs could then either be used (providing a source of XP besides killing things) or could be sold to the trader (since FAKs are always in demand). This would encourage the development of a "healer" class in Shartak, while also giving shamans and scientists useful special skills. I suppose scientists/shamans could be required to find raw materials before manufacturing, but that would just force people to continue the rather tedious and hit-or-miss tactic of farming huts/jungles.|<br />
suggest_time=14:28 31 July 2006 (GMT)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* '''Oppose'''. I agree that shamans and scientists should be best at healing and should have useful special skills, but I don't like this specific suggestion (as well-thought-out as it is) for two reasons: First, I think the jungle should be inhospitable, and turning shamans and scientists into herb farms and kit factories (yes, I'm exaggerating) would work against that. Second, I think the ability to make items is a complication that should be avoided if we can accomplish the same goal in other ways, which we can. I recommend three of the suggestions for shaman/scientist healing on [[Talk:Game design#Scientist and shaman|Talk:Game design]]: (1) give shamans access to ''first aid'' and scientists access to ''natural medicine'', (2) let shamans/scientists see the health of all wounded players on their side, not just the most wounded one, and (3) let shamans/scientists see whether players on their side are suffering from shark bites or poison. (I'd actually make 3 apply to all players, not just those on the player's side, because it wouldn't really be advantageous in combat to notice shark bites and the effects of poison.) 2 and 3 could be smoothly combined into one "Diagnosis" skill that would give these two classes a useful (if minor) healing edge over the others. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 06:10, 1 August 2006 (UTC)<br />
**First, let me thank you for responding. I appreciate any and all input. I've taken some time to think about your objections and prepare my responses. May I propose an alteration? Perhaps, instead of my original suggestion, this "Make FAK" button would (as far as the programming is concerned) serve as a second "search area" button, but one that only produces FAK's, and has a significantly higher chance of producing one than a regular search. Additionally, it would only function in areas where an FAK can be found, as that is where the scientist/shaman would find the raw materials in the first place. This would be similar to UD's "shopping" and "bargain hunting" skills, in that it lets you search for a specific item and gives a boost to the probability of success. Additionally, it would only work in certain areas, like the shopping skill. The difference would be that it only produce FAK's. This would ensure that FAK's aren't simply produced out of mid-air (which is rather unrealistic, now that I think about it) while also giving scientists and shamans a dedicated and valuable healing-related skill. [[User:Black Joe|Black Joe]] 10:44, 1 August 2006 (GMT) Edited: 16:44, 1 August 2006 (GMT)<br />
**How about having the skill function in a similar manner to the "Manufacture Syringe" skill on UD, thus powering-down the effect by requiring that the healer be in a Medical Hut and use multiple AP? --[[User:Gitboy|Less Than Lethal]] 17:03, 1 August 2006 (UTC)<br />
***I haven't played UD since that was added; that being said, it certainly sounds good to me. Requiring that the healer be in the medical hut was essentially what I had in mind when I proposed it only work for certain locations. As for requiring multiple AP, I suppose that would have the same long-term effect as searching, while simultaneously being less tedious for the healer. Tell me, would this always produce an FAK or would it just offer a chance of doing so? I certainly like the sound of this suggestion. [[User:Black Joe|Black Joe]] 18:03, 1 August 2006 (GMT)<br />
****What we have now, then, is a skill which would essentially give scientists better search odds for kits in medical huts (and likewise for shamans). Limiting this skill to players in villages is a step in the right direction, and giving it the form of greater search odds makes some sense, too: healers would look especially hard for healing items. But I'm still not persuaded, mainly because the skill's effects seem inconsistent to me. If healers have better search odds (in effect) for healing items, shouldn't fighters have better search odds for weapons and ammunition, and likewise for pirates finding rum and gold? The implications of the original idea could become very messy in practice. Also, wouldn't a pirate bleeding from a shark bite with just 10 HP remaining look even harder for a kit than a healer merely stocking up on supplies? The goal is allow healers to spend more time in the field and less in the hut, but I think we still lack a solution which makes sense. Here's a more realistic and less far-reaching idea which might work: shamans and scientists are given a skill which lets them heal 5 extra HP with a kit or herb if they're healing someone else. Anyone who's ever tried to remove a bullet from their back, bandage their gaping head wound, set their broken bone, or frantically stop their own bleeding will attest to the fact that medical care is most effective when someone else is administering it. This would let scientists use fewer kits in the field without making them better at healing themselves (which I think would be ''too'' useful). As a result, they wouldn't need to spend as much time in medical huts, which I think is the whole idea. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:28, 2 August 2006 (UTC)<br />
This should be indented, since it's a response to Elembis's post. However, it would be rather crowded if I did that, so here you go. With that out of the way, on to business. You're correct that part of the reason for this suggestion is to reduce the amount of time spent in healing huts. It's also intended to boost the supply of FAK's. Your suggestion would somewhat reduce the demand, which would have essentially the same effect.<br />
<br />
As for the inconsistency, that's part of why I suggested calling it "Make FAK." If you've ever spent the night in a healing hut while wounded, you know that SOMEBODY is going to heal you up while you're gone. However, the way I see it, they aren't going to use everything in that kit. Cutlass wounds require different treatment than poison dart wounds, for instance. That means there's going to be a lot of unused medical material around. Realistically speaking, there's probably also going to be some medical supplies that aren't part of a kit. By calling it "make FAK," you can get a message saying, "Using spare supplies, you cobble together a first aid kit." Now, the shaman is slightly different but the result is the same. The medical hut message says there are many herbs hanging up to dry. The shaman could get a message saying, "After looking through the herbs in the hut, you find a healing herb that is ready for use." <br />
<br />
Also, I don't want you to think I'm ignoring your suggestion about the extra five HP healing. I definitely agree that it's more realistic to have a healer be better at healing others than themselves. I'd be happy to see it as one of the skills (maybe split that into a seperate discussion?). However, I'm not sure that's enough of a bonus by itself to tempt people to play the rather underplayed scientist class. Warriors and soldiers have extremely helpful skill; I think the other classes should as well. And as always, I appreciate your input, Elembis and LtL. [[User:Black Joe|Black Joe]] 6:11 2 August 2006<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
<br />
===Require Help===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=All players|<br />
suggest_description=''Allow you to scream to require help when you are in danger.''<br />
<br />
Cost 5APs to prevent your "race" (Outsiders, Natives or Pirates) you are in danger at 5 cases in all directions|<br />
suggest_time=17:17, 8 September 2006 (UTC)|<br />
suggest_author=[[User:Ownslaught|Ownslaught]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Forensic Analysis/Advanced Seance===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Scientists, Shamans, Warriors, Soldiers, Pirates|<br />
suggest_description=Allows the character to determine whose body is lying on the ground and the cause of death. Would require 1 or .5 AP to use, similar to tracking, and would say something like "It looks like Dim Mak is lying on the ground, clawed to death by a parrot." or "Barbarossa is dead on the ground, seems he ate the wrong berries."<br />
<br />
Soldiers, Warriors and Pirates would understand forensics as they are used to seeing dead bodies, Scientists because they can think critically to determine the cause of death, and Shamans would hold an advanced seance with the spirits in the area to ask what happened (and perhaps get different flavour text).<br />
<br />
There may also be an advanced form of this skill (Advanced Forensic Analysis/Expert Seance) which would indicate approximate time as well as the direction the culprit left, if a PC/NPC did the killing and the character also has the tracking skill - "frisco is shot dead on the ground, his body dead for a while. Tracks show the shooter went southwest recently."<br />
<br />
A further advanced form (Expert Forensic Analysis/Seance Mastery) would provide info about who did other actions, like note writing/signposting - "Scribbled in the sand is 'Arrrgh!!!'. It looks like Barbarossa's handwriting."<br />
<br />
This skill may help bounty hunters, pk hunters, clan warfare, provide warning information for everyone, and help combat note spamming.<br />
|<br />
suggest_time=16:50, 11 September 2006 (UTC)|<br />
suggest_author=[[User:Frisco|Frisco]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Good suggestion! I support this idea, I think the skill would be a good addition to the game. I can't really see anything wrong with this skill unless theres a technical reason why it can't be implemented. Seems like a good way to combat spammers as well... [[User:Zeff|Zeff]] 10:06, 12 September 2006 (UTC)<br />
<br />
I support this idea to ! [[User:Ownslaught|Ownslaught]] 00:30, 13 September 2006 (Paris)<br />
<br />
I always wanted to know how those people died. Perhaps this should be part of the tracking skill tree.[[User:Darkferret|Darkferret]] 11:02, 17 September 2006 (UTC)<br />
: Yes, this would be ultimate scout explorer skill. I like it a lot [[User:Lama|Lama]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Fishing===<br />
{{suggestion|<br />
suggest_type=New skills|<br />
suggest_scope=Evreyone|<br />
suggest_description=<br />
<br />
With the ''Fishing'' skill, you can catch fish and use them to heal yourself. There are thee types of fish you can catch: '''Minnows''', '''Bass''', and '''Large Catfish''', each with diffrent dificulty levels and skills required to catch them. Here are the skills:<br />
<br />
*'''Basic Fishing'''- ''Able to catch Minnows''<br />
**'''Intermediate Fishing'''- ''Able to catch Bass''<br />
***'''Advanced Fishing'''- ''Able to catch Large Catfish''<br />
*'''Fisherman's Luck'''- ''Better chance of cating a fish''<br />
*'''Fisherman's Lure'''- ''EXP gained is doubled while catching fish''<br />
''(also see belong for precentages on catcing fish)''<br />
<br />
If you wanted to fish, you would have to have a '''fishing pole''' ''(new item)'' that could easily be bought at the trading post for 1-5 gold. You would then head out to a body of water (river, lake, ocean) and cast your line. Depending on if you have "Patience" or not and what Fishing skill you had, you'll have the chance of catching a fish. If you've only got '''Basic Fishing''', you can catch Minnows, if you have '''Internediate Fishing''' you have an equal shot at catching Bass or Minnows, and if you have '''Advanced Fishing''' you have an equal chance of catching Minnows, Bass, or L. Catfish. <br />
<br />
The fish will also be able to heal a certain number of HP. Here is what the fish will heal:<br />
<br />
*'''Minnows'''- ''2 HP''<br />
**'''Bass'''- ''5 HP''<br />
***'''Large Catfish'''- ''7 HP''<br />
<br />
Also, when you catch a fish, you will gain EXP. Here is what each fish will earn EXP-wise:<br />
<br />
*'''Minnows'''- ''2 EXP''<br />
**'''Bass'''- ''5 EXP''<br />
***'''Large Catfish'''- ''12 EXP''<br />
<br />
As with evreything in Shartak, when you do something, the action has a description. Here are the discriptions for catching fish:<br />
<br />
*You cast your line... but don't get even a nibble.<br />
*You cast your line... and catch a Minnow!<br />
*You cast your line... and catch a Bass!<br />
*You cast your line... and catch a Large Catfish!<br />
<br />
Percentages to catch fish:<br />
<br />
*With '''Beginner Fishing'''- 10% chance to catch fish<br />
**With '''Intermediate Fishing'''- 25% to catch fish<br />
***With '''Expert Fishing'''- 40% to catch fish<br />
****With '''Fisherman's Luck'''- +25% to catch fish|<br />
suggest_time=01:54, 24 September 2006 (UTC)|<br />
suggest_author=[[User:Che|Che]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* How about the "patience" aspect being the maximum number of AP you're willing to 'wait' after casting your line... eg [Fish for] <1/2/5/10> minutes. where each minute is the number of AP that you expend. The number of minutes would be a dropdown list, just like targets for attacks. Every minute that you fish for is a separate roll of the dice so you might fish for 10 minutes and not catch anything, or you could fish for 10 minutes and catch something after just 3 minutes. I'm not into fishing so perhaps someone who is can say if those times are wildly inaccurate or not. --[[User:Simon|Simon]] 10:21, 24 September 2006 (UTC)<br />
<br />
I really don't know myself. I've fished once before in my life. All the ideas I got from the Wikipedia article on [http://en.wikipedia.org/wiki/Fishing fishing]. -[[User:Che|Che]] 06:46, 31 December 2006 (UTC)<br />
<br />
I think this is a brilliant idea. Perhaps some parts of the ocean or sections of rivers and lakes have a higher yield rate. - [[FirstAmongstDaves]]<br />
<br />
Whenever I go fishing it takes a while to get something. On good days I can get a fish once every 30 minutes. It should take AP to cast your line and reel in the fish but it shouldn't cost AP to wait for a bite.<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Cutlass mastery ===<br />
{{suggestion|<br />
suggest_type= a skill to add 10% to any player who uses a cutlass|<br />
suggest_scope= Pirates mostly but any native or outsider group.|<br />
suggest_description= at the end of the close quarters combat tree this skill would appear. Buy it and the character gains an extra 10% when attackin with a cutlass, Short simple and sweet. Helps out all non-marksman classes have an edge in dishing out damage.|<br />
suggest_time=23:56, 12 November 2006 (UTC)|<br />
suggest_author=[[User:Michael edwards|Michael edwards]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I think it's brilliant, because we could (i know i keep going on about them) still get flintlocks and nobody would be able to complain because they can master cutlasses too. We'd have nobody whining that pirates could now 'own' anyone. [[User:Rozen|Rozen]]<br />
<br />
*I'm all for it, except it should be something more piratey- like Bellyslitting or Gutwrenching or something. Perhaps apply the bonus to knives too (but not other swords). --[[User:Odysseus|Odysseus]] 22:14, 18 February 2007 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== First Aid tweak ===<br />
{{suggestion|<br />
suggest_type= A tweak to First Aid, the skill that follows from Triage|<br />
suggest_scope= All classes|<br />
suggest_description= When you have the First Aid skill and you hover your curser over a guy in the distance (to see their name) you will also see a summary of their HP. Either healthy, injured, or dying. This would save you some AP whilst looking for people to patch up.|<br />
suggest_time=00:50, 04 December 2006 (EST)|<br />
suggest_author=[[User:Aco|Aco]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Make it for Advanced Triage. Good, though. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:14, 23 February 2007 (UTC)<br />
:What Mark said.--[[User:Skull Face|Skull Face]] 22:50, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Mining.===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Mining for multiple resources depending upon skill and location. Ie: Stone for walls, roads. Metal ore for weapons and equipment. Gold is also possible, but might make more sense in panning on the rivers.|<br />
suggest_description=I first thought of this when I saw the mountain and was getting tired of the jungle growing back in areas. I wondered if it might be possible to mine for rock to build roads in the jungle. These roads would naturally last longer than ordinarily cleared jungle but would eventually be reclaimed by it if not maintained. Mining could be its own skill tree with multiple types of mining yielding different resources. Similarly, only certain areas on the map could be mined and not all types of mining could be done at the same location. Tools of various sorts would probably also be required which would eventually break and need to be replaced.|<br />
suggest_time=14:51, 26 January 2007 (UTC)|<br />
suggest_author=[[User:GreyA2|Grey]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Yelling===<br />
{{suggestion|<br />
suggest_type=New skill|<br />
suggest_scope=All Classes|<br />
suggest_description=This was a random idea, but it might work. This skill allows a person to project their voice over several squares, at the expense of additional AP. Now, for specifics.<br />
<br />
This skill creates a new button next to the Talk button, labeled "Yell". For 3 AP, a person can yell something with a length equivalent to normal speech, with a range of seven squares. However, as distance increases, so does difficulty hearing it.<br />
<br />
1 block away has hearing similar to normal. 2-3 blocks away has hearing similar to having Advanced Language. 4-5 blocks away has hearing similar to Basic Language. 6-7 blocks away has hearing similar to having no language skills. Also, each block away adds a 5% chance for a word not to be heard.<br />
<br />
The hearer would receive a message similar to this: You hear a voice coming from 1 block to the East, "This is Mark D. Stroyer. Can you hear ... now? Good!" The ... indicates a word that isn't heard.<br />
<br />
Also, if you're inside a building, you would simply see, "You hear someone yelling off to the (insert compass direction here, such as East)." Also, if you are between 7-9 squares away, there is a 40% chance that "You hear someone yelling off to the (compass direction)."<br />
|<br />
suggest_time=16:09, 21 May 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Taxidermy===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=All classes|<br />
suggest_description= The taxidermy skill could possibly be followed by advanced taxidermy. The skill involves taking corpses (animal, human, etc) and stuffing them. This may require some form of filling and would create stuffed corpse items, which could be used for decoration. Obviously, larger animals such as elephants would take more AP to stuff than a parrot. Small items could be carried and added to the description but larger animals would not be easy to carry and therefore would be set up at a location and the head could be cut off as a trophy which might be placed in an empty hut. All of the animals could be decapitated, with a knife or dagger for small ones and a machete or cutlass for larger ones. Removing the head would create two items: '''Head of a/n <animal>''' and '''Headless <animal>'''. In areas with a corpse there could be an option reading "''stuff corpse''" and a dropdown menu with "''place on floor''", "''mount on wall''"(only available in locations inside or directly outside a hut) and "''seperate head''" could appear once it is in the inventory. |<br />
suggest_time=01:35, 9 June 2007 (UTC)|<br />
suggest_author=[[User:Jenerix|Jenerix]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I'd like to see this implemented, we often stuff corpses in York, it'd be nice to see it added properly, maybe with some XP given for successful completion? --[[User:Htkl|Htkl]] 02:34, 9 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Skills for Pirates===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Pirate|<br />
suggest_description= Piratesare the hack and slash characters of Shartak. Pirates need to reinforce this image. I propose three ideas.<br />
<br />
1. Pirates love their melee weapons so they must always be cleaning them and keeping them battle ready. So why not include a skill to decrease the chance of their weapons breaking or becoming blunt. Skill name: Weapon Upkeep. Re: Weapon maintenance ( thanks Johan Crichton) <br />
<br />
2. Pirates are fueled by rum and that makes them unpredictable. Adding a temporary 5%- 10% attack increase whan a pirate has consumed a bottle of beer or rum. After 10 to 15 attacks the effects wears off and attack goes back to normal. This could also increase the chance of dealing an extra point damage. Skill name: Battle Craze (or Bottle Craze).<br />
<br />
3. Pirates are . They could duel wield melee weapons dealing one point less damage with the off hand. Of course you need Also you would have to decrease both weapons chance to hit. 10% with average hand and 20% with the other hand. You could add another skill that lets you increase the chance to hit with both hands. 5% on average hand and 10% on the off hand. This would only be used with a machete or cutlass just to keep things clear. Skill name: Duel wield and Advance Duel Wield.<br />
<br />
These skills could make pirates more interesting, without destroying fair gameplay or filling the land with pirates. Of course you could just make a skill that gives pirates a 10% increase in attack.|<br />
suggest_time= 0:17 EST July 5, 2007|<br />
suggest_author=[[USER:Crazy Ian|Crazy Ian]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
As a long-time campaigner for new pirate skills or bonuses, I'm interested in these. Dual wielding and rum, not so much, but weapon upkeep is great, and historically accurate. --[[User:Rozen|Rozen]] 23:41, 5 July 2007 (UTC)<br />
<br />
Thanks for the input and maybe we should look into the history of pirates for inspiration. --[[User:Crazy Ian|Crazy Ian]] 00:57, 6 July 2007 (UTC)<br />
<br />
A couple of comments:<br />
* Could you provide an argument for pirates being the 'hack and slash' characters of Shartak?<br />
* I'd suggest 'Weapon maintenance' might be a better name that 'Weapon upkeep' - and it should be a skill open to Warriors and Soldiers as well<br />
* Alcohol isn't likely to make you hit things more accurately - it's more likely to allow you to take more damage (you don't notice it due to the inebriation) or do more (the sugar gets burnt to energy) - I don't like the idea of alcohol giving a % increase in this way.<br />
* Dual wielding - again, this is a skill that should be available (if introduced) to all martial characters (and it's dual wield, not duel wield). Can you provide the maths on expected damage from having this as an option/skill?<br />
--[[User:Johan Crichton|Johan Crichton]] 01:22, 6 July 2007 (UTC)<br />
<br />
Yeah good point about the alcohol I should have though that through a bit more. Also Thanks for pointing out that grammatical error. I don't have the formula on the ratio, I'll add it in once I get the formula and figure it out. Pirates are the hack and slash characters because they don't have any special skill just for them. It's pretty much grab a cutlass or a machete and get at it. Of you could also look at like there beginners class for people to get a hold of game and learn it's mechanics (of course experienced players can be pirates too). --[[User:Crazy Ian|Crazy Ian]] 04:01, 6 July 2007 (UTC) <br />
<br />
I think pirates need something that's just for pirates, Johan. Currently, they're unbalanced. Everyone's got a skill of thier own, soldiers have the rifle and warriors have a blowpipe, but pirates only have 5 more HP. Some minor skill that benefits them, even if it benefits other people, but benefits pirates more...i just forgot what i was going to say. Screw it. --[[User:Rozen|Rozen]] 08:36, 6 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Brute strength===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Pirates|<br />
suggest_description=An offshoot of Body building, Brute strength adds 1 extra damage for attacks under 3HP. This eliminates the need for cutlasses (other than deforestation) except when combined with Balanced stance for a 2HP glancing blow.|<br />
suggest_time=00:44, 17 July 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:This does seem a little excessive, effectively doubling the effect of blows via Balanced Stance. Why would this apply only to Pirates? Wouldn't it also be appropriate for well-fed Warriors and hulking Soldiers? --[[User:Skull Face|Skull Face]] 16:05, 14 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Iron Constitution===<br />
{{suggestion|<br />
suggest_type=Skill / balance change|<br />
suggest_scope=Pirate Class|<br />
suggest_description=Why do pirates have access to the First Aid skill? Medicine of the pirate era was notoriously dodgy and ship's carpenters, cooks and barbers often doubled as the ship's surgeon. This is why pirates are so often depicted as scarred and missing limbs, teeth, eyes et al.<br />
<br />
This suggestion is for a unique skill called ''Iron Constitution'' which allows pirates to gain extra HP from all sources (beer, rum, water, fruit, herbs and FAKs) over and above the base HP gain rate for the item. A pirate with ''Iron Constitution'' will gain +1 HP for consuming fruit, water, and fruit juices, +2 HP for consuming rum and beer, and +2 HP for using FAKs or Herbs on himself. The skill does not affect FAKs or Herbs applied to others.<br />
<br />
This skill is intended to provide a touch of character and make things a little easier around the resource-scarce shipwreck. My suggestion (possibly controversial) is that pirates be allowed to choose either Iron Constitution or First Aid but not both. Hard men would take Iron Constitution as their defining skill whilst wussy gentrified pirates would take First Aid. If implemented, existing players of pirates would be given a one-time opportunity to trade their First Aid skill for Iron Constitution.<br />
|<br />
suggest_time=22:33, 13 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Man, for a second there I thought you said Iron ''Construction.'' Holds promise methinks. --[[User:Wulla-mullung|Wulla-mullung]] 23:39, 13 September 2007 (UTC)<br />
:Woops! Edited to categorize beer and rum together, originally had beer in the +1 HP category with water! --[[User:Skull Face|Skull Face]] 10:29, 14 September 2007 (UTC)<br />
:: the FAK/herb effect should work for FAKs and Herbs used on others, but based on the person healed and not on the healer, and it should only give the healer one additional XP instead of two. --[[User:AlexanderRM|AlexanderRM]] 01:58, 13 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Spirit Usage Skills===<br />
<br />
This suggestion has several skills that are usable by natives that use spirits in some way. Some are benign and do not effect the spirits in any way others exorcise the spirit as well as the skills other effects.<br />
<br />
'''War Prayer''' {Warrior Only}<br><br />
Requires sixth sense. When used on a tile with spirits present gives a 5% bonus to hit with blowpipe attacks, the duration is 1 attack per native spirit present. This skill does not effect the spirits in any way. It costs 5 ap to use. This skill can only be used again one its effects are exhausted.<br />
:'''Ancestral Chant''' {Warrior Only}<br />
:Requires War Prayer. Increases the duration to 2 attacks per native spirit and reduces the ap cost to 3. This skill does not effect the spirits in any way. This skill can only be used again one its effects are exhausted.<br />
<br />
'''Spirit Strike''' {Shaman Only}<br><br />
Requires Exorcism. When used on a tile with spirits present uses a spirit as a weapon, dealing 6 damage with a 40% accuracy. This skill costs 3 ap to use and exorcises the spirit but the spirit also gains exp for the damage done. Can only use native spirits<br />
:'''Necromancy/Voodoo''' {Shaman Only}<br />
:Requires Spirit Strike. Increases the accuracy by 20% (so overall the accuracy is 60%) and increases the damage done by 2 (so 8 damage). Can use all spirits<br />
<br />
'''Fertility Ritual''' {Villager Only}<br><br />
When used on a tile with spirits present this skill gives a 10% bonus to finding any food item for 3 searches per native spirit present. Does not harm the spirits in any way. Costs 3 ap to use. This skill can only be used again one its effects are exhausted.<br />
<br />
'''Spirit Guide''' {Scout Only}<br><br />
When used on a tile with spirits present the scout gains 3 free moves per native spirit present. This skill can only be used again one its effects are exhausted.<br />
<br />
That's about it really. What do you think?--[[User:Etherdrifter|Etherdrifter]] 14:02, 20 September 2007 (UTC)<br />
<br />
''Comments''<br />
<br />
No. Some are overpowered, others are useless. And also, there's not very much reasoning or sense for them. And furthermore, it's unbalanced. Outsiders get absolutely nothing concerned with spirits. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 16:12, 20 September 2007 (UTC)<br />
:Stick to established chronology? Older suggestions at top, new suggestions to the bottom? I've corrected that for you. Regards the actual skills I think they are unbalancing as they affect only natives and give nothing to outsiders. Don't get me wrong, killing outsiders makes me happy but there has to be something for everyone. Sadly I don't think they fit with outsiders. And as per previous comments some seem overpowered (e.g. Spirit Guide) whilst others seem underpowered (e.g. Fertility Ritual)--[[User:Skull Face|Skull Face]] 16:58, 20 September 2007 (UTC).<br />
::Well originally only the shaman skills were presant but I thought that would overpower the shaman class by quite alot. Still I can see what you mean by overpowered, why if for some odd reason tribal shamans did not exorcise spirits on sight and there was a build up of spirits in one location the amount of power available would be phenominal...--[[User:Etherdrifter|Etherdrifter]] 20:22, 30 September 2007 (UTC)<br />
<br />
----<br />
<br />
=== Shallow Diving ===<br />
{{suggestion|<br />
suggest_type=Skill / additional mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=The new ability to shallow dive in [[Water]] locations would be made available to all classes for free. It would permit characters to dive to seabed ([[Water]]) or riverbed ([[Water#River|River]], [[Water#Lake|Lake]], [[Water#Pool|Pool]] or [[Water#Waterfall|Waterfall]]) locations only. This ability would not apply to [[Water (deep)#Water_.28deep.29|Deep Water]], that would require a separate skill.<br />
<br />
Diving in [[Water]] locations would require 1 APs to get down, 1 APs to surface and 1 APs per 10 second search conducted. When in the appropriate location a button labelled 'Dive' with a pull-down menu of dive times (10 secs to 120 secs) would be made available to those with this skill. Maximum total expenditure for one dive is 14 APs. Shallow diving in [[Water]] carries no risks at this time.<br />
<br />
Searches during a dive would be conducted in the same manner as those in land-based locations and would have an YY% chance of finding something as determined by the actual location (e.g. [[Suggestions:Game_mechanics#Oyster_Bed|oyster bed]], [[Suggestions:Game_mechanics#Sunken_Wreck|sunken wreck]]) and [[Scavenging]] would increase the chance of a successful search. In the event that the character maxes out their inventory partway through a diving search, the dive is finished early and the character is forced to the surface; no APs are spent on searches that would be futile but the costs and risks associated with dive and surface are still incurred.<br />
|<br />
suggest_time=12:47, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I don't quite get the dive time idea tbh. Maybe underwater search should take more ap (similar to searching in the swamps) and if you ap-out underwater, you simply drown? Apart from that I love both your diving skills suggestions. Support! --[[User:Lama|Lama]] 21:16, 27 September 2007 (UTC)<br />
:I'll try to clarify dive times. Before diving you decide how many searches you want to conduct i.e. how many APs you will spend on the dive. If you want to do 10 searches you have to dive for 10 x 10 = 100 seconds. And a 100 second dive will require 12 APs (1 to dive, 10 to search, 1 to surface). The idea of 1 search per 1 AP = 10 seconds is descriptive only, based on real world breath-holding being around 2 minutes maximum for most people. After you press 'Dive' you are presented with the results of your searches, you are not moved into an underwater realm. This mechanism of selecting dive times is based on Simon's suggestion of simplifing diving into APs spent underwater rather than programming a whole new underwater environment. --[[User:Skull Face|Skull Face]] 12:15, 28 September 2007 (UTC)<br />
<br />
:...which would be truly awesome; anyway, I think it could be achieved by hitting "dive" button and then "search". After each search you would get the info - you can hold up your breath for ''some time'' more, where ''some time'' would be a measure similar to the one you get using saved map locations. To surface, simply hit the button "surface" (it could be the same one with changed text or maybe just marked "dive/surface"). The point I am trying to make is that we don't have time in Shartak, and these seconds things are a bit out of place in my opinion.--[[User:Lama|Lama]] 12:29, 30 September 2007 (UTC)<br />
::I'm not proposing that the player actually sits at the keyboard waiting for 100 seconds if he does a 100 second / 10 search dive. How about if the button said 'Dive for' and then had a pull-down menu of dive times expressed in number of searches (1 search to 12 searches)? --[[User:Skull Face|Skull Face]] 22:14, 30 September 2007 (UTC)<br />
:::that sounds totally reasonable --[[User:Lama|Lama]] 00:00, 1 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Free Diving ===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=All classes|<br />
suggest_description=The new Free Diving skill would be a sub-skill of Swimming. It would permit characters to dive to seabed locations in [[Water (deep)#Water_.28deep.29|Deep Water]] as well as increasing maximum bottom time for shallow dives.<br />
<br />
Diving in [[Water (deep)#Water_.28deep.29|Deep Water]] would require 2 APs to get down, 2 APs to surface and 1 APs per 10 second search conducted. When in the appropriate location a button labelled 'Dive' with a pull-down menu of dive times (10 secs to 160 secs) would be made available to those with this skill. Maximum total expenditure for one dive is 20 APs. Diving in [[Water (deep)#Water_.28deep.29|Deep Water]] carries a similar risk of shark attacks as swimming there i.e. XX% chance of a bite assessed per AP spent on a dive.<br />
<br />
Improved diving in [[Water]] locations would require 1 APs to get down, 1 APs to surface and 1 APs per 10 second search conducted. When in the appropriate location a button labelled 'Dive' with a pull-down menu of dive times (10 secs to 180 secs) would be made available to those with this skill. Maximum total expenditure for one dive is 20 APs. Shallow diving in [[Water]] carries no risks at this time.<br />
<br />
Searches during a dive would be conducted in the same manner as those in land-based locations and would have an YY% chance of finding something as determined by the actual location (e.g. [[Suggestions:Game_mechanics#Oyster_Bed|oyster bed]], [[Suggestions:Game_mechanics#Sunken_Wreck|sunken wreck]], [[Suggestions:Game_mechanics#Submerged_Ruins|submerged ruins]]) and [[Scavenging]] would increase the chance of a successful search. In the event that the character maxes out their inventory partway through a diving search, the dive is finished early and the character is forced to the surface; no APs are spent on searches that would be futile but the costs and risks associated with dive and surface are still incurred.<br />
|<br />
suggest_time=12:47, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hide in Like, You Know, Trees and Stuff===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Most non combat centric classes|<br />
suggest_description=*'''basic camouflage''' (scouts, explorers, villagers, settlers, scientists, shaman, pirates):<br />
**allows player to 'hide' in jungle squares such that they cannot be seen from two squares away.<br />
*'''advanced camouflage''' (scouts, explorers, villagers, settlers):<br />
**allows player to 'hide' in jungle squares such that they cannot be seen from adjacent squares or farther.<br />
*'''masterful camouflage''' (scouts, explorers):<br />
**allows player to 'hide' in jungle squares such that they cannot be seen at all until their 'hidden' status is revoked<br />
<br />
'''notes''': <br />
*chance of successful 'hiding' is based on jungle density: d0=0%, d10=10%, d20=20%, ect. <br />
*character's 'hidden' status is revoked if they preform any action or are attacked. and may be revoked if the jungle is cleared, or searched. <br />
*character has a chance of remaining 'hidden' if the jungle is searched, based on it's level: d10=100%, d9=90%, d8=80%, ect. <br />
*character has a chance of remaining 'hidden' if the jungle is cleared, based on how much is left: d9=90%, d8=80%, d7=70%, ect. <br />
*character can be seen/smelled by animals regardless of 'hidden' status. <br />
|<br />
suggest_time=22:30, 29 September 2007 (UTC)|<br />
suggest_author=[[User:Zeek|Zeek]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Psychic Link===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=All classes (spirits)|<br />
suggest_description=This suggestion is for a new ability that aids a spirit in haunting the last person who murderered him or her. With this ability the spirit of the recently deceased gets a compass that points in the direction of the person who killed them. The compass would work in the same manner as the current [[Exploration]] and [[Cartography]] locations ability that points a traveller towards a target location. Spirits with this ability also get a 'Haunt' button which teleports them to the current location of their murderer at a cost of 25 APs.<br />
<br />
The haunting ability remains in effect until either the spirit chooses to be revived by a shaman (the ability does not carry over into life) or the spirit is exorcised by a shaman (exorcism breaks the bond between murderer and victim). If a character dies at the hands of an NPC (e.g. squid, shark, wandering shaman) or by suicide then the haunting features remain inactive when the dead character assumes spirit form.<br />
<br />
Relative placement on the spirit skill tree is suggested at the same level as [[Shocking shriek]] (i.e. [[Haunting scream]] is a prerequisite). This placement is open for debate, as is the actal name of the ability e.g. psychic link, haunt, curse etc.<br />
<br />
I make this suggestion even though my main character is a confirmed headhunter. This skill is intended to improve roleplaying / gameplay by giving spirits a reason (a slim one granted) to be in places other than the medical hut. And it would result in killers being haunted by their victims. Those who police the settlements against murderers might themselves be haunted in turn but other innocents would be safe from the murderers... for a while at least... --[[User:Skull Face|Skull Face]] 21:41, 1 October 2007 (UTC)<br />
|<br />
suggest_time=21:41, 1 October 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Don't destory the naturally occouring necromantic system that is the spirit hut! On a less self centered note it is a good idea though I would say death should remove the haunting status, you got your vengence now leave the poor git alone.--[[User:Etherdrifter|Etherdrifter]] 14:31, 2 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Fireball casting===<br />
{{suggestion|<br />
suggest_type=Shamanic offensive skill|<br />
suggest_scope=Shamans|<br />
suggest_description=Idea of fireball is simple. You cast a hot fiery projectile at your enemy, doing some damage. At doubled attack AP cost fireball would do from 1 to 10 damage, with the highest chance in the mid range (4-6 dmg), diminishing when going to the both ends of the scale (for example, 5% for 1 or 10 dmg, 10% for 2 or 9 dmg, 15% for 3 or 6 dmg, 25% for 5 dmg and 45% for 4 dmg). If you feel the idea of fireballs is out of place on Shartak, name it "using tiny little blowpipes with shamanic mixture of poisonous powder made of berries and herbs" or anything more fitting the game set-up. I mean - this mechanics for ranged attack is serious. Not as serious as Sam, but still serious. I would love to see some comments on this.|<br />
suggest_time=00:05, 4 October 2007 (UTC)|<br />
suggest_author=[[User:Lama|Lama]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
OK I'll go first. I dislike the idea of fireballs as it sounds too much like D&D. I have questions. Is the range the same range as a blowpipe or rifle? If so, what would the %age hit chances be and what makes this different from using a blowgun or rifle (or even better than whacking someone with a machete)? Do we want shamen to replace warriors? What is the ammunition for a fireaball? As suggested on the forums, I do like the idea of a shamanic curse and the voodoo dolls idea seems to fit the character class. Maybe I'll work something up... --[[User:Skull Face|Skull Face]] 14:01, 4 October 2007 (UTC)<br />
*Here go answers:<br />
- let's call it touch of curse then.<br />
<br />
- range is the same as with any other weapon in-game.<br />
<br />
- for percentages, read it once again :) the difference is you can wield 10 dmg for 2 AP if you are lucky. Which, in terms of statistics is not really useful (most chances are you get 1 dmg for 1 AP spent), but it adds nice offensive skill for not so offensive class, definitely not replacing warriors or soldiers. <br />
<br />
- Shamans would be much better to role-play, if they could use some sort of magic to hurt peoples (refer to any kind of literature, I visualized this myself after last reading R.E.Howard's short novels about Conan.)<br />
<br />
- there's no ammunition for psychic-power skills other than AP.<br />
<br />
- and thanks for commenting, I hope I made it clearer --[[User:Lama|Lama]] 09:17, 8 October 2007 (UTC)<br />
<br />
I'll add my comments on this suggestion that I have made on the forum. This suggestion could be utilized in a Staff. A Staff of Firebolts that has a limited amount of charges, similar to how the current GPS has a limited amount of battery life. Let's say, each Staff has 20 charges and takes up more room in your inventory than what a rifle or a blowpipe would. This suggestion doesn't change anything you've already suggested lama, just the delivery via a Staff. Other classes can use the Staff as a melee weapon, but not the Firebolts feature. Lets see, Shaman would initially hit on 45% and then the percentages that you suggested lama, kick in for damage amounts.<br />
<br />
So...<br />
<br />
'''Shaman Firebolt Staff'''<br />
*45% to Hit[br]<br />
*Staff contains limited charge (10-20 charges)<br />
*Staff takes up a lot more inventory space than rifle and blowpipe (Double?)<br />
*Only Shamans can utilize Firebolts, whereas other classes can wield it as a melee weapon<br />
*Damage variance (See lama's figures)<br />
<br />
That's it for now :D --[[User:Cthulhu|Cthulhu]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Bodyguard===<br />
{{suggestion|<br />
suggest_type=New Skill|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new skill called Bodyguard, to be placed on the Close Quarter Combat skill tree at the same level as Balanced Stance. When in the presence of another player or an NPC, characters with his skill would have access to a 'Guard' button with two adjacent pull-down menus. The first would be a pull-down menu of APs to be used, minimum of 1, maximum of 10. The second would be a pull-down menu of the current characters (AKA victims) at the location (c.f. the 'Attack' menu). The player would thus spend 1 to 10 APs to act as a bodyguard for a chosen victim. For each AP thus spent the player would automatically be the target of one attack directed at the victim.<br />
<br />
<br />
If the attack would have been a hit with a ranged weapon, i.e. blowpipe or rifle, the bodyguard takes the hit instead of the victim only 50% of the time (the other 50% of the time the victim is still hit). Bullets and blowpipes fired by trained soldiers and warriors are much harder to defend against than melee attacks. Flavour text would be as follows:<br />
:Attacker text - ''You attack Blue Hummingbird. Raffles interposes himself. You hit Raffles for 4 HP damage.''<br />
:Bodyguard text - ''A Rat attacks Blue Hummingbird. You interpose yourself. You take 4 HP damage.'' <br />
:Victim text - ''A Rat attacks you. Raffles bravely interposes himself. He is hit for 4 HP damage.''<br />
<br />
<br />
If the attack would have been a hit, the bodyguard takes the hit instead of the victim. Flavour text would be as follows:<br />
:Attacker text - ''You attack Blue Hummingbird. Raffles interposes himself. You hit Raffles for 3 HP damage.''<br />
:Bodyguard text - ''A Rat attacks Blue Hummingbird. You interpose yourself. You take 3 HP damage.'' <br />
:Victim text - ''A Rat attacks you. Raffles bravely interposes himself. He is hit for 3 HP damage.''<br />
<br />
<br />
If the attack would have resulted in a glancing blow with a melee weapon, the target is hit as normal. Flavour text would be as follows:<br />
:Attacker text - ''You attack Blue Hummingbird. Raffles interposes himself. You recover your balance and hit Blue Hummingbird for 3 HP damage.''<br />
:Bodyguard text - ''A Rat attacks Blue Hummingbird. You interpose yourself. The attacker slips past your guard and hits Blue Hummingbird for 3 HP damage.'' <br />
:Victim text - ''A Rat attacks you. Raffles bravely interposes himself. The attacker slips past Raffles and you take 3 HP damage.''<br />
<br />
<br />
If the attack would have been a miss, the bodyguard is missed rather than the target. Flavour text would be as follows:<br />
:''Attacker text - You attack Blue Hummingbird. Raffles interposes himself. Your attack misses.''<br />
:''Bodyguard text - A Rat attacks Blue Hummingbird. You interpose yourself. The attack misses.'' <br />
:''Victim text - A Rat attacks you. Raffles bravely interposes himself. The attack misses.''<br />
<br />
<br />
Players using the Bodyguard ability must have sufficient unused APs to allocate towards the defence of the target i.e. they cannot deliberately go into negative APs when setting out to bodyguard. In the event that multiple players choose to bodyguard the same victim at a location, one of the bodyguards is selected randomly for each attack before the results are calculated. In the event that the nominated victim leaves the location before bodyguard APs are used up, any unused APs are lost and not returned to the bodyguard.<br />
<br />
This skill would permit a group of players to defend a potential victim. Examples would be villagers defending a [[shaman]] who is exorcising a healer's hut, or an [[SPF]] activist attempting to save an elephant from a hunter's rifle.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]]|<br />
suggest_author=[[User:Skull Face|Skull Face]] 14:58, 9 October 2007 (UTC)|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment: <br />
<br />
Zergers could abuse this horribly. Beyond that, I think it's overpowered. It would make it impossible to kill someone being bodyguarded. Maybe instead of an automatic success it would only have like a 10-15% chance, and a character can only be bodyguarded by 1 player at a time.<br />
<br />
I assume while bodyguarding it would be impossible to perform any other actions (since all your focus would have to be on who you're bodyguarding).<br />
<br />
But I like the idea! It would open up a lot of new avenues for play (Bodygaurd companies/clans, loyal friends, your example in the Court of Raktam, etc.) [[User:Blahmicho|Blahmicho]] 19:05, 9 October 2007 (UTC)<br />
<br />
:I'm not sure that we could do anything against zergers that the game engine doesn't already do. Bodyguarding your own alt should theoretically have the same result as attacking or healing your alt i.e. the Curse of Shartak gets you. It wouldn't be impossible to kill someone unless multiple people were bodyguarding the intended victim. The maximum spend of 10 AP means that a bodyguard can only get in the way of 10 attacks, everything thereafter automatically targets the victim as normal unless there are more bodyguards. That figure of 10 could be altered. I guess that a limit could also be placed on the number of active bodyguards for one character. Any bodyguard who took an action before his 10 APs were used would automatically cancel the bodyguard effect and lose any APs spent. --[[User:Skull Face|Skull Face]] 22:04, 9 October 2007 (UTC)<br />
::First, why is the bodyguard spending the AP before he does anything? The AP should be spent when you block an attack, so if the guarded person moves or dies or you die or decide to do something else, the AP aren't wasted. Second, there should be a skill like "assassin" that both increases chance to get past a bodyguard and means that you can avoid being noticed... until you attack the bodyguard or the person they're guarding, of course. Maybe make a "hiding" skill and have assassin as a sub-skill, letting you attack while hidden though you'd have a chance to be found out and be prevented from hiding again while the person you attacked is still alive and being bodyguarded in that square. --[[User:AlexanderRM|AlexanderRM]] 00:06, 16 October 2007 (UTC)<br />
:::The server has no way to tell if you are logged out, asleep or simply inactive for a few moments. Requiring the bodyguard to actively spend APs gets around this problem (and prevents some exploits), provides a potential AP cap on the ability and provides a mechanism for checking for zerging. I dislike the idea of attacking from hiding but if you think that it has merit then write it up for discussion. --[[User:Skull Face|Skull Face]] 10:41, 16 October 2007 (UTC)<br />
This looks good, assuming there was a limit to the number of bodyguards that can guard any one character at one time. Maybe two or three at most, and anyone who tries to guard after that gets a "XXX already has enough bodyguards at this time you notice." --[[User:Johan Crichton|Johan Crichton]] 03:27, 29 May 2008 (UTC) <br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Curse===<br />
{{suggestion|<br />
suggest_type=New skill/mechanic|<br />
suggest_scope=Shaman|<br />
suggest_description=This suggestion is for a new shaman skill called ''Curse'' placed on the psychic skills tree at the same level as [[Exorcism]]. A curse would be called down upon a specific map square (indoor or outdoor) via a blood ritual costing 5 AP and 5 HP. Cursing a location requires a dagger or knife to draw blood but grants no XP. Spirits in a cursed area would benefit from a reduced AP cost for Shrieking, Wailing and Possession (-1 AP) and would deliver 50% more damage (and thus gain 50% more XP) when Shrieking and Wailing. Furthermore, it is suggested that spirits in a cursed area would be YY% more resistant to [[Exorcism]].<br />
<br />
Cursed locations would be detected by anyone with [[Sixth Sense]]. For those people the location description would include text along the lines of:<br />
<br />
:''This place makes the hair on the back of your neck stand up.''<br />
:''You feel an otherworldy chill in this area.'' <br />
:''You sense an inimical presence nearby.''<br />
<br />
Temporarily cursed areas may be cleansed by any Shaman who performs an [[Exorcism]] once the area is free of spirits. Successfully exorcising the spirits grants XP as normal and cleansing the area would grant a further 5 XP. It is suggested that permanently cursed locations (e.g. battlefields, ruins) also be created.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 14:46, 18 October 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Not a bad idea but I would suggest giving outsiders a skill to negate curses as outsiders already have a hard time with ghosts as it is.--[[User:Etherdrifter|Etherdrifter]] 19:14, 27 October 2007 (UTC)<br />
:Possibly a scientist-based skill called "Skepticism"?--[[User:Black Joe|Black Joe]] 00:15, 28 October 2007 (UTC)<br />
::Joking aside, yes, I agree that there is a need for an additional Scientist skill of some sort.--[[User:Skull Face|Skull Face]] 12:34, 9 November 2007 (UTC)<br />
<br />
I should check the wiki more often :D Anyways, I like this suggestion a lot, especially the blood sacrifice ritual. Really adds flavour that one. I've nothing to add to it though as I think you guys have covered it really. Actually, maybe the curse is embedded within a item (Voodoo Fetish, Gris Gris Bag...) and then placed at a location that is to be cursed. Scientists then get a skill enabling them to recognize these cursed items and destroy them. Cal the skill "Understanding The Black Arts" or such. Hmmmmmm... this could be extended further by enabling Shamans to give cursed items to players, cursing them. Scientists, once again can cure this by destroying the item and thus, lifting the curse. --[[User:Cthulhu|Cthulhu]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Black Powder Proficiency===<br />
{{suggestion|<br />
suggest_type=New Skill|<br />
suggest_scope=Pirate|<br />
suggest_description=This suggestion is for a new skill, Black Powder Proficiency, that would be available only to pirates. The skill would cover both the preparation and firing of black powder weapons using [[Suggestions:Items#Flintlock|Flintlock]], [[Suggestions:Items#Blunderbuss|Blunderbuss]]. [[Suggestions:Items#Powder_Flask|Powder Flask]] and [[Suggestions:Items#Lead_Ball|Lead Ball]] items. This skill would confer a +25% hit chance for black powder weapons only and would also reduce the by 1 the APs required to prime such weapons with a charge of powder.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 12:23, 9 November 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Dowsing/Treasure Hunting===<br />
{{suggestion|<br />
suggest_type=New Skill and items|<br />
suggest_scope=All|<br />
suggest_description=Since we have digging, I am aware that there are buried treasures over much of the island. Dowsing would be available to natives - they would need two sticks in their inventory to be able to dowse a square. Treasure Hunting would be available to outsiders - they would need some sort of equipment - suggestions please. Basic dowsing/treasure hunting (for 2AP) would give a 20% chance of showing if anything was buried in that square, but not the depth - Advanced (2AP) would give 40% but no depth - Expert would give 60% and depth. No skill would show what items were, just that there were things buried.|<br />
suggest_time=[Spookey] 18:12, 10 November, 2007 (GMT)|<br />
suggest_author=[Spookey]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Not a bad idea, though an alteration you might consider is to have dowsing cover the surrounding squares and tell you the direction if it picks up anything. --[[User:Zeek|Zeek]] 18:20, 10 November 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Bounty Placing===<br />
{{suggestion|<br />
suggest_type=New Skill|<br />
suggest_scope=All players|<br />
suggest_description=<br />
There is a bounty placing skill in jailriot so I said to myself "Self, you should suggest this for shartak." <br />
<br />
This skill would allow players to place bounties on players in their enemy contact list. The reward for killing the hunted player would be a small award like twenty experience or less or a small amount of gold coins like four and any player with this skill could collect it. If someone without the skill kills the target then the bounty still goes away but nobody gets the award. I thought about any amount of gold but that would basically be a mailing system for zergers. Each character can only set one bounty out at a time and it never expires until the target dies. The bounty would appear next to the targets name whenever any player would be able to identify them. Bounties can stack and everyone will be able to see who placed which bounty if they go to the target's character page. It would require a payment of twice the reward to place the bounty. I haven't thought of a reason why anyone's place of origin would have any affect on this skill but if someone has an idea then by all means.|<br />
suggest_time=[[User:Edwardel|Edwardel]] 19:50, 24 November 2007 (UTC)|<br />
suggest_author=[[User:Edwardel|Edwardel]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Weapon Upkeep===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Everyone|<br />
suggest_description=Weapon upkeep, put simply, means that whoever takes the skill knows how to look after the weapons they carry and get the best out of them. It would be part of the Combat Skill tree, on the same level as Balanced Combat, and would halve the chance of your machete/cutlass/dagger/knife breaking whilst you're attacking with it. Heavy swords take a bit more work to look after them, so a further skill branched out from this one (Advanced Weapon Upkeep or something) would halve the chance of the Heavy Sword breaking.|<br />
suggest_time=15:32, 28 November 2007 (UTC)|<br />
suggest_author=[[User:Broderick|Broderick]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I frankly don't think that weapons break often enough. It's already .1% chance. If it were a .05% chance, that would be insane in the longevity of weapons. Besides, weapons are both cheap and small, so it's not hard to just keep a small cache. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 18:17, 28 November 2007 (UTC)<br />
:I believe they break quite often even with the .1% chance. My pirate is level 4 and had already broken 4-5 cutlasses and a machete. (No, not bluntened) --[[User:Baliame|Baliame]] 15:47, 26 December 2007 (UTC)<br />
::Cutlasses are notorious for breaking frequently. But really, considering most weapons are about 1 GC each, and only take up 1/100 of your inventory (okay, 70 for some, but who doesn't have a backpack nowadays?), and everyone carries multiples anyway. Plus, it's still .1%. Which is tiny. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 15:25, 27 December 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Life Sense===<br />
{{suggestion|<br />
suggest_type=New skill/mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new spirit skill called ''Life Sense''. This skill would allow a spirit in an occupied area to see the HP and name(s) of the living person(s) closest to death. It does act a little like [[Triage]] but it does not require that skill nor does it require that the spirit be of the same origin (outsider / native) to reveal the name / profile.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 00:01, 21 December 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'd sooner not see it indicate the exact HP - perhaps a 'near death' label instead for those nearing death, and the spirit world? --[[User:Johan Crichton|Johan Crichton]] 01:19, 21 January 2008 (UTC)<br />
::(NEGATIVE VOTE) And actually, thinking about it, no. This will simply encourage people to grind their characters XP by XP farming in medical huts with spirits who don't kill anyone. --[[User:Johan Crichton|Johan Crichton]] 01:20, 21 January 2008 (UTC)<br />
:::This doesn't happen already Johan? I really would like to see spirits be able to identify those who are about ready to "cross over" to the other side. --[[User:Skull Face|Skull Face]] 10:14, 21 January 2008 (UTC)<br />
::::I'd sooner see suggestions that modify the game to discourage or reduce the reward of xp farming as a solution to the problem. This... opens up possibilities for some who've openly xp farmed, and don't seem at all embarrassed about it. I'd accept something where it flagged those 'near death' with a 'near death' flag - but the spirits shouldn't know the exact HP. --[[User:Johan Crichton|Johan Crichton]] 21:37, 21 January 2008 (UTC)<br />
:::::I agree with Johan on this one, XP farming should have its risks. But I like the idea of a "Near Death" description. Perhaps when characters are on low hp it should reduce the AP cost for possession and this skill could indicate if this bonus is applicable?.--[[User:Etherdrifter|Etherdrifter]] 01:48, 21 January 2008 (UTC)<br />
::::::As of June 2008 this suggestion is redundant. Spirits who have the Triage skill can now see wounded characters just as they would when alive. --[[User:Skull Face|Skull Face]] 16:05, 23 June 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Ghostly Touch===<br />
{{suggestion|<br />
suggest_type=New skill/mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new spirit skill called ''Ghostly Touch''. This skill would allow a spirit in an occupied area to touch a living person and thus reveal the person's name and profile.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 00:01, 21 December 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Would it reveal the profile to the spirit only, or to everyone in the room/square? --[[User:Buttercup|Buttercup]] 01:43, 21 January 2008 (UTC)<br />
<br />
Who's information is it revealing? If its the ghost's then there is a non-damage wail in place already. If you mean the person touched I like the idea, sort of IFF for spirits.--[[User:Etherdrifter|Etherdrifter]] 01:49, 21 January 2008 (UTC)<br />
:This would reveal the living person's profile and it would only reveal it to the spirit. --[[User:Skull Face|Skull Face]] 10:06, 21 January 2008 (UTC)<br />
::I like it, enough said really--[[User:Etherdrifter|Etherdrifter]] 10:32, 21 January 2008 (UTC)<br />
I don't see that this needs to be a skill - perhaps a simple game modification to allow spirits to 'ghostly touch' a target and find out who they are? --[[User:Johan Crichton|Johan Crichton]] 21:38, 21 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Poltergeist===<br />
{{suggestion|<br />
suggest_type=New skill/mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new spirit skill called ''Poltergeist''. The new skill ''Ghostly Touch'' would be a prerequisite. This skill would allow a spirit in an occupied area to attack a living person using the spirit character's fist %age hit chance and delivering 1 HP damage on a successful attack.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 00:01, 21 December 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Doesn't poltergeist mean noisy ghost? [[User:Darkferret|Edward Grey]] 01:34, 21 January 2008 (UTC)<br />
<br />
Why not make it an item damage skill, (the number of items in the characters inventory/2) rounded down is the chance for the damage to occur or/and increase the damage by 1 for every 20 items? Makes it a little less redundant and a whole lot more sinister. (so it maxes out at 50% chance for 6 damage if the person is carrying 100 items)--[[User:Etherdrifter|Etherdrifter]] 01:55, 21 January 2008 (UTC)<br />
:Maxed version seems too much Etherdrifter. Fixing this at 1 HP damage seems more suitable in terms of power. You could argue for a more damaging skill further up the skill tree but I'm not going to suggest that. --[[User:Skull Face|Skull Face]] 10:14, 21 January 2008 (UTC)<br />
::The idea behind the items is you can't actually see what a person is carrying, its a risk reward factor. Should you just wail or should you try out a few poltergeist activities first in the hope of finding the right victim? Otherwise the idea seems a little too weak (wail will easily do more damage)--[[User:Etherdrifter|Etherdrifter]] 10:31, 21 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Dowsing (Original Version)===<br />
{{suggestion|<br />
suggest_type=Skill (new)|<br />
suggest_scope=Classes as listed|<br />
suggest_description=Dowsing would be a skill placed on the Sixth Sense tree at the same level as Psychic Recognition i.e. Sixth Sense as a prerequisite. With this skill a character would have a 'Dowse' button available with a drop-down menu offering a choice of 'for water' or 'for treasure', at a cost of 3 APs per use. Dowsing would also require a new item (forked stick, 1 inventory space, found searching in Jungle squares above level 5 density). Dowsing would not benefit standard searches e.g. in the ammo hut or searching trees for fruit.<br />
<br />
Dowsing for water, success rate XX%, will add additional flavour text to the location description thus...<br />
:''Your forked stick has led you to a small spring gurgling from beneath a rock.''<br />
...and will also activate the 'Fill' drop-down menu option for empty bottles and gourds. As soon as APs are spent on any option other than 'Fill', the flavour text and 'Fill' options are removed, simulating the character losing sight of the small spring.<br />
<br />
Dowsing for treasure, success rate YY%, will add additional flavour text to the location description thus...<br />
:''Your forked stick points downwards towards the ground. There is something buried here!''<br />
...and will indicate if there is a cache of buried items at the present location. Dowsing will not indicate what these items are i.e. it could theoretically be a cache of mangoes or a cache of gems. As soon as APs are spent the flavour text is removed.<br />
<br />
Dowsing skill would be available to all classes (with the possible exceptions of the Soldier, Warrior and Scientist). The skill is a natural for the Villager, Settler, Explorer and Scout (they need to find water). Similarly the skill fits the Shaman very well. The Pirate, being a superstitious creature prone to burying treasure and then forgetting the location, would also seem an appropriate recipient of this skill. That part is up for discussion as finding water in the jungle would be useful to all.<br />
|<br />
suggest_time=22:12, 13 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Deadly Wail===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Ghosts|<br />
suggest_description=Banshee wail is needed to be able to obtain this skill. <br><br />
It gives a spirit a 5% chance to cause a "deadly wail" when wailing. <br><br />
When a spirit generates a deadly wail, one person on the same location of the spirit instantly dies, no matter what their class, home camp or HP is. <br><br />
When someone dies from a deadly wail, the responsible spirit only gets the XP from the victim's death (0 if the victim is a low level player), but not the XP from the HP the victim had. <br><br />
Because there's only a 5% chance of this to happen, not too many people should die. <br><br />
For example: if there are two ghosts in the same hut who both wail ten times each, only one person would normally die. <br><br />
<br><br />
The reasons why I'd like to see this implemented are simple: <br><br />
-People with healing supplies get a lot of XP by healing the victims of wailing, but almost never get inconvenienced by ghosts, so they actually like them. <br><br />
This situation in some cases leads those same people to killing shamans because they cause ghosts to leave. <br><br />
If people died because of spirits, this situation might change. <br><br />
-It can be very hard for a ghost alone to kill someone. <br><br />
With this skill, a ghost who wails alone would finally be able to kill someone, even if everyone is healthy at the place where the ghost wails. <br><br />
<br><br />
<br />
If people don't want to be killed by ghosts, they should leave crowded huts. <br><br />
If ghosts don't want to kill people, they should not buy this skill.|<br />
suggest_time=18:08, 9 March 2008 (UTC)|<br />
suggest_author=[[User:0000FF Beard|0000FF Beard]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Well as a dedicated necromancer I must say this would kill our art and make spirits pariahs permanently. Maybe a skill to increase wail damage but nothing instantly deadly. --[[User:Etherdrifter|Etherdrifter]] 20:50, 9 March 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Enlightenment===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Everyone, but must achieve the rest of the spiritual skill tree first.|<br />
suggest_description=A character who achieves 'enlightenment' is more easily reunited with his body after death because the shock of death and rebirth are much less. The individual recognizes that while the flesh is dross, it is also nescesary and both life and death are part of a cycle..blah, blah, ect. Insert spitual knowledge here. <br />
<br />
I recognize that this might cause problems by increasing the turn-around times when players die, but the difference is not excessive.<br />
<br />
A reduction in the APs required to be reincorporated by 5 APs.|<br />
suggest_time=04:27, 22 June 2008 (UTC)|<br />
suggest_author=[[User:GreyA2|Grey]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'd buy this idea only if people were required to renounce violence to become enlightened. Give up all combat skills and you can be revived at a reduction. The RP rationale is tenuous and really all it will do is put people back into the fray faster. No. --[[User:Skull Face|Skull Face]] 21:06, 22 June 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Reincarnation / Vortex Of Life===<br />
<br />
Player shaman should be able to revive.<br />
<br />
{{suggestion|<br />
suggest_type=New skill/mechanic|<br />
suggest_scope=Shaman|<br />
suggest_description=This suggestion is for a new PC shaman skill called ''Reincarnation'' that only becomes available for purchase when the player reaches level 30.<br />
<br />
It is well known that the NPC shamen use stationary 'wells of life' to enable the revive process. PC shamen would use a 'vortex of life', one of an unspecified number of invisible storms of psychic energy that move randomly across the island. A vortex can only be detected by someone with [[Psychic Recognition]] and would leave a trail that is visible only to those with both [[Psychic Recognition]] and [[Tracking Mastery]]. The proposed vortices would move at a rate of 1 square per 60 minute server tick in much the same manner as a roaming shaman.<br />
<br />
An additional 'Request Revive From' button would be available to a spirit, with drop-down menu box listing all the PC shamen on the spirit's contact list. It would cost the spirit 1 AP to request a revive from a shaman. Multiple requests would be allowed, costing 1 AP each. Successfully obtaining a revive from a PC shaman will cost the spirit 25 APs.<br />
<br />
A PC shaman with the Reincarnation skill will have requesters' names added to a list next to a drop down 'Revive/Decline' button (c.f. the trading or juicing mechanics). Requests will remain active on the list until the spirit receives a revive or the shaman declines the request. Declining a request costs the shaman 0 AP. To grant a revive the shaman must be standing at the centre of a vortex of life; each revive costs the shaman 5 APs and 5 HP, and rewards the shaman with 10 XP. A shaman must be alive to revive or to decline revive requests.<br />
|<br />
suggest_time=13:36, 23 June 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
ANOTHER Exclusive Shaman skill? The Shamen already have 4 skills, most classes only have 2... the scout/explorers don't even have that much. --[[User:AlexanderRM|AlexanderRM]] 22:48, 23 June 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Southern_Islands&diff=18083Southern Islands2008-05-21T23:00:46Z<p>AlexanderRM: /* Midway Island */</p>
<hr />
<div>The southern islands are three minor land masses to the south and south east of the main island. One lies south of the York Peninsula, another just offshore of Derby while a third has only recently been discovered almost midway between them but lying a considerable distant off shore, only reachable through shark-infested waters.<br />
<br />
== York Peninsula Island (Calvin's Eye-Land) ==<br />
<br />
The western most of the southern islands is just off the York Peninsula, a half day's travel (or less) south of York.<br />
<br />
Centered on GPS coordinate {{map|70|401|26|270}}, this 56 square island is not much to look at. Of those 56 squares is 17 squares of jungle, with the remaining 39 squares as beach (with no boatyards among them). After much time spent on the island, intrepid explorer Calvin the Cat found a single large stag. Dubbed by the aforementioned explorer as "Calvin's Eye-Land," this quaint area is the perfect place to get away from murderous [insert rival race here] and enjoy a nice pina colada.<br />
<br />
Update: Two tigers were seen on the island, but have since been disposed of. It seems the big cats aren't afraid of water as the stereotype says they are!<br />
<br />
<br />
<br />
{| cellspacing=1 cellpadding=8 style="background-color:#e0e0e0; margin-bottom: 1em" |<br />
| colspan=15 bgcolor=#f9f9f9 | '''York Peninsula Island - Territory Map'''<br />
|-<br />
| bgcolor=#6666ff|00<br />
| bgcolor=#6666ff|01<br />
| bgcolor=#6666ff|02<br />
| bgcolor=#6666ff|03<br />
| bgcolor=#6666ff|04<br />
| bgcolor=#6666ff|05<br />
| bgcolor=#6666ff|06<br />
| bgcolor=#6666ff|07<br />
| bgcolor=#6666ff|08<br />
| bgcolor=#6666ff|09<br />
| bgcolor=#6666ff|10<br />
| bgcolor=#6666ff|11<br />
|-<br />
| bgcolor=#6666ff|01<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#6666ff|02<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#6666ff|03<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#6666ff|04<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#6666ff|05<br />
| bgcolor=#6666ff|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#6666ff|06<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#6666ff|07<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#33c033|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#6666ff|08<br />
| bgcolor=#6666ff|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#6666ff|09<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#6666ff|10<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| colspan=15 bgcolor=#f9f9f9 | '''Territory Map Legend'''<br />
|-<br />
| bgcolor=#33c033|<br />
| colspan=14 bgcolor=#f9f9f9 | Unincorporated ("Jungle")<br />
|-<br />
| bgcolor=#ffebcd|<br />
| colspan=14 bgcolor=#f9f9f9 | Beach<br />
|-<br />
| bgcolor=#6666ff|<br />
| colspan=14 bgcolor=#f9f9f9 | Water<br />
|}<br />
<br />
== Derby Island ==<br />
<br />
The eastern most island is just off shore from Derby, and easily accessible by the settlers of Derby or visitors to Derby.<br />
<br />
Wildlife can occasionally be found on the Island, presumably having swum out from the mainland.<br />
<br />
{| cellspacing=1 cellpadding=8 style="background-color:#e0e0e0; margin-bottom: 1em" |<br />
| colspan=27 bgcolor=#f9f9f9 | '''Derby Island - Territory Map'''<br />
|-<br />
| bgcolor=#6666ff|00<br />
| bgcolor=#6666ff|01<br />
| bgcolor=#6666ff|02<br />
| bgcolor=#6666ff|03<br />
| bgcolor=#6666ff|04<br />
| bgcolor=#6666ff|05<br />
| bgcolor=#6666ff|06<br />
| bgcolor=#6666ff|07<br />
| bgcolor=#6666ff|08<br />
| bgcolor=#6666ff|09<br />
| bgcolor=#6666ff|10<br />
| bgcolor=#6666ff|11<br />
| bgcolor=#6666ff|12<br />
| bgcolor=#6666ff|13<br />
| bgcolor=#6666ff|14<br />
| bgcolor=#6666ff|15<br />
| bgcolor=#6666ff|16<br />
| bgcolor=#6666ff|17<br />
| bgcolor=#6666ff|18<br />
| bgcolor=#6666ff|19<br />
| bgcolor=#6666ff|20<br />
| bgcolor=#3333cc|21<br />
| bgcolor=#3333CC|22<br />
| bgcolor=#3333cc|23<br />
| bgcolor=#3333cc|24<br />
| bgcolor=#3333cc|25<br />
| bgcolor=#3333cc|26<br />
|-<br />
| bgcolor=#6666ff|01<br />
| bgcolor=#6666ff|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#3333cc|<br />
| bgcolor=#3333cc|<br />
| bgcolor=#3333cc|<br />
| bgcolor=#3333cc|<br />
| bgcolor=#3333cc|<br />
| bgcolor=#3333cc|<br />
|-<br />
| bgcolor=#6666ff|02<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#3333cc|<br />
|-<br />
| bgcolor=#6666ff|03<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#33c033|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#6666ff|04<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#6666ff|05<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#6666ff|06<br />
| bgcolor=#6666ff|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#6666ff|07<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#6666ff|08<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#6666ff|09<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#6666ff|10<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#3333cc|11<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#3333cc|12<br />
| bgcolor=#3333cc|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| colspan=27 bgcolor=#f9f9f9 | '''Territory Map Legend'''<br />
|-<br />
| bgcolor=#33c033|<br />
| colspan=26 bgcolor=#f9f9f9 | Unincorporated ("Jungle")<br />
|-<br />
| bgcolor=#ffebcd|<br />
| colspan=26 bgcolor=#f9f9f9 | Beach<br />
|-<br />
| bgcolor=#6666ff|<br />
| colspan=26 bgcolor=#f9f9f9 | Water<br />
|-<br />
| bgcolor=#3333cc|<br />
| colspan=26 bgcolor=#f9f9f9 | Deep Water<br />
|}<br />
<br />
== Midway Island ==<br />
<br />
Midway Island was discovered and mapped first by the intrepid explorer Simeon Carter, who sent pigeons to the outsider settlements in hope of communicating about this new discovery.<br />
<br />
The island, centered at {{map|70|217|26|335}}, has a land area of 66 squares (20 jungle, 46 beach). The ruins of a small square tower are located at {{map|70|218|26|336}} <br />
<br />
Like Shark/Unity Island, Midway also has earned itself other names - Ryleh (suggested by the Derby Privateer, Cthulhu), l'île de Mi-chemin and Ba-Ba-kiueria. More recently, the island has been referred to as WickSick island, apparently after the WickSick headhunters, and after one member referred to it "Kurikuri" on the forums (in response to a plan to rename by another forum member) it was suggested that it simply be called "The Island of Many Names".<br />
<br />
{| cellspacing=1 cellpadding=8 style="background-color:#e0e0e0; margin-bottom: 1em" |<br />
| colspan=15 bgcolor=#f9f9f9 | '''Midway Island - Territory Map'''<br />
|-<br />
| bgcolor=#6666ff|01<br />
| bgcolor=#6666ff|02<br />
| bgcolor=#6666ff|03<br />
| bgcolor=#6666ff|04<br />
| bgcolor=#6666ff|05<br />
| bgcolor=#6666ff|06<br />
| bgcolor=#6666ff|07<br />
| bgcolor=#6666ff|08<br />
| bgcolor=#6666ff|09<br />
| bgcolor=#6666ff|10<br />
| bgcolor=#6666ff|11<br />
|-<br />
| bgcolor=#6666ff|02<br />
| bgcolor=#6666ff|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#6666ff|03<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#6666ff|04<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#6666ff|05<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#6666ff|06<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#6666ff|07<br />
| bgcolor=#6666ff|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#6666ff|08<br />
| bgcolor=#6666ff|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#6666ff|09<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#33c033|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#6666ff|10<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#6666ff|11<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
|-<br />
| colspan=15 bgcolor=#f9f9f9 | '''Territory Map Legend'''<br />
|-<br />
| bgcolor=#33c033|<br />
| colspan=14 bgcolor=#f9f9f9 | Unincorporated ("Jungle")<br />
|-<br />
| bgcolor=#ffebcd|<br />
| colspan=14 bgcolor=#f9f9f9 | Beach<br />
|-<br />
| bgcolor=#6666ff|<br />
| colspan=14 bgcolor=#f9f9f9 | Water<br />
|}<br />
<br />
[[Category:Locations]]</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Category_talk:Clans&diff=17754Category talk:Clans2008-03-08T23:20:28Z<p>AlexanderRM: /* Questions */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
Options for clan implementation - please discuss and/or vote.<br />
<br />
To vote for one of the ideas, simply add <nowiki>#*# ~~~</nowiki> to the Votes line. To make a comment on an idea, add it to the discussion section. To add another idea, stick it at the end of the list.<br />
<br />
# Clans could be a free text field and to join a clan you simply enter the correct text into the box in your profile.<br />
#* Leadership to be decided internally amongst the clan members.<br />
#* Votes: <br />
#*# [[User:Daylan|Daylan]]<br />
# Make a skill that must be acquired before you can setup a new clan e.g. '''Clan Leadership'''<br />
#* Anyone without the skill will be presented with a drop-down list of existing clans that they can join.<br />
#* Anyone with the skill can either join an existing clan (just as a member) or can start a new clan.<br />
#* Clan leader can exclude characters from the clan (or remove the exclusion)<br />
#* Votes:<br />
#*# [[User:Simon|Simon]]<br />
#*# [[User:Lint|Lint]]<br />
#*# [[User:One of many doctors|One of many doctors]]<br />
#*# [[User:Danheretic|danheretic]] 20:35, 18 February 2006 (GMT)<br />
#*# [[User:Grigoriy|Grigoriy]] 20:47, 25 February 2006 (GMT)<br />
#*# [[User:Gandhi|Gandhi]] 11:34, 9 March 2006 (GMT)<br />
#*# [[User:BananaBear|BananaBear]] 00:37, 12 March 2006 (GMT)<br />
#*# [[User:Mad Robert|Mad Robert]] 14:51, 27 March 2006 (BST)<br />
#*# [[User:Deschain|Deschain]] 22:04, 27 March 2006 (BST)<br />
#*# [[User:Wifey|Wifey]] 06:23, 28 March 2006 (BST)<br />
#*# [[User:Oulatek|Oulatek]]<br />
#*# [[User:Anothertwilight|Anothertwilight]] 06:27, 8 May 2006 (BST)<br />
#*# [[User:Wifey|Wifey]] 14:54, 8 May 2006 (BST) (I'd rather see it simply called "Leadership," though)<br />
# Anyone can create a new clan similar to option 1.<br />
#* First member automatically gains leadership status<br />
#* There would be specific options available to the clan leader such as exclusions, as per option 2.<br />
#* Votes:<br />
#*# [[User:Bungalow Bill|Bungalow Bill]]<br />
#*# [[User:Vtbassmatt|VTBassMatt]] 16:30, 17 April 2006 (BST)<br />
#*# [[User:Condi|Condi]]<br />
<br />
==Further Discussion==<br />
===Option 1===<br />
*The free text field is probably the easiest clan method to design and use (it's incredibly straight-forward). But in my experience with Urban Dead, there are people joining that you don't necessarily want in your clan. And there are supposedly people claiming to be in a clan and doing unclanly things. Still the simplicity of the design makes it appealing. --[[User:Lint|Lint]] 21:17, 16 February 2006 (GMT)<br />
<br />
----<br />
<br />
===Option 2===<br />
*The skill option sounds like a nice alternative because it establishes someone that is experienced with the game as a leader and someone their recruits can rely on for guidance. Alternatively, you could present the ability to create a clan as a semi-rare item or a quest prize. This method would put a sizeable limit to the amount of clans (as not everyone is initially capable of making a clan) to possibly make it more manageable for the server. --[[User:Lint|Lint]] 21:17, 16 February 2006 (GMT)<br />
*Continually expelling people may become a burden for the leader - there should be an option to make a clan unlisted from the menu. In order for an unlisted clan to grow, invites would be issued out by viewing the profile pages of others and clicking a 'Invite' button. And I guess, ultimately continually expelling invites may be a burden on a player - there should be an option to unlist themselves if they prefer being alone. --[[User:Lint|Lint]] 21:17, 16 February 2006 (GMT)<br />
** Rather than unlisting yourself from receiving invites, the invites could just be on a separate page linked from your profile and if you chose to ignore them then that's up to you. Doing it this way I could add a 'decline all' button to click once in a while. --[[User:Simon|Simon]] 21:51, 16 February 2006 (GMT)<br />
* An issue with Urban Dead skills & XP is that once you've bought all the skills available, there's not much to strive for. I'm all for semi-"fluff" skills which would be purchased by those with a serious interest in RP within the game, and this seems like a candidate for that type of skill, since it doesn't confer an in-game bonus. --[[User:Danheretic|danheretic]] 20:38, 18 February 2006 (GMT)<br />
*I misread the details of option 2 and thought it required _members_ to have a pre-requisite skill (not just leaders). On that note, however, would people be interested in being able to set pre-requisites for clan membership (Outsiders only, Warriors and Soldiers, anyone with the Triage skill, only level 10 and above, etc.)? It would cut down on having to expel members by filtering applicants - some clans could be open to all, but others could be sufficiently restricitve that it would attract only certain players. --[[User:anothertwilight|anothertwilight]] 20:38, 18 February 2006 (GMT)<br />
* Invites could be initiated by either the clan leader or the player, and the invites could go away after a certain period of time, so a player/leader can choose how to handle it and not worry about a collection of endless invites piling up. Accepting a member could take a low amount of XP from the leader, simulating that larger groups require more experience to manage (and giving us something to, eventually, spend all our excess XP on). Take a small amount from the person being invited if you want to discourage abuse of the system (possibly more necessary since this is becoming a somewhat complex, and therefore more compute-intensive, procedure). And to add to Simon's programming tasks, clans could also come in a couple other styles set by the clan leader - either a member is free to leave at any time or a member can only be expelled by the leader. This simulates some groups which are rather difficult to leave, such as ones that require tattoos over most of your body or other permanent characteristics that others will notice. Will there be any benefits to being in a clan, or is it solely for rp? --frisco<br />
*The ability to start clans should be open only to players above a certain level, like Headshot in UD, but not as high as level 10. I think this would mainly serve to curb the number of clans being formed. Another way to work this would be to only recognize clans with membership above a certain number, such as 5 active players.--[[User:Gandhi|Gandhi]] 23:44, 8 March 2006 (GMT)<br />
----<br />
<br />
===Option 3===<br />
*If you don't like any of the public clans or want to start one with a bunch of friends that just started, you're kind of stuck in option 2. This third option takes the best of both worlds - straight-forward and ingame leadership. I see a downside in how all the "good" clan names are easily taken and held by semi-active players. I've played a game where this method was used to establish temporary parties, but the disposable nature conflicts with my beliefs as to what a clan should be. --[[User:Lint|Lint]] 21:17, 16 February 2006 (GMT)<br />
*This method definitely works in some games, possibly with the addition of a level restriction on making a clan. Obviously, that wouldn't want to be too high, especially if it's implemented for joining clans: that would be one of the best ways for a newbie (like me!) to learn the game and get help... [[User:MorkaisChosen|MorkaisChosen]] 11:17, 17 February 2006 (GMT)<br />
<br />
*As someone that has experienced creating and maintaining a flickr group, I don't see how the process is any different from what is described in option 3. To avoid confusion, perhaps we should merge the votes of option 4 and option 3? --[[User:Lint|Lint]] 03:32, 23 February 2006 (GMT)<br />
**'''MERGED''' --[[User:Lint|Lint]] 06:38, 19 April 2006 (BST)<br />
<br />
Condi's notes:<br />
* Clans to be based on a system similar to Flickr groups.<br />
** Anyone can create a clan. There are three types: Open (anyone can join), Invite (you must be invited to join) and Apply (you can request membership). <br />
**The type of clan is chosen by the person who sets it up.<br />
** The person who sets up the group is leader and has admin rights (expulsion etc) but can also grant these to other clan members.<br />
<br />
==Questions==<br />
*Do clans consist of Natives and Outsiders? Or only one type?<br />
** [[User:Simon|Simon]]: Doesn't matter as far as coding is concerned. It would make sense to only have one or the other in a clan, except that you could recruit 'spies' from the other type.<br />
*Would it prove too much of a burden on the server if we were able to view an automatically generated clan roster repeatedly through the day?<br />
** [[User:Simon|Simon]]: Perhaps when we reach Urban Dead numbers of players. If it's too much, I could always generate static copies a couple of times daily.<br />
*Will alliances and enemies be something that we can manage ingame, or is that better suited for the wiki?<br />
** [[User:Simon|Simon]]: Probably better suited to the wiki.<br />
*Would it be possible to assign titles / ranks to members, or is this something else that should be maintained on the wiki?<br />
** [[User:Simon|Simon]]: I might be persuaded to add titles or ranks in-game. It would probably make sense to have them there since I don't know that everyone uses the wiki.<br />
*Would it be possible to assign leadership powers (accept, expel) to members that are not the leader? The benefits of this would enable a clan to continue to live if a leader is not active for a length of time. (Of course, they may be better off making another clan if it is for a large amount of time.)<br />
** [[User:Simon|Simon]]: This has been thought of although not documented here. I should be able to add some kind of joint leadership system if required.<br />
*Will there be a limit to the clan size? (I.E. a minimum size to be recognized) --[[User:One of many doctors|One of many doctors]] 22:59, 16 February 2006 (GMT)<br />
** [[User:Simon|Simon]]: Umm, how about a size of 2. A leader and a follower.<br />
*** You mean that a Clan with less than two members can't be listed here? Darn. :(--[[User:AlexanderRM|AlexanderRM]] 23:20, 8 March 2008 (UTC)<br />
<br />
==Comments==<br />
*Roleplaying point only - I can see the name 'clan' for Natives. Could we not go with 'Guild' or something for Outsiders? Dunno if this even has any bearing on the above discussion. --[[User:Meatiershower|Meatiershower]] 04:36, 19 February 2006 (GMT)<br />
:*I don't think we should call them guilds unless they really are guilds. And, since there are no merchant and trademsan PCs, I can't see why we'd have trade guilds. Much better to use a generic term like Group, and let each individual group determine by what term they should be known.--[[User:Wifey|Wifey]] 06:20, 28 March 2006 (BST)<br />
*[[User:Condi|Condi]] Suggestion: Either...<br />
**Joining a clan is purely a RP activity OR<br />
**Perhaps you could designate a 'clan area' of the map (perhaps 10x10 squares where an XP gained are doubled. This would create a home base for the clan. Perhaps the clan could have naming rights over the squares too)<br />
*Um... isn't the whole point of a clan to organize players? They serve more then just a RP purpose. --[[User:One of many doctors|One of many doctors]] 00:41, 26 February 2006 (GMT)</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Talk:Skills&diff=17040Talk:Skills2008-01-10T23:31:18Z<p>AlexanderRM: /* Tracking skills */</p>
<hr />
<div>''For information on what skills are available to what class, please consult the [[Talk:Character Classes|Character Classes talk page]].''<br />
<br />
== Skill quirks ==<br />
<br />
Am I reading this correctly? Ghostly whisper - Allows spirits to speak,Sixth Sense - Sense presence of and hear spirits. Is it just me or does this imply that to hear sprits you need to a) have 6th sense and b)spirt needs ghostly whisper? -- [[User:Daylan|Daylan]] 14:23, 18 February 2006 (GMT)<br />
<br />
:Alas, poor Lint has been slain! He is taking advantage of his current situation to explore this phenomenon. As a spirit, his Sixth Sense skill apparently still works. I have detected the presense of another spirit and with Ghostly whisper, I have attempted to communicate with it. I have also used Haunting Scream, but it apparently is not working at the moment. [''You scream loudly. Feel better? This doesn't work yet ;)''] --[[User:Lint|Lint]] 00:23, 23 March 2006 (GMT)<br />
::Haunting Scream now works :) --[[User:Simon|Simon]] 23:19, 5 April 2006 (BST)<br />
<br />
=== ''Triage'' ===<br />
<br />
'''Triage''' does not appear to work for animals or characters that are of another type. --[[User:Lint|Lint]] 01:13, 10 April 2006 (BST)<br />
:As opposed to Diagnosis in Urban Dead, Triage appears to only display one injured person (literally the most injured) at a time - unless the two people I was healing were constantly attacking one another. --[[User:Lint|Lint]] 00:54, 24 April 2006 (BST)<br />
:By this do you mean that natives with ''Triage'' cannot tell who the most injured outsider in their square is, and vice-versa? Also, what exactly does a player with ''Triage'' see when they're on a square with multiple characters (of their type)? &mdash; [[User:Elembis|Elembis]] 11:14, 25 May 2006 (BST)<br />
::Players with this skill identify '''the most injured player in that square'''. If there are 3 others in a square, and all have only 1 HP left, triage won't show anything. If there are 3 players, one with 60 HP, one with 40 HP and one with 20 HP, triage will only display the HP of the player with 20 HP. I don't believe players of different factions can use triage this way, and I'm not sure if pirates are considered the same as outsiders for the purposes of this skill.--[[User:Jackel|Jackel]] 16:08, 25 May 2006 (BST)<br />
:::If more than one player has the lowest amount of HP, they are both detected by Triage. --[[User:Lint|Lint]] 20:42, 6 June 2006 (BST)<br />
<br />
=== Tracking skills ===<br />
<br />
'''Basic Tracking''' produces an option to "Look for Tracks" in presumably any terrain. Clicking on this button spends 2 AP to search the area for tracks. --[[User:Lint|Lint]] 01:13, 10 April 2006 (BST)<br />
:"You can't make out any kinds of tracks in these surroundings." - seach inside of a building (in this case, the shipreck's hold) doesn't work, costs no AP. --[[User:Lint|Lint]] 01:05, 17 April 2006 (BST)<br />
::Odd, sometimes my Advanced Tracking costs 2 AP, and at other times 1 AP. Maybe Advanced Tracking costs 1.5 AP?? --[[User:Tycho44|Tycho44]] 22:14, 28 April 2006 (BST)<br />
::: What exactly does "effortless" mean? 0.5 AP? Automatic? It'd be nice if there was some way to at least tell there are tracks on the square automatically, I.E. "you see some tracks, but can't discern anything else without closer inspection". --[[User:AlexanderRM|AlexanderRM]] 23:31, 10 January 2008 (UTC)<br />
<br />
=== ''Trekking'' ===<br />
<br />
Also, anyone with the "trekking" care to explain its benefit? Without it, it costs 1 AP to move 1 space, does trekking make it even cheaper to move? Does it let you move through overgrown areas without having to chop through?--[[User:Jackel|Jackel]] 18:43, 23 February 2006 (GMT)<br />
<br />
Trekking reduces your move AP usage by half. Only moving though, chopping remains 1 AP. Thus if you have to chop every move this skill will reduce your movement from 2 AP per move to 1.5 AP per move, but from 1 AP per move to 0.5 AP per move if you can find a clear path. --[[User:Murk|Murk]] 19:33, 23 February 2006 (GMT)<br />
<br />
Note that it won't show your your AP as being X.5, it will always be displayed as a whole number. --[[User:Grigoriy|Grigoriy]] 21:33, 18 March 2006 (GMT)<br />
<br />
'''Trekkking''' looks like it applies to Grassland in addition to Jungle terrain. --[[User:Lint|Lint]] 01:01, 14 April 2006 (BST)<br />
:Trekking also works on Beaches. --[[User:Tycho44|Tycho44]] 22:14, 28 April 2006 (BST)<br />
<br />
=== ''Exploration'' ===<br />
<br />
Lacking cartography, I expected that the exposed areas of my map would soon be replaced with the "fog", indicating I'd forgotten those places, but this hasn't happened at all. How does the "forgetting" manifest? How does cartography impact the game if the person's map doesn't fog up again?<br />
<br />
Without cartography, blocks of your map will disappear, and become black again. --[[User:Murk|Murk]] 19:35, 23 February 2006 (GMT)<br />
:Any idea how long it takes, Murk? I've been playing for over 2 weeks and its never lost anything, as far as I can tell. Not that I'm complaining =] --[[User:Jackel|Jackel]] 20:23, 23 February 2006 (GMT)<br />
:I can't remember too well to be honest, i've had cartography a long time now, but i can see the evidence of it on my map in the part of the map i visited before i got cartography. Maybe there is a problem with it... --[[User:Murk|Murk]] 21:56, 23 February 2006 (GMT)<br />
<br />
=== Digging ===<br />
It costs AP to drop stuff into the holes. It doesn't cost to drop items normaly, does it? If so, I dont think it should, it doesn't on UD. So why should it cost to drop bullets into holes? --[[User:Rozen|Rozen]] 22:21, 3 March 2007 (UTC)<br />
<br />
The page doesn't really explain what the purpose of digging holes is. Someone in the know able to fix that? -Fred Perfect 29/6/07<br />
<br />
== Scouts and explorers ==<br />
<br />
I'm an explorer, and I reckon the article is wrong on the number of skills available (so far) to scouts and explorers. 26, it seems to be, including the new (and nifty) Trailblazing skill, rather than the 27 suggested in the first paragraph. Unless there are any explorers out there able to conduct seances, this should be changed. [[User:Dark Form|Dark Form]] 13:29, 14 July 2006 (UTC)<br />
<br />
:It's fixed now. Thanks for mentioning the error. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:03, 14 July 2006 (UTC)</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Talk:Shaman&diff=17001Talk:Shaman2008-01-06T22:17:37Z<p>AlexanderRM: </p>
<hr />
<div>Added Jidram but I dont know where I am -(preceding unsigned comment by [[User:Kayjay77|Kayjay77]]at 00:40, 27 May 2006. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 23:48, 20 December 2006 (UTC))<br />
<br />
Wait, I know Malpok wasn't a real Shaman, but what's to say you can just delete him from history? He's a cultural icon, like Bigfoot, or Unicorns, or Walruses, or Pumas. Or even...the Warthog. --[[User:Rozen|Rozen]] 20:56, 16 September 2007 (UTC)<br />
:Well I suppose we could keep his page with a small disclaimer saying that he isn't real. --[[User:Wulla-mullung|Wulla-mullung]] 21:02, 16 September 2007 (UTC)<br />
:: Could you link to said page from this?</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Bugs:Fixed&diff=16171Bugs:Fixed2007-10-30T00:17:38Z<p>AlexanderRM: /* Swimming in the Ocean, Seeing the Edge of the World */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
This page contains a list of Bugs that have been resolved. To report a new bug, please visit the [[Bugs]] page.<br />
<br />
== Fixed Bugs ==<br />
<br />
=== HP: 71/65 ??? ===<br />
My caracter have started his career of pirate whit some strange health : HP: 71 / 65 !!! My caracter "Le pirate Robert" (http://www.shartak.com/profile.cgi?id=571) was a soldier whit the skill stamina end then he become a pirate. Is it a adrenalin rush ??? Is it bugs whit pirate health and stamina skill ??? Or is it again a trick from that strange perturbing evil leprechaun behind my shoulder ??? --[[User:Le pirate Robert|Le pirate Robert]] 05:07, 21 March 2006 (GMT)<br />
<br />
* Fixed. It was because I forgot to add the extra 20HP to those new pirates with Stamina. --[[User:Simon|Simon]] 14:34, 21 March 2006 (GMT)<br />
<br />
* It's magic !!! Tanks !--[[User:Le pirate Robert|Le pirate Robert]] 14:42, 21 March 2006 (GMT)<br />
----<br />
<br />
=== Only healing 5hp with Healing Herb Skill===<br />
My native villager has the skill under triage that says it heals 10hp with healing herbs, but she only healed herself 5hp. If it is meant to only heal others, the description should be changed to indicate such please.--[[User:Bluff|Bluff]] 23:20, 16 March 2006 (GMT)<br />
* Should be ok. Let me know if it happens again. --[[User:Simon|Simon]] 01:32, 17 March 2006 (GMT)<br />
My second healing herb did heal 10hps this time. Yay! --[[User:Bluff|Bluff]] 23:12, 20 March 2006 (GMT)<br />
----<br />
<br />
=== Writing Whilst Dead ===<br />
I can write in the sand whilst dead. Should I be able to? --[[User:Dr. J|Dr. J]] 09:02, 4 March 2006 (GMT)<br />
:Umm, no. Bug has been fixed. --[[User:Simon|Simon]] 10:31, 4 March 2006 (GMT)<br />
----<br />
<br />
=== Rats in Rocks ===<br />
I've seen rats twice now in what appears to be Solid-Rock. I couldn't get near them and the square appeared blank (no style) apart from the rat. I checked the source and the class was "map density" --[[User:Dr. J|Dr. J]] 16:42, 15 February 2006 (GMT)<br />
:They'd obviously crawled down a crack that was too narrow to show up on the map. --[[User:Snarf|Snarf]] 19:22, 15 February 2006 (GMT)<br />
:: :P Well ok, so it's a graphics glitch then as the rock wasn't shown. --[[User:Dr. J|Dr. J]] 00:21, 16 February 2006 (GMT)<br />
:: Have you seen this again or was it just twice? --[[User:Simon|Simon]] 10:33, 24 February 2006 (GMT)<br />
::: in the tunnels there are lots of rats in rocks, well, I would guess rocks, lighter gray squares that show up to the sides of the tunnels themselves, surrounded by solid rock, they have no terrain type it seems.. anyhow, there is no way to get to the rats that I have figured out -- [[User: fitzcarraldo|fitzcarraldo]]|<sup>[[User talk:fitzcarraldo|T]]</sup> 15:24, 28 March 2006 (BST)<br />
----<br />
<br />
=== Consistent Animal Spawning ===<br />
I killed a wild boar in the jungle, stayed in the same square, and a few minutes later another wild boar appeared in the same square. I killed it, another one appeared, killed that, and now there's another one there. Three times, i didn't see it move to the square, it seemed to spawn in the same square, within minutes of the kill. Is animal spawning non-random or is this a coincidence? If non-random, this seems buggy since it makes for too easy a way to gain XP, just hang out in the same square. --frisco<br />
:This happened to me, except with parrots. I don't think its unusual or bad to find a "den" where a certain number of creatures are likely to spawn from. I agree that it should be looked at, it could lead to camping/guarding such areas.--[[User:Jackel|Jackel]] 17:45, 23 February 2006 (GMT)<br />
<br />
:Seen this too now, with parrots, does look buggy to me. --[[User:Murk|Murk]] 18:25, 23 February 2006 (GMT)<br />
<br />
::This was only a bug for a few days, and was fixed today. Let me know if you're still experiencing this effect. --[[User:Simon|Simon]] 20:43, 23 February 2006 (GMT)<br />
----<br />
<br />
=== Character Creation ===<br />
Attempting to sign up for an account, I'm finding that regardless of the combination of fields filled vs. left blank, I get the error "Please ensure you fill in all fields marked with a *" Notwithstanding that there are no fields maked with a *, I've attempted every possible combination of optional fields filled vs. left blank. (All 16 of them) and get the same error. I've also tried three different usernames, in case it's a reporting error, and the problem is that the username I want is taken already. --[[User:Feegle|Feegle]] 16:07, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
I encountered the same error as well. --[[User:aidurandal|aidurandal]] 16:36, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
Happened to me as well.--[[User:Dr. Doom|Dr. Doom]] 16:50, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
Encountered the same error. --[[User:Caribbean Ghost|Caribbean Ghost]] 17:47, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
Happened to me.When are they going to fix this??--[[User:X10000|X10000|]]<br />
<br />
-Calm down, X10000. I first reported this bug under three hours ago. Considering that the author likely isn't making a whole lot of money on this game, he isn't on call 24 hours a day. I suspect he'll fix it as fast as he can. --[[User:Feegle|Feegle]] 18:56, 11 February 2006 (GMT)<br />
<br />
- Sorry. Should be fixed now. --[[User:Simon|Simon]] 23:01, 11 February 2006 (GMT)<br />
----<br />
<br />
=== Profile Error Relating to Hit Limit? ===<br />
My characters (3 of them) all have "This character not subject to the IP limit" at the bottom of their profile page. I have not donated to support the game yet (waiting until it gets more fleshed out, plus it seems very difficult to go up levels, especially past first). Bug? --[[User:Meatiershower|Meatiershower]] 23:35, 10 February 2006 (GMT)<br />
:Whoops! Fixed now. -Simon<br />
----<br />
<br />
=== Refresh uses AP ===<br />
When you refresh it repeats your last action - I refreshed to see if sombody had replied to me. But i wasted AP by running about. - [[User:Durja|Durja]] 18:16, 5 February 2006 (GMT)<br />
:This isn't a bug as such. It's a natural side effect of pressing refresh. -Simon<br />
::Is it possible to edit this? I play Urban Dead and that doesnt repeat your last move - it is very handy to check up on your current statis without wasting AP. - [[User:Durja|Durja]] 21:15, 5 February 2006 (GMT)<br />
::To rework the movement may be a bit complicated. How about just having a button labelled "Refresh" that doesn't use any AP? -Simon<br />
::: That would be very much appricated. Thanks. [[User:Durja|Durja]] 18:12, 6 February 2006 (GMT)<br />
::: Refresh Page button added -[[User:Simon|Simon]] 09:47, 7 February 2006 (GMT)<br />
----<br />
<br />
===Grassland Colour===<br />
Grassland changed from pale yellow to medium brown when I hit the 'out of AP' screen. --[[User:Kevan|Kevan]] 13:06, 30 January 2006 (GMT)<br />
:Fixed, just cosmetic hiccup --[[User:Simon|Simon]] 22:02, 3 February 2006 (GMT)<br />
----<br />
<br />
===Yellow Jungle===<br />
Moai's found some [http://i1.tinypic.com/n3kt91.jpg mysterious yellow jungle squares] near the beach on the south coast (a bit west of centre). They don't have any text descriptions. --[[User:Kevan|Kevan]] 09:17, 3 February 2006 (GMT)<br />
:Fixed, purely cosmetic --[[User:Simon|Simon]] 11:54, 3 February 2006 (GMT)<br />
----<br />
<br />
=== Animals don't pursue players ===<br />
As documented [[Talk:Tips_and_tricks|here]] I was able to safely kill an elephant by luring him to the edge where jungle met beach. Though I stood only 1 square from it, the elephant would not step onto the beach territory to attack me, when it certainly would have if the square I was on was jungle.--[[User:Jackel|Jackel]] 00:46, 4 March 2006 (GMT)<br />
:Not exactly a bug, I didn't think of anything this cunning when planning animal movements. Feature has been adjusted, you'd better get out of there! ;) --[[User:Simon|Simon]] 10:40, 4 March 2006 (GMT)<br />
::Will this fix will lead to potential epic battles with tigers and elephants in deep water? --[[User:Lint|Lint]] 16:54, 4 March 2006 (GMT)<br />
:::Hopefully not! I'll keep an eye out for animals taking a bath though. --[[User:Simon|Simon]] 01:22, 5 March 2006 (GMT)<br />
----<br />
<br />
=== Not being resurrected ===<br />
My character Timothy is dead. He has been sat over the shamen at Durham for about 24 hours listening to the shamen chant. Has the amount of time it takes to resurrect been increased or is something wrong? --[[User:Dr. J|Dr. J]] 23:19, 6 March 2006 (GMT)<br />
:Whoops, my fault. Seems the script that handles resurrecting of both animals and players at shaman locations wasn't running for a couple of days. Should be working again now. --[[User:Simon|Simon]] 00:09, 7 March 2006 (GMT)<br />
::I'm seeing quite a lot more animals now. After you posted this, 3 appeared immediately surrounding one of my characters. Killed 2, one moved on, and a different animal appeared a little later. Earlier today it felt like a very deserted island. Maybe just a fluke, my other character didn't see any after this post. --[[User:Frisco|Frisco]] 06:50, 7 March 2006 (GMT)<br />
----<br />
<br />
=== GPS Underground ===<br />
GPS probably shouldn't work in caves/tunnels etc.<br />
:No, they shouldn't.. and hopefully they don't any more. --[[User:Simon|Simon]] 00:49, 7 March 2006 (GMT)<br />
----<br />
<br />
=== Ruins no huts shown, but three choices? ===<br />
At a ruin there are three huts as choices to enter (I think there were only 2 previously!?) but none are actually drawn on the square. bugs or not?<br />
#should the huts or at least a single hut be shown?<br />
#should there be three huts in one square?<br />
#should the huts be differentiated? seems to me if they are different they should, but the button to enter is the same for all three : "Enter Hut"<br />
:It was a small bug that the pictures didn't appear. I have added the picture to some of the ruins, and yes, there could be more than one hut per square. The buttons for entering huts should always appear in the same order but it wouldn't be too hard to make it say 'Enter Hut 1" "Enter Hut 2" etc. --[[User:Simon|Simon]] 16:42, 1 March 2006 (GMT)<br />
I found another square of ruins (some sort of jail) with no hut, I'll get the GPS co-ords later.--[[User:Grigoriy|Grigoriy]] 13:10, 13 March 2006 (GMT)<br />
----<br />
<br />
=== Soldiers with Poison Darts ===<br />
Anyone have a guess as to why the soldier starts out with a poison dart, and not a rifle bullet? Or is this faulty info anyway? --[[User:Hazir|Hazir]] 21:25, 15 February 2006 (GMT)<br />
:I started a soldier character recently and I'm fairly certain that all I began with was a rifle and a poison dart. (I was about to update the page when I noticed that someone had already recorded it.) It never struck me as being a mistake, but now that you mention it, it does seem a little odd. --[[User:Lint|Lint]] 21:31, 15 February 2006 (GMT)<br />
::Whoops! Consider that a bug.. a fixed bug at that. You're absolutely right that it should have been a bullet instead of a dart. --[[User:Simon|Simon]] 22:34, 15 February 2006 (GMT)<br />
----<br />
<br />
=== two messages written in one space ===<br />
While burning up AP searching through a mango tree, I noticed someone had carved a message on it. Actually, 2 people had written messages on it, and as I searched, it fluctuated bewteen the two. I've never seen this before, maybe the jungle square counted as one available writing place, and the mango tree itself counted as another? --[[User:Jackel|Jackel]] 15:02, 19 March 2006 (GMT)<br />
<br />
* That's clever stuff. Shouldn't happen though. Were there two other people there as well who kept changing it back and forth? Any idea of the GPS co-ords of that tree? --[[User:Simon|Simon]] 18:32, 19 March 2006 (GMT)<br />
:Sorry, I don't have a GPS. Its a bit to the SE of the mountains in the center. There had been a couple natives at this tree before I sent them to the spirit world, but I'm not sure if they were taking turns carving.--[[User:Jackel|Jackel]] 00:51, 21 March 2006 (GMT)<br />
* Found this myself just now, and I know exactly what's causing it. It's just a display bug rather than a major bug, but I'll need to juggle a few things around to fix it. --[[User:Simon|Simon]] 09:40, 26 March 2006 (BST)<br />
* Should be fixed now. --[[User:Shartak|Shartak]] 09:32, 28 March 2006 (BST)<br />
----<br />
<br />
=== Trader offers "Trade same again" button when out of AP ===<br />
Trading with the trader in Dalpok, I accepted a trade with my last AP. The trader accepted and then I got both the "Sorry, you're out of action points" message and the "Trade same again" button. I pressed the "Trade same again" button and was able to trade once more despite having 0AP. (At that point, I ran out of the same kind of item to trade.) --[[User:Berry|Berry]] 02:55, 3 April 2006 (BST)<br />
* Should be fixed now. --[[User:Simon|Simon]] 01:56, 10 April 2006 (BST)<br />
----<br />
<br />
===Unable to Log in===<br />
I am unable to sign on as either of my characters for the last two days. When I try I get a "sorry, you need to be logged in to access this page" message. Is something wrong with the sight? [[User:Abe Froeman|Abe Froeman]]<br />
* Nothing wrong here, perhaps this is a cookie issue? Are you accessing it at http://www.shartak.com/ ? --[[User:Simon|Simon]] <br />
* Yes, if it is a cookie problem, how would I fix it? This might be something that could go in the FAQ, but I didn't see it there so I'm asking here. [[User:Abe Froeman|Abe Froeman]]<br />
* Enable cookies in your browser<br />
* I guess the question is: what has changed in the last couple of days? Nothing to do with cookies at the server end, have you tried a different browser? Flush cookies in your browser? When you go to the front page (having already logged in), does it say that you're currently logged in or does it simply give the login box? --[[User:Simon|Simon]]<br />
* It symply says I need to be logged in to do that, as If I had logged out and then tried to get back in. I did clear a large amount of spy ware, but urban dead is still working fine. I realize this is probably a very specific problem, but I like this game and would hate to have to start over with a new character. I appreciate any advice anyone can give. This is the page it sends me to when I try to log on as either of my characters. It doesn't say I have the wrong password or that I am already logged in. http://www.shartak.com/game.cgi [[User:Abe Froeman|Abe Froeman]]<br />
* What browser are you using? Have you tried a different browser? Perhaps remove all cookies for the domain shartak.com (might show up as www.shartak.com or shartak.com) and try again. If none of these ideas work, I'd be interested to know if setting up a new character solves the problem or if you still have trouble signing in with a brand new character. Obviously if you can then logout and log back in as your original character, you don't have to carry on with the new one although there's no reason why you can't play a couple of different characters. If you wish to continue this by email, you can use the email user link on my user page, or use the address mentioned in the FAQ under the "I found a bug" question. --[[User:Simon|Simon]] 01:22, 9 March 2006 (GMT)<br />
* I've just seen this demonstrated - you have to go to http://www.shartak.com/ to login, not just http://shartak.com/ - I've fixed it so that going to the latter should redirect you to the right place. --[[User:Simon|Simon]] 14:56, 11 March 2006 (GMT)<br />
----<br />
<br />
=== Pirate class unchoosable ===<br />
I logged in today to see the pirate class implemented and I was like sweet! I tried to make one but it gave me an error message about picking conflicting villages when I picked both random village and shipwreck. It randomly worked after a few attempts but it may be a bug if anyone else gets this problem.-- [[User:Daylan|Daylan]] 20:09, 23 March 2006 (GMT)<br />
<br />
I had this happen with random village when I made my pirate the day the class became available. When I selected shipwreck though, it went through.--[[User:Bluff|Bluff]] 08:47, 28 March 2006 (BST)<br />
<br />
* Found and fixed. --[[User:Simon|Simon]] 01:24, 10 April 2006 (BST)<br />
----<br />
<br />
===Healing dead animals===<br />
My character killed a parrot, and then went on to find a banana tree to restore some hp. Whenever I ate the banana, I got something along the lines of "You restored 1 HP to the Parrot." this was on a different square then I used to kill the parrot. Also, I moved to a different tree (mango) and got the same response. I had 70/80 HP at the time. I received 1 XP for each time. Why is this happening?--[[User:Gandhi|Gandhi]] 20:19, 8 April 2006 (BST)<br />
* Probably due to a change I made earlier to make it remember your last weapon and target, although I can't think how that would have affected it in the way you describe. --[[User:Simon|Simon]] 21:20, 8 April 2006 (BST)<br />
* Ok, yes.. found and fixed the bug. --[[User:Simon|Simon]] 01:25, 10 April 2006 (BST)<br />
----<br />
<br />
=== Scream button should not appear ===<br />
I was revived by the Dalpok shaman, but still have the Scream button aside of the Stand Up button. I wasn't able to talk or to move, and when I clicked on Scream, nothing happened. --[[User:Mad Robert|Mad Robert]] 16:22, 16 April 2006 (BST)<br />
* Fixed. --[[User:Simon|Simon]] 20:23, 22 April 2006 (BST)<br />
----<br />
<br />
=== Attack with broken cutlass ===<br />
My cutlass broke(I had only one) and I was still able to pick "cutlass" in the attack choices right afterwards, I logged out then back in to check if it persisted and it did not. If anybody else breaks their cutlass(and it was your only one) check to see if it is still a choice for attacking in the move right after you break the cutlass. --[[User:Daylan|Daylan]] 07:15, 28 March 2006 (BST)<br />
<br />
My pirate broke Both her cutlasses within a day or two and I didn't get that option on the second broke one.--[[User:Bluff|Bluff]] 08:52, 28 March 2006 (BST)<br />
<br />
* It's been nearly a month now, I'm assuming this hasn't happened to anyone else since. Not a bug then (or perhaps fixed, can't be sure). --[[User:Simon|Simon]] 20:50, 22 April 2006 (BST)<br />
----<br />
<br />
===IP Hits run out 1 too quickly===<br />
{{bugreport|<br />
bug_time=10:47, 3 May 2006 (BST)|<br />
bug_author=[[User:Tycho44|Tycho44]]|<br />
bug_status=new|<br />
bug_severity=low|<br />
bug_description=Usually, when I run out of IP hits, I don't get to successfully execute the final action. The red warning box will say "you have 10 moves left" then I move then "you have 9 moves left" and so on. But when the red warning box says "you have 1 move left" and I attempt to use a first-aid kit for example, my attempted action fails, and I'm out of IP hits (and standing on a square with 18 alligators). |<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Should be fixed, let me know if you're still running into this. --[[User:Simon|Simon]] 17:26, 3 May 2006 (BST)<br />
:* Looks fixed for me. --[[User:Tycho44|Tycho44]] 07:02, 9 May 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Extraneous Text When Dead===<br />
{{bugreport|<br />
bug_time=21:15, 12 May 2006 (BST)|<br />
bug_author=[[User:Frisco|Frisco]]|<br />
bug_status=new|<br />
bug_severity=low|<br />
bug_description=My character is dead in the jungle, hasn't moved. The text reads:<br />
<br />
'''Plenty of large bushes fill the area and some tall grasses are growing in the gaps.'''<br />
<br />
'''Here you can see'''<br />
<br />
'''Possible Actions:'''<br />
<br />
The extraneous text is the "Here you can see" - nothing follows it. I've reloaded the page and logged out/in again, but that extra text is still there.|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Should be fixed now. --[[User:Simon|Simon]] 00:25, 13 May 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Rifles and Blowpipes can't be bought in Trading Hut===<br />
{{bugreport|<br />
bug_time=20:50, 26 May 2006 (BST)|<br />
bug_author=[[User:Tycho44|Tycho44]]|<br />
bug_status=new|<br />
bug_severity=high|<br />
bug_description=Rifles and blowpipes are broken in the trading huts. The trader can't seem to figure out a price, then offers you a short supply price when you're selling them to him. He acts like he's glad to sell you some rifles and blowpipes, but then "Hang on! I'm out of them." A minor point: There are still ways to lose 1AP without accomplishing anything in the trading screens. The AP loss is irregular - sometimes when you reject a trade, you are awarded back the spent AP (else I did that right on a clock tick). Usually, however, you lose an AP when attempting to repeat a trade that requires recomputation, then declining that trade or having it fail. Another minor point: I'm fairly sure that not all of the short stock messages are being displayed. Harry blithely tried to sell me "some berries" for my gem, without alerting me that this was a ripoff caused by only 1 berries in his stock. I'll try for some repeat occurrences, so I can see which short stock messages I believe are being suppressed, but I've seen some ridiculous offers without requisite warnings. Otherwise, the trading seems to work great. One of my characters lost nearly $3000 trying unsuccessfully to short-stock GPS units and gems. <br />
|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Rifles and blowpipe trading now fixed. "some berries" is simply how it appears, as an item I guess it's a little confusing because it's not a single berry, but a handful or bunch of them. --[[User:Simon|Simon]] 02:36, 29 May 2006 (BST)<br />
:* That isn't the bug, the bug is that Harry usually says "Because they're in short supply, I'll want a higher price. I've only got 3, come back later for 49" BUT when he only has 1 in stock, he routinely ignores that message and simply says, "I'll give you 1 for a gem" as if 1-1 were a normal price. I haven't verified rifle/blowpipe yet (off killing monkeys) but thanks for the rifle fix! --[[User:Tycho44|Tycho44]] 04:38, 29 May 2006 (BST)<br />
::* Found and I think fixed this bug. --[[User:Simon|Simon]] 12:37, 2 June 2006 (BST)<br />
:::* AP loss from "Trade Same Again" rejection and renegotiation appears to be fixed. Failure to display short stock with only 1 remaining appears to be fixed. Bunch of berries verbiage changed, appears to work correctly. Looks all fixed from here. --[[User:Tycho44|Tycho44]] 00:26, 9 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Minor inventory errors===<br />
{{bugreport|<br />
bug_time=01:22, 29 May 2006 (BST)|<br />
bug_author=[[User:Lint|Lint]]|<br />
bug_status=new|<br />
bug_severity=low|<br />
bug_description=I decided to waste a little AP flipping a gold coin, but despite the fact that I clearly have gold coins in my inventory, clicking on the item only produced a "You don't have a gold coin." message. I tested this behavior several times on my shaman and my settler and got the same result.|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Changing the title of this error as it apparently also appears for rifles and blowpipes. --[[User:Lint|Lint]] 01:25, 29 May 2006 (BST)<br />
* Fixed gold coin bug. --[[User:Simon|Simon]] 01:52, 29 May 2006 (BST)<br />
* Fixed rifle/blowpipe bug (and anything else that has a limited number of uses in the future). --[[User:Simon|Simon]] 01:57, 29 May 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Can choose a weapon that's broken ===<br />
{{bugreport|<br />
bug_time=10:22, 31 May 2006 (BST)|<br />
bug_author=[[User:JonesDye|JonesDye]]|<br />
bug_status=new|<br />
bug_severity=low|<br />
bug_description=After this "You attack the wild boar and miss.<br />
Unlucky or just clumsy? The blade snaps off and you're left holding the handle, which you discard." i still have the possibility of doing an attack (in the dropdownlist) , but i don't have a machete..confirming the attack it doesn't do nothing.. but maybe the loading event that fills your inventory should be after the attack result, not before..|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Should be fixed now. Found what caused this. --[[User:Simon|Simon]] 17:38, 31 May 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Minor Max AP Bug===<br />
{{bugreport|<br />
bug_time=04:04, 2 June 2006 (BST)|<br />
bug_author=[[User:Tycho44|Tycho44]]|<br />
bug_status=new |<br />
bug_severity=low |<br />
bug_description=Several times, when I log on with "75 AP", my first action drops me to "73 AP", even if it takes only 1 AP. Perhaps if my AP is on a half-increment, it caps at 74.5 displayed incorrectly as 75, or perhaps logging in incorrectly eats an AP. |<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* If you just click the refresh button immediately after logging in, it drops you down to 74AP when it was showing 75AP before. Should be fixed now though, can't think why I didn't spot this before! When calculating AP left, it uses the integer part of the number of AP you have so if you have 0.3AP, it will read 0AP and if you have 1.5AP, it'll read 1. 74.5 is shown as 74 not 75. --[[User:Simon|Simon]] 11:46, 2 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Attack Menu Annoyance===<br />
{{bugreport|<br />
bug_time=12:50, 8 June 2006 (BST)|<br />
bug_author=[[User:Vtbassmatt|VTBassMatt]]|<br />
bug_status=new|<br />
bug_severity=low|<br />
bug_description=When attacking animals, after the attack, the animal is still the target of my attack menu. However, after attacking a player, the attack menu changes to "-- No-one --". I believe this is good behavior when a player dies (i.e., the game should never let you accidentally attack a player), but if I attacked a player and they didn't die, there's a 90% or better chance that I want to attack them again.|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Bug caused by modifications to the dropdown defaults last night. Should be fixed now. --[[User:Simon|Simon]] 20:10, 8 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Language and some counter-offers===<br />
{{bugreport|<br />
bug_time=08:10, 9 June 2006 (BST)|<br />
bug_author=[[User:Elembis|Elembis]]|<br />
bug_status=new|<br />
bug_severity=low|<br />
bug_description=I was happily trading herbs for GPS units 1-for-1 with Harry in York when he said:<br />
:"Humnuh orr! Thi varuh orr yunuh humaringger humbar humvar juhshur cuargerdu."<br />
:Trader Harry makes you a new offer, "I want three healing herbs for a gps unit"<br />
I think the first line, in English, reads, "Hold on! The value of your healing herbs has just changed." I was amused to see this English-speaking trader lapse into perfect Shartak in giving me a counter-offer.|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Should be fixed now. --[[User:Simon|Simon]] 08:26, 9 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Poltergeist attack (10%)===<br />
{{bugreport|<br />
bug_time=18:24, 16 June 2006 (BST)|<br />
bug_author=[[User:Tycho44|Tycho44]]|<br />
bug_status=new (fixed?) |<br />
bug_severity=low |<br />
bug_description=Apparently, characters in spirit form who have learned the new Psychic Recognition skill gain a new "Poltergeist" attack mode: ''Attack [-No one-] with [Poltergeist (10%)]''. However, the attack button costs 0 AP to use, and appears simply to refresh the screen (with no other effect in about 50 attempts). <br />
|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Game designer comment suggests that this was a bug, and that it has already been fixed. --[[User:Tycho44|Tycho44]] 18:24, 16 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Machete Trades===<br />
{{bugreport|<br />
bug_time=22:23, 4 June 2006 (BST)|<br />
bug_author=[[User:One of many doctors|One of many doctors]]|<br />
bug_status=new|<br />
bug_severity=low|<br />
bug_description=So I'm at Trader Harry's hut in York and I decide to trade for some bullets. This is what he says:<br />
<br><br />
:You ask to trade your blunt machetes for his rifle bullets.<br />
:Trader Harry makes you an offer, "I'll give you three rifle bullets for a blunt machete"<br />
<br />
:You ask to trade your machetes for his rifle bullets.<br />
:Trader Harry makes you an offer, "People just don't seem to want to buy machetes so I can't offer full price for yours. I'll give you two rifle bullets for a machete"<br />
<br><br />
Now why would I get more bullets for a broken item that's essentially a machete anyways?|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
The trader logic is strictly a supply/demand thing. If a trader doesn't have much of a certain object, it has more value to him, despite the fact that in this case a sharp machete is more useful than a dull one. Not really a bug, IMO, as it will eventually work itself out once the traders start getting a lot of these items that they over-value. No one's going to be buying the dull machetes. --[[User:Jackel|Jackel]] 03:28, 5 June 2006 (BST)<br />
:* But blunt machetes are so much more valuable than sharp machetes. Just consider: <br />
::# If you search in the resource huts, machetes are very common. Everyone carries a machete or three. But who's got a blunt one? Blunt machetes are very scarce. Their rarity makes them precious. <br />
::# If you have a blunt machete, it is very easy for you to make a sharp machete (1AP and a Stone). If you have a sharp machete, it is very difficult to make a blunt machete (1000AP and the jungle). Thousands of trees might be destroyed during the creation process -- potentially an environmental castastrophe. Please, think of the trees! Don't manufacture that blunt machete by yourself, buy it from Trader Harry -- whatever the cost! <br />
::If you like, I'll also explain to you why Bottles of Water are cheaper than Mangos, Bananas, Rum, Beer, even though the Bottles of Water are tremendously more powerful. I'll explain why Blowpipes cost $300, despite the fact that you're more likely to kill someone by eating Tasty Berries than by using a Blowpipe. And I'll explain how traders sneak out while everyone is asleep, and hide their stock in resource huts, for everyone to find again. --[[User:Tycho44|Tycho44]] 00:51, 9 June 2006 (BST)<br />
:::Appears fixed. Apparently, blunt machetes no longer sell for more than machetes. Bottles of water only heal 2 HP. Blowpipes cause lots more poison damage. Traders still sneak out and stash medkits and ammo in resource huts while we sleep, but in a game with Easter Bunnies, I'm not too surprised. I'm waiting for the Tiger Tooth fairy to come get my amulet. --[[User:Tycho44|Tycho44]] 15:57, 21 June 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
<br />
===AP in 37 Minutes===<br />
{{bugreport|<br />
bug_time=18:16, 13 June 2006 (BST)|<br />
bug_author=[[User:Vtbassmatt|VTBassMatt]]|<br />
bug_status=new|<br />
bug_severity=med|<br />
bug_description=For some reason, when I ran out of AP, the system told me I would have another in 37 minutes. I was just walking around in a character without trekking, so I don't believe it's a negative or 1/2 AP problem. See [[:Image:37minutes.png|37 minutes screenshot]].|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I also got a similar message with '22 minutes' on my first day - Ssarl<br />
*For characters without trekking it now costs 2 AP to walk on dense jungle squares like the one you ended your turn on, so if you had 1 AP left just before you moved onto that square, your true AP total would be -1, or 40 minutes to get back up to 1 AP. [[User:Arminius|Arminius]] 17:47, 14 June 2006 (BST)<br />
*I didn't notice that - does that mean I was looking for a bug when there wasn't one? On the other hand, I did see some weird stuff going on and am going to make a couple of tweaks shortly which may fix it anyway. --[[User:Simon|Simon]] 21:59, 14 June 2006 (BST)<br />
:: If it does indeed cost 2AP to walk on dense jungle, then Arminius is correct. Simon, you sound a little uncertain for a guy who can, ya know, look at the code ;) --[[User:Vtbassmatt|VTBassMatt]] 21:19, 15 June 2006 (BST)<br />
::It does take 2 AP if you don't have trekking so that sounds like the reason for the 37m AP issue. If I sound uncertain, it's probably because the unusually hot weather here in the UK over the last week has melted my brain. --[[User:Simon|Simon]] 00:35, 16 June 2006 (BST)<br />
*I recently encountered a similar problem. I was searching through a swamp and ran out of AP after 5 searches even thought I had around 40 Ap to start with (I think). Suddenly it says I'm -1 Ap and that I need to wait 59 minutes for more Ap. [http://wiki.shartak.com/index.php/Image:Proof.jpg Proof]. --[[User:One of many doctors|One of many doctors]] 23:53, 20 June 2006 (UTC) <br />
:Doesn't searching in a swamp cost 3 AP, so this is not a bug. If you had 1 AP before your last swamp-search, it would cost 60 minutes (20x3) to regenerate to 1 AP. [[User:Arminius|Arminius]] 00:20, 21 June 2006 (UTC)<br />
::No, this is a bug. The screenshot shows -1 AP. He will be at 0 AP in less than 20 minutes. He will be at 1 AP in less than 40 minutes, and he will be able to move. In 38 minutes, the refresh will jump from "come back in 21 minutes" to "you can move". --[[User:Tycho44|Tycho44]] 15:52, 21 June 2006 (UTC)<br />
:::At the moment, I'm listed as having 0 AP, but it says 33 minutes until my next move. (Impossible?) --[[User:Tycho44|Tycho44]] 02:54, 23 June 2006 (UTC) Look for an AP display bug. When I refreshed the screen, my AP changed from 0 to -1. --[[User:Tycho44|Tycho44]] 02:56, 23 June 2006 (UTC)<br />
::::It does look like a display issue. I started swimming through the water at a rate of 3AP per move and on the last go it said -1AP. When I refreshed a few seconds later, it said -2AP. Unfortunately I didn't make a note of the number of minutes to wait before I refreshed. Will investigate some more. --[[User:Simon|Simon]] 23:43, 23 June 2006 (UTC)<br />
::*I think the number of minutes that it tells you before you can move again is determined by your last action before running out of AP, i.e. if you took an action requiring 1 AP it tells you how many minutes till you get back to 1 AP, if you took an action that used 2 AP it tells you how many minutes till you get back to 2 AP, if you took an action that used 0.5 AP it will tell you of 10 minutes or less. This could be an explanation for the problems. [[User:Arminius|Arminius]] 04:24, 23 June 2006 (UTC)<br />
:::That would make sense since my last action was searching a swamp (3 Ap)so 20 mins X 3 = 60 mins until next action. --[[User:One of many doctors|One of many doctors]] 15:49, 23 June 2006 (UTC)<br />
* Should be fixed now. I just had -1 AP show up, 30m before I can do something. --[[User:Simon|Simon]] 19:53, 29 June 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
<br />
===Password silently truncated upon character creation===<br />
{{bugreport|<br />
bug_time=10:08, 28 June 2006 (UTC)|<br />
bug_author=[[User:Gimbo|Gimbo]]|<br />
bug_status=new|<br />
bug_severity=low|<br />
bug_description=It appears that when you create a character, the password supplied is truncated to 14 characters. Furthermore, this happens silently, ie the user signing up has no indication that this has happened.<br />
<br />
I noticed this when I tried to log in via a different computer from the one I'd used to create the character, and was told I had the wrong password. I was _sure_ I was typing in the right thing, so I asked for a reminder to be emailed to me. I received an email containing a password consisting of the first 14 characters of the password I had actually typed in. This truncated password worked.<br />
|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I can think of 3 things to do to improve this situation. 1) When a user logs on (logging on, not creating a new character), truncate the password entered before comparing it with the stored version. That smells like an ugly hack in some ways, but has the advantage that it's backwards compatible: any existing players whose passwords have been truncated without their knowledge won't ever hit the problem like I did. 2) Make new users aware that this truncation is happening, by warning them if their new character's password is truncated. This isn't, perhaps, necessary if you do number 1), but it's polite. 3) Increase the password field length in the DB (I presume that's the problem) to something more sensible (at least 64; maybe even 256). This reduces the chance of this affecting anyone new in the future. It doesn't fix current players (hence the need for number 1), and it's still possible someone would use a huuuuuggge password which got truncated anyway (hence the need for numbers 1 and 2). I think all three things should be done to "properly" fix the problem. Boring, eh? :-)<br />
--[[User:Gimbo|Gimbo]] 11:03, 28 June 2006 (BST)<br />
* 1) Done. 2) Done. 3) Done. --[[User:Simon|Simon]] 20:10, 29 June 2006 (UTC)<br />
::Woo hoo - now that's what I call service. Well done! :-) --[[User:Gimbo|Gimbo]] 10:30, 30 June 2006 (BST)<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Native unable to target pirates when other outsider recognised===<br />
{{bugreport|<br />
bug_time=[[User:Simon|Simon]])|<br />
bug_author=[[User:Simon|Simon]]|<br />
bug_status=new|<br />
bug_severity=medium|<br />
bug_description=With a native character in the same location as a pirate and an outsider, and the outsider is in my contact list, the attack/give target dropdowns show only the recognised outsider and not "an outsider" or even "a pirate". <br />
|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Should be fixed now. --[[User:Simon|Simon]] 10:29, 21 October 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Combat in Trader's Hut===<br />
{{bugreport|<br />
bug_time=22:16, 4 August 2006 (UTC)|<br />
bug_author=[[User:Frisco|Frisco]]|<br />
bug_status=new |<br />
bug_severity=low |<br />
bug_description=Couple minor nits - immediately after trading for a cutlass, the cutlass isn't available to attack with, have to click refresh once, then it is available to attack with. Also, after guard dog has been killed, the trader sees me as a new face in the hut - has grief wiped his memory?|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Item 1 - cutlass should now appear straight away. - Fixed.<br />
* Item 2 - killing guard dog makes trader forget? Are you sure? --[[User:Simon|Simon]] 01:01, 5 August 2006 (UTC)<br />
:: Hmm, that's what seemed to happen. I'll try again, as soon as a trader with a living dog becomes bored with me.--[[User:Frisco|Frisco]] 16:50, 9 August 2006 (UTC)<br />
* Considering this fixed as no other reports --[[User:Simon|Simon]] 23:47, 5 January 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===No apparent distinction in age of tracks===<br />
{{bugreport|<br />
bug_time=18:06, 12 July 2006 (UTC)|<br />
bug_author=[[User:Jackel|Jackel]]|<br />
bug_status=new | <br />
bug_severity=low |<br />
bug_description=My character has the tracking tree maxed out for a while. Every single track he finds says it was left "a long time ago". Today I logged off standing on a square with another player, returning about an hour later to find that player gone. My track search showed that he left, you guessed it, "a long time ago". After an hour!!?? Whether this is a bug or not, the way the system determines the age of tracks should be a lot more granular. Hour-old tracks should not seem to be left "a long time ago" to a master tracker...|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Should be fixed. Was a bug recently introduced. --[[User:Simon|Simon]] 18:41, 16 July 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Banshee Wail village annihilation===<br />
Not sure if this is a bug, or perhaps just bad luck, but for the past several days in York, the Pirate Ship, and Dalpok, every time I log back in to Shartak I have a screenful (or 3) of Banshee Wails, have lost a bunch of hit points, and have seen others around me keel over dead. From the timestamps it looks like you can send out 5 Wails per minute; sometimes I see 50 Wails in a row. None of my characters have Sixth Sense, so I don't know how many wailers are around -- maybe some new people are just testing the skill? If people are harvesting XP in a crowded village, though, it's probably not going to stop, and in fact will get far worse as more than just a handful of players learn how to wail. (Are the villages becoming ghost towns?) Thanks! --[[User:Tycho44|Tycho44]] 16:59, 30 April 2006 (BST)<br />
<br />
:Logged on again, found another example:<br />
<small><br />
<pre><br />
Since your last move:<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
Archibald turns white as a sheet, and keels over dead. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:44)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:44)<br />
You hear a haunting scream coming from all around you. (2006-04-30 15:44)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:44)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:44)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:44)<br />
Frederick turns white as a sheet, and keels over dead. (2006-04-30 15:44)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:44)<br />
bobblehat turns white as a sheet, and keels over dead. (2006-04-30 15:44)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:44)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:44)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:44)<br />
Sprocket turns white as a sheet, and keels over dead. (2006-04-30 15:44)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. You die of fright. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:46)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:57)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:57)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:57)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:57)<br />
Brock Sampson turns white as a sheet, and keels over dead. (2006-05-01 05:57)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:58)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:58)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:58)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:58)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:58)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:58)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:58)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:58)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:58)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:58)<br />
</pre><br />
</small><br />
--[[User:Tycho44|Tycho44]] 07:16, 1 May 2006 (BST)<br />
<br />
Banshee Wail is a 1AP activity, so you can do 72 every 24 hours. That's extremely nasty. [[User:MorkaisChosen|MorkaisChosen]] 09:41, 1 May 2006 (BST)<br />
<br />
* Not unless you're only being heard by 1 person (or unless I've broken the code that calculates AP usage). Perhaps it should be considered an attack similar to using a weapon, and thus have a percentage chance of actually wailing/shrieking? It sounded like a good idea and not too powerful when I was working on it, but maybe my maths was off. --[[User:Simon|Simon]] 15:59, 1 May 2006 (BST)<br />
:* One problem with Ghosting is that it is stealthed and shielded - the wailer is invisible and invulnerable to new players. The most recent two characters that I created started out their lives (deaths) with a massive spam attack of unexplained banshee wails while sleeping in a hut in my own home town. That can't be encouraging for new players joining Shartak, who expect some plausible safety. Usually game mechanics counterbalance invisible strikes by reducing fire-rate and damage, but banshee wail combines invisibility with higher damage and larger area-of-effect. From the outside, it looks like a sniper rifle that autofires grenades. But I don't have the skill, so this is just from my anecdotal experience. In my opinion, banshee wail should not affect the inside of town huts or the shipwreck. --[[User:Tycho44|Tycho44]] 20:49, 1 May 2006 (BST)<br />
::*That said, shouldn't a spiteful, vengeful spirit be considerably powerful? This is why I am trying to make an [[Talk:Suggestions#Exorcism|Exorcism suggestion]]. I haven't heard enough from the other users yet, though. I've only heard from about two people.--[[User:Wifey|Wifey]] 21:39, 12 May 2006 (BST)<br />
:::*Well, except that every player who dies becomes a spirit, whether or not they are spiteful and vengeful. If the motivation for banshee wail were related to revenance and vengeful dead, one would think that the wail would only harm your killer, or would only be usable by someone murdered in unusual circumstances. That said, current changes seemed to have cleaned up the spamming problem... --[[User:Tycho44|Tycho44]] 08:31, 13 May 2006 (BST)<br />
::::*This is actually leading to spirits camping around things like medical and ammo huts with no way for a player to deal with it. This has basicly become a skill that allows you to sit at important places, harvest xp, and there is nothing anyone can do about it. --[[User:Shosuro|Shosuro]]<br />
:Yep, large groups of spirits are still camping certain game locations. Is the new Seance going to allow corporeals to disrupt spirit-campers? --[[User:Tycho44|Tycho44]] 04:04, 2 June 2006 (BST)<br />
::No, at the moment Seance gets you the ability to identify passive spirits (the ones who just hang around not wailing or anything). --[[User:Simon|Simon]] 22:26, 14 June 2006 (BST)<br />
:::Problem should be resolved to a certain extent with the introduction of the Exorcism skill a while back. This can probably be moved to the Fixed bugs section? --[[User:Simon|Simon]] 12:51, 14 October 2006 (UTC)<br />
----<br />
<br />
=== Not able to attack animals ===<br />
I'm at [-70.358,+26.343. There's a large deer here yet I don't have the option of attacking it. For some reason it's giving me the option of speaking to it. Says "Jungle<br />
A number of small trees here aren't that much taller than the heavy undergrowth." --[[User:One of many doctors|One of many doctors]] 03:00, 19 March 2006 (GMT)<br />
*Never mind. I travelled a few squares then came back and it gave me the attack option.--[[User:One of many doctors|One of many doctors]] 03:02, 19 March 2006 (GMT)<br />
* Very odd, never heard of that happening before. Bugs like this would be pretty much impossible to track down unless I'm able to check the database at the time at which it happens. If it happens again, you could try letting me know over instant messaging before you move. Contact info on my user page. --[[User:Simon|Simon]] 09:35, 19 March 2006 (GMT)<br />
* Considering this fixed as no-one else has reported anything like it in 10 months. --[[User:Simon|Simon]] 23:47, 5 January 2007 (UTC)<br />
----<br />
<br />
===Can't reload rifle===<br />
{{bugreport|<br />
bug_time=00:52, 11 October 2006 (UTC)|<br />
bug_author=[[User:GuavaMoment|GuavaMoment]]|<br />
bug_status=new|<br />
bug_severity=low|<br />
bug_description=I'm at the trading hut in Derby, and I can't reload my empty rifles. When I click on the bullets, I get the "Your rifle is already fully loaded" text. I am close to the inventory limit, and normally empty rifles and loaded rifles appear next to each other. My inventory in the same order as in the game: 6 FAKS, 28 coins, 1 GPS, 3 Rifle(0), 24 Rifle Bullets, 15 Rifle(2), 1 Sharpening Stone, 1 Silver Skull Cross, 2 Tiger Tooth Amulet.<br />
Edit:Hmm, my newly emptied rifles aren't merging with the three empty ones from above. Looks like I've got some broken rifles.<br />
|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* ID or Profile link required to investigate this further. I have an idea what might have caused it, but need to confirm. If you don't want to publish id here, mail it to me via the in-game feedback page (which has been fixed in the last few days) --[[User:Simon|Simon]] 12:47, 14 October 2006 (UTC)<br />
:No problem, I'm 2574. --[[User:GuavaMoment|GuavaMoment]] 21:38, 15 October 2006 (UTC)<br />
(I have a similar problem with 1 of my blowpipes, only thing different about it is that I traded for the blowpipe rather than finding it - profile link http://www.shartak.com/profile.cgi?id=4277<br />
*The same is happening to me with [http://www.shartak.com/profile.cgi?id=6247 this character]<br />
Ditto, my empty blowpipes aren't merging into one 'empty blowpipe' button. This happens when I reload all my pipes and trade to get some more. They aren't recognised and can't be reloaded. It happened with [http://www.shartak.com/profile.cgi?id=1090 Aco] --[[User:Aco|Aco]] 22:48, 23 October 2006 (EST)<br />
:Happened again. I emailed Simon to get this moving a bit faster. The rifles that are the problem are traded for and not found, should have mentioned that before. Didn't Trader Tom learn his lesson about selling faulty merchandise when I killed him for doing this a week ago? Stupid 100 HP jerk. :) --[[User:GuavaMoment|GuavaMoment]] 22:46, 23 October 2006 (UTC)<br />
* Inventories of both traders and characters cleaned up. Bug should be fixed now, but obviously let me know if you run into this problem again. --[[User:Simon|Simon]] 13:18, 24 October 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Swimming in the Ocean, Seeing the Edge of the World===<br />
{{bugreport|<br />
bug_time=05:07, 18 April 2007 (UTC)|<br />
bug_author=[[User:Johan Crichton|Johan Crichton]]|<br />
bug_status=new|<br />
bug_severity=low|<br />
bug_description=I have been able to swim out into the dark blue ocean, and see the grey edge of the world (I can provide a screenshot if required) - should I be able to do so?|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
A screenshot has been uploaded - http://wiki.shartak.com/index.php/Image:ShartakOceanEdgeOfTheWorld.gif --[[User:Johan Crichton|Johan Crichton]] 21:13, 18 April 2007 (UTC)<br />
:Should be fixed.. was a minor hiccup. --[[User:Simon|Simon]] 22:36, 19 April 2007 (UTC)<br />
::Sounds like Nexus War (edge of the world is white) --[[User:AlexanderRM|AlexanderRM]] 00:17, 30 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Limitless XP from trading===<br />
{{bugreport|<br />
bug_time=08:17, 4 May 2007 (UTC)|<br />
bug_author=[[User:Jacobw|Jacobw]]|<br />
bug_status=new |<br />
bug_severity=low |<br />
bug_description=Now that you can get XP for trades, it's possible to level up insanely quickly if a shopkeeper is pleased to see you. I just traded 5 cutlasses for 5 gold coins, and then traded those 5 gold coins for 5 cutlasses, then traded those cutlasses back for gold coins, and so forth, until I had used 70AP. I got 10 XP for each trade, for a total of 700XP in a single day! |<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
i don't think its a bug. maybe simon really put it there for that insanely awesome purpose. But how can i find out if the trader is happy to see me? that's what i want to know. -[[User:Elegost|Elegost]] 10:08, 4 May 2007 (UTC)<br />
<br />
Offer to make a trade. If the trader is happy to see you, you'll get a response like: Trader Harry looks pleased to see a new face in the trading post.Trader Harry says, "Right, here's 1 cutlass for 1 of your gold coins" [[User:Jacobw|Jacobw]] 13:41, 4 May 2007 (UTC)<br />
* Should be fixed now - 100XP for the first trade with a new trader, and trading points for the first day's worth of trading. --[[User:Simon|Simon]] 18:05, 4 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Your camp is right here, in a ruin===<br />
{{bugreport|<br />
bug_time=05:28, 7 January 2007 (UTC)|<br />
bug_author=[[User:Johan Crichton|Johan Crichton]]|<br />
bug_status=new |<br />
bug_severity=low |<br />
bug_description= A new character I have is being told that 'Your camp is right here', however, they're currently in a ruin quite some distance from their settlement. Leaving the ruin results in a more accurate 'Your camp is a great distance north-east.' |<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Should have been fixed a couple of weeks back. --[[User:Simon|Simon]] 22:16, 30 January 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Two shot===<br />
{{bugreport|<br />
bug_time=16:05, 10 January 2007 (UTC)|<br />
bug_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
bug_status=new|<br />
bug_severity=low|<br />
bug_description=Two issues, one minor, one fairly major, but short lived. First, I have a character who maintains an area of jungle, constantly keeping it clear of regrowth. Doing this for a few weeks I have gotten a feel for how fast the jungle regrows. Is it just me or has it been regrowing much faster lately? I'd estimate about twice as fast. Secondly, and more seriously, last night I tried to log in and the main page allowed me to creat a new character, but not log in as an existing character. I tried in both IE and firefox, but neither worked. It seems fixed now, but I figured I'd report this just in case it's something that comes and goes.|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Jungle growth was modified just after Christmas to include an interesting feature (that no-one seems to have spotted yet). I did accidentally make it grow rather faster than previously but it should be back to normal again. The failure to login bit is probably due to session cookies not being set for the right domain. If you go to the main page and login there, it should work. Sometimes going to the game.cgi url directly might get the wrong domain associated with the cookie. --[[User:Simon|Simon]] 22:16, 30 January 2007 (UTC) <br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
----<br />
<br />
===drop bug===<br />
{{bugreport|<br />
bug_time=03:15, 10 May 2007 (UTC)|<br />
bug_author=[[User:Nick Boone|nick]]|<br />
bug_status=new|<br />
bug_severity=low|<br />
bug_description=When you are dropping items, there are 2 6's before 7, 8...ect. I found this when dropping water bottles in the Armory in Durham.|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
That's because more people want to drop 6 of an item than any other number. It makes it easier to select 6 if there are 2 of them. :)<br />
:Seriously, that's just a typo - it's been fixed. --[[User:Simon|Simon]] 07:27, 10 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trader gibberish===<br />
{{bugreport|<br />
bug_time=20:10, 10 June 2007 (UTC)|<br />
bug_author=[[User:Nick Boone|nick]]|<br />
bug_status=new|<br />
bug_severity=med|<br />
bug_description=gibberish in the traders hut...wtf?<br />
http://img509.imageshack.us/img509/4696/untitledsv2.png|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Uhh, programming error? --[[User:Wulla-mullung|Wulla-mullung]] 20:50, 10 June 2007 (UTC)<br />
:Nothing to do with me - I've never referred to a colour as MistyRose. Someone reported this once before - I believe it's something to do with a FF-Shartak plugin that spits out trader stock info so you can paste them into the wiki. Check the [[Bugs:Not]] page? --[[User:Simon|Simon]] 21:25, 10 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Level / Required XP mismatch===<br />
{{bugreport|<br />
bug_time=03:42, 2 June 2007 (UTC)|<br />
bug_author=[[User:Spazzwig|Exo Necro]]|<br />
bug_status=not a bug|<br />
bug_severity=med|<br />
bug_description=I just went from Level 29 to 30. I needed 825 XP to hit level 30, but the required XP listed to gain level 31 when I check my skills page now says:<br />
:''You have 7 XP to use with 13875 already used and you are currently level 30. Your next skill will cost 1000 XP.''<br />
Shouldn't this be 850 XP, not 1000? My character ID is 7622.<br />
Thanks<br />
|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Not a bug. This is intentional. Above level 30, XP requirements for levels change but no-one's documented this yet. --[[User:Simon|Simon]] 22:50, 2 June 2007 (UTC)<br />
:* Ah, good to know. Maybe I'll keep track moving forward and contribute to the documentation then. [[User:Spazzwig|Exo Necro]] 12:24, 6 June 2007 (UTC)<br />
::* Yup, the levels work this way.. level 32 costs 1200xp --[[User:Xintlaer|Xintlaer]] 10:14, 13 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Two huts or bug?===<br />
{{bugreport|<br />
bug_time=22:35, 30 May 2007 (UTC)|<br />
bug_author=[[User:Nick Boone|nick]]|<br />
bug_status=not a bug|<br />
bug_severity=med|<br />
bug_description= well, upon my trvels in the jungle, I have come upon a ruin. It is an old hut that has been ransacked by war...or something...in any case, there are 2 buttons asking me to enter the hut. I took a screenie, the link is : <br />
<br />
[http://img127.imageshack.us/img127/7376/untitledto3.png Screenshot is here]<br />
<br />
is this a bug...or rather is there 2 entrances to 1 place?<br />
|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* This is not a bug. There are two separate places to enter. They're always in the same order so you can say to enter the first or second hut. I've also fixed the screenshot - it was showing up as the image and not a link. --[[User:Simon|Simon]] 23:32, 30 May 2007 (UTC)<br />
<br />
*thanks, just so i knew for futrure refrence that was nice, by the way, in one ruin there are multiple huts? [[User:Nick Boone|nick]] 22:42, 1 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Contact list numbers===<br />
{{bugreport|<br />
bug_time=21:24, 20 October 2006 (UTC)|<br />
bug_author=[[User:Frisco|Frisco]]|<br />
bug_status=new |<br />
bug_severity=low |<br />
bug_description=My contact list for player id #74 somehow got 52 contacts on it. I can't add anymore - the contacts.cgi page says: "You have 52 added so far and can add -2 more." - but i was wondering if there was a bug that allowed me to get 52 contacts, or if the restrictions that were in place weren't effective until a couple days ago (i don't recall when i last added to my list), or if there's some off-by-two math errors going on. I counted up the number of contacts i have, and indeed there are 52.|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Restrictions have been in place from the start. Probably just a buglet and I've a fairly good idea where. --[[User:Simon|Simon]] 13:17, 24 October 2006 (UTC)<br />
:* Ok, I think this is fixed. I can't replicate it, but that's not to say it's not there. --[[User:Simon|Simon]] 22:58, 1 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Redirect on login to //game.cgi===<br />
{{bugreport|<br />
bug_time=05:12, 8 February 2007 (UTC)|<br />
bug_author=[[User:Johan Crichton|Johan Crichton]]|<br />
bug_status=new |<br />
bug_severity=low |<br />
bug_description=When you login to Shartak, the redirect often takes you to http://www.shartak.com//game.cgi (double slash before game.cgi), while a quick refresh while get you to http://www.shartak.com/game.cgi this seems possibly a quick bug to fix.<br />
This isn't a problem for the average user - but for those of us with greasemonkey scripts it can be problematic - and avoiding a refresh of the page would seem desirable?|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I was to post it myself, quite an annoying one - [[User:Lama|Lama]].<br />
* Should be fixed now. --[[User:Simon|Simon]] 22:32, 1 June 2007 (UTC)<br />
** I haven't seen this in some time - definitely looks to be fixed. --[[User:Johan Crichton|Johan Crichton]] 23:30, 23 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Two dead animals===<br />
{{bugreport|<br />
bug_time=, 11:57, 16 April 2007 (UTC)|<br />
bug_author=[[User:Postcardsaremine|Postcardsaremine]]|<br />
bug_status=unlikely to be fixed|<br />
bug_severity=low|<br />
bug_description=I killed two wild boars today. But i had this:<br />
<br />
Here you can see Michael Edwards (84 of 85 HP).<br />
Also here is the body of a wild boar, and the body of a wild boar.<br />
<br />
shouldn't it say something like there are two dead wild boar bodies here. or something shorter?<br />
<br />
|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This is just like "Also here is a tiger, a tiger and a wild boar." instead of "Also here are 2 tigers and wild boar." At some point this may be fixed, but probably not any time soon. --[[User:Simon|Simon]] 22:00, 16 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Invite-Only Clan, founder not a member===<br />
{{bugreport|<br />
bug_time=05:20, 30 May 2007 (UTC)|<br />
bug_author=[[User:Rozen|Rozen]] 05:20, 30 May 2007 (UTC)|<br />
bug_status=fixed|<br />
bug_severity=low|<br />
bug_description= When starting an invitation only clan, Dethklok, I'm credited as founder, but not a member, because I can't invite myself, because of a message saying I can't manage myself. Kind of 'Chicken and the egg' style problem. You can get around it by changing it to an open clan for a minute, while you join, but I think this should be made known.|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Clan founders are now automatically invited to be in their clan. Consider it fixed. --[[User:Simon|Simon]] 07:34, 30 May 2007 (UTC)<br />
Cheers mate --[[User:Rozen|Rozen]] 13:06, 30 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===blowpipe problem===<br />
{{bugreport|<br />
bug_time=20:10, 10 June 2007 (UTC)|<br />
bug_author=[[User:Nick Boone|nick]]|<br />
bug_status=new|<br />
bug_severity=med|<br />
bug_description=I have 2 blowpipes. I cannot load both with poison darts...are they 2 diffrent types or...|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:I'd need a character id or name to check. --[[User:Simon|Simon]] 09:51, 24 June 2007 (UTC)<br />
-<b>re:</b> the name is just: "Nick Boone"...<br />
* This was fixed, and is now obsolete given the recent changes with blowpipes and autoloading. --[[User:Simon|Simon]] 07:20, 9 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Looking For Tracks When In Water?===<br />
{{bugreport|<br />
bug_time=14:08, 25 September 2007 (UTC)|<br />
bug_author=[[User:Skull Face|Skull Face]]|<br />
bug_status=new |<br />
bug_severity=low|<br />
bug_description=I'm currently floating in Deep Water yet the button 'Look For Tracks' is available. Shouldn't this button be removed when in Water and Deep Water?<br />
|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Should be fixed now. --[[User:Simon|Simon]] 20:27, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Digging Holes When In Water?===<br />
{{bugreport|<br />
bug_time=14:08, 25 September 2007 (UTC)|<br />
bug_author=[[User:Skull Face|Skull Face]]|<br />
bug_status=new |<br />
bug_severity=low|<br />
bug_description=I'm currently floating in Deep Water yet the button 'Dig Hole' is available. Is this a bug?<br />
|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Should be fixed now. --[[User:Simon|Simon]] 20:13, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Inventory Usage While Dead===<br />
{{bugreport|<br />
bug_time=04:28, 7 August 2007 (UTC)|<br />
bug_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
bug_status=New.|<br />
bug_severity=Low.|<br />
bug_description=If you die but have the "show inventory usage" option enabled, as a spirit your inventory usage is still shown, despite that it tells you you cannot carry items. |<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I think that might have fixed it.. --[[User:Simon|Simon]] 23:40, 7 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Suggestions:Skills&diff=16029Suggestions:Skills2007-10-16T00:06:48Z<p>AlexanderRM: /* Bodyguard */</p>
<hr />
<div>{{Suggestions header|page_type=Skill}}<br />
<br />
==Skills==<br />
<br />
<br />
===Planting/agriculture===<br />
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)<br />
<br />
''Comments''<br />
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)<br />
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
:::There is now an extensive farm north of York, which makes me thing that players would like to engage in some sort of agricultural production. Rather than limit it to mangoes and bananas, why not have other tropical fruits (pineapples, guavas and pawpaws) and even outsider staples like potatoes and spinach? - [[FirstAmongstDaves]]<br />
----<br />
<br />
=== Religious Devotion ===<br />
Required to use "Holy Scriptures" --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
----<br />
<br />
=== Jungle Skills ===<br />
The jungle environment has great potential to add significant dynamic to this game. These could be a set of skills to reflect this.<br />
: Jungle Lore: Player has x% chance of discovering item/artifact. Might work in conjunction with search skill.<br />
: Make/Detect Traps: Spikes, Pits etc... Not sure this is possible and what would be need to time degrade this.[[User:Nankilstlas|Nankilstlas]]<br />
: Some kind of "hiding" skill where you can spend AP to conceal yourself in fauna, so you can't be seen by passersby. Visually, it could take the form of "reforesting" a block to dark green, and someone who chops through would "uncover" you, perhaps getting some XP? --[[User:Jackel|Jackel]] 19:34, 25 February 2006 (GMT)<br />
<br />
''Comments''<br />
:: A 'trapping' skill looks like it would be exploited by greifers (surrounding someone with traps, for example), but I like the 'Hiding' and 'Jungle Lore' ideas.--[[User:Grigoriy|Grigoriy]] 02:26, 26 February 2006 (GMT)<br />
:: The hiding skill shouldn't conceal you from animals or someone with the Sixth Sense, Exploration, or Jungle Lore skills, otherwise the player would be invincible.--[[User:Grigoriy|Grigoriy]] 21:15, 27 February 2006 (GMT)<br />
:::Agreed, hostile animals should be able to sniff out hidden players, and Sixth Sense makes sense as well. Hidden players have to remain motionless to stay hidden, using items, searching, etc, would "unhide" the person. I was also thinking how the "reforesting" aspect could be abused to create vast areas that needed to be chopped down, so maybe a player could only hide in an already dark green area, (getting a message like ''there is not enough foliage to suitable hide in'' when trying in a cleared area) limiting its effect somewhat, and creating a little extra tension when on the run from someone and trying to find an overgrown area to hide in. --[[User:Jackel|Jackel]] 22:37, 27 February 2006 (GMT)<br />
:::: I like the hiding skill, maybe with different AP required depending on jungle density. Also, first hidden could make you invisible from 2 squares away, while hiding further would hide you from any adjacent square, and a third hide would keep you hidden on the same square unless they chopped. --[[User:Qberry|Qberry]] 3/29/06<br />
::::like the hiding thing as well, maybe it could work in that if you use it then you are only visible if they are in the same square as you? it would certainly keep you quite hidden anyway. -- [[User: fitzcarraldo|fitzcarraldo]]|<sup>[[User talk:fitzcarraldo|T]]</sup> 15:42, 28 March 2006 (BST)<br />
:i think jungle skills could be great as class specific skills, so that only some of the classes can use them like perhaps explorers. Or maybe they could made to favor native classes (due their affinity for the land and what not) more so than the outsiders, thus making gameplay more interesting.--[[User:A for anarchy|A for anarchy]] 04:19, 22 July 2006 (UTC)<br />
<br />
----<br />
<br />
=== Skinning ===<br />
{{suggestion|<br />
suggest_type=Skill addition|<br />
suggest_scope=All classes|<br />
suggest_description=This is a skill that does not have a pre-requisite. Upon coming across an area where a dead animal is present, the player is given an opportunity to skin the animal. The process of skinning costs 1 AP and has a chance of producing items such as '''Animal Hide''' or '''Animal Tooth''' or '''Animal Feathers'''. These items can be traded to an NPC found in villages and exchanged for Gold Coins. This skill should be available to all classes to grant them all with an equal opportunity of earning Gold.<br />
* Extend skinning to killed players? No, that's just wrong. We are civilized.<br />
* Make skinning have a pre-requisite of '''Exploration'''? Perhaps.<br />
* Make skinning always produce an item, rather than chance? No, I like a good challenge.<br />
* Perhaps it could be tied to the Meat suggestion? Possibly.|<br />
suggest_time=21:48, 23 February 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Good idea, perhaps natives don't have a pre-requisite, but outsiders need exploration? *cough* --[[User:Grigoriy|Grigoriy]] 02:12, 26 February 2006 (GMT)<br />
** While that may be a more realistic way to handle it - since natives would conceivably be more experienced with such matters - I think that changing the skill tree for such a minor skill would upset the general sense of game balance between the two sides. --[[User:Lint|Lint]] 02:43, 26 February 2006 (GMT)<br />
***See the Meat and Pelts discussion in Skills. -[[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Animal Spirit ===<br />
(native only) Upon gaining this skill, an animal type is associated with the player. Any attacks by the player on that animal result in negative xp, but the animal is less likely to attack the player. Additionally, if the player dons the skin of the animal (perhaps via the Skinning skill) then a bonus is given to the player, such as faster movement, hit bonus, damage bonus. Bonus could be dependant on animal. Upon player death, there is a chance the player's animal spirit will change. --frisco<br />
<br />
''Comments''<br />
*Suggestions like this usually make me cringe. Can't really explain why. Could you elaborate, though, on the bonuses gained?--[[User:Wifey|Wifey]] 17:06, 3 May 2006 (BST)<br />
----<br />
<br />
=== Build Training ===<br />
(Outsiders only) They gain the ability to build walls around the outsider settlements. There would be different levels like reinforced, light, massive, etc. Whoever can attack them and destroy them. Maybe there would be a skill for building gates? --[[User:One of many doctors|One of many doctors]] 03:33, 1 March 2006 (GMT)<br />
<br />
''Comments''<br />
* Natives should be able to make walls too - think King Kong, plus if there are native ruins on this island, then they must still have some decent construction knowledge lingering around. However, Outsiders should have an "Advanced" skill that allows for stronger walls. --[[User:Frisco|Frisco]] 04:41, 1 March 2006 (GMT)<br />
:Yes, any human should be able to build, and they should ONLY be able to build in certain areas, so as not to have some group lay claim to a section of the island with key resources (assuming there are some). Also, it should take a LOT of AP. --[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)<br />
* If this is implemented, would there be holes/platforms to fire from? If so, there would need to be an alteration in rifles and blowguns, as those can be fired from said platforms, or they can be fired at defenders on said platforms. Initially, at least, it would be probably be best if the stockades acted like UD barricades. Those inside can't fire without going outside, but are safe until those outside break down the barricades. --[[User:Black Joe|Black Joe]] 12:41, 11 July 2006 (GMT)<br />
----<br />
=== Build - BOATS ===<br />
'''''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.''''' so basically this patch of beach screams out "search for driftwood and build a boat", so that is what i hhave been doing but i do not have the tools to build a boat or the skill to do so. so yeah. <br />
<br />
we need new skills. and pirates need boats for safe travel. i'm not saying a boat as big as the wreck. maybe a canoe, rowboat, or something that would take up a lot of inventory slots.--[[User:Badhammer|Badhammer]] 02:39, 21 September 2006 (UTC)<br />
<br />
=== Trap Laying ===<br />
(Native only) They can place one time use traps that dmg outsiders only. This skill can only be used in the jungle. Maybe a skill to be able to detect traps? --[[User:One of many doctors|One of many doctors]] 03:36, 1 March 2006 (GMT)<br />
<br />
''Comments''<br />
* Again i'm thinking Outsiders could make traps too - some of them must have been hunters in the Old Country - but perhaps an Advanced skill for natives, leading to higher success rate, since they are more used to the environment. This skill seems dangerous, though, possibly leading to clans just laying traps in every single square of jungle, making it ridiculous for the other side. Perhaps a trap can only be made in certain jungle types, and only lasts until the jungle changes in level (either growing up naturally or down by the same character type chopping it). --[[User:Frisco|Frisco]] 04:53, 1 March 2006 (GMT)<br />
:This was already proposed in the "jungle skills" section. I agree, it seem too easy to abuse by griefers.--[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)<br />
::It would be harder to abuse if it takes something like 50 AP to put down a trap. If you think about it, making traps large enough to hurt humans will take a long time. Since there aren't readymade bear traps these traps would have to be DIY traps made of the enviroment.<br />
----<br />
<br />
===Comment Cartography===<br />
Applies to Natives & Outsiders, most likely best applied only to the classes, scouts & explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|<sup>[[User talk:fitzcarraldo|T]]</sup> 17:05, 5 March 2006 (GMT)<br />
<br />
''Comments''<br />
*This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]]00:37, 10 March 2006 (GMT)<br />
<br />
*I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)<br />
<br />
*I've been spoiled by the GPS and haven't really found myself lost enough to need this skill. However, with the random revival change I can imagine that getting lost in the jungle is becoming frequently more common for new players. I had a difficult time accepting the point-and-click location feature. I'm not sure how that could be handled simply. I also considered allowing the player to input X and Y coordinates directly, but that seemed out of character for Natives. One possibility that I settled on was a simple "Add Location" button on map.cgi to document the current location. It would change that map.cgi square to a different color and prompt the player to input a description. Ten location points with unique colors and descriptions will be listed under the map to serve as a key. You could either make this listing a queue (pushing out the oldest entries) or locked at 10 until one of the locations are deleted by the player. --[[User:Lint|Lint]] 09:01, 11 May 2006 (BST)<br />
<br />
: In a way, this has been implemented through http://wiki.shartak.com/index.php/Suggestions:Implemented#Locations_List - would others agree? --[[User:Johan Crichton|Johan Crichton]] 02:05, 1 July 2007 (UTC)<br />
----<br />
<br />
=== Revive skill ===<br />
Applies to doctors and shamans, a skill to revive spirits, would require Sixth sense (obviously). It is simple enough premis: a skill that revives dead players similar to the regular shamans instead of requiring them to go to town shamans, the revive players aren't as skilled at the craft so the revived players would have only 80% of there hp when revived by other players. --[[User:Daylan|Daylan]] 00:43, 10 March 2006 (GMT)<br />
<br />
''Comments''<br />
* Does raise a risk of multi-abuse, but I agree that player shamen should have this ability. Maybe it requires a special powder or item in order to do?--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)<br />
* I am trying to think of some cost right now but can't decide. I do know that the xp gain rate should be comparable to fighting(and healing when there are more players) so players will want to be a revive player. --[[User:Daylan|Daylan]] 01:41, 10 March 2006 (GMT)<br />
*I don't like the idea of Doctors getting the ability to revive the dead, but that's definitely within the rights of a shaman. Sixth Sense as a requirement, and you must be standing in the same area as a spirit. Give either a 100% chance to work and a relatively high AP cost (10?) or a lower chance to work and lower AP cost. Blam. There you go. Player shamans can now do their part.--[[User:Wifey|Wifey]] 07:18, 28 March 2006 (BST)<br />
*Haven't been around in a bit..... anyways I was just thinking that it seems mighty easy to get levels by "camping" the "enemy" shamen and getting hordes of xp and tonnes of native/outsider kills this seems like an exploit of the current system of revives. If a player aided revive method is put into place the main shamans should be removed, or you can only be revived by your home shaman by the call shaman(or whatever it is called) button to prevent this xp farming. I thought of this because my level 3 pirate has got all his xp from doing this and it is mighty easy and with the Ubermap and stuff it is even easyer to do, though pirates will need a way to get revived by there own.....lol I just realized I put doctor instead of scientist doctor=scientist - [[User:Daylan|Daylan]] 02:51, 4 April 2006 (BST)<br />
----<br />
<br />
===Polymorph===<br />
Requires Animal Spirit. Allows character to take the form of an animal. Perhaps one skill per animal, and each transform requires the use of an (AP expensive) animal mask. Upon transforming, people around you cannot tell it is you. If you die as an animal, you turn back to human, having lost half the HP the animal lost. To allow polymorph for outsiders, maybe a skill like "Ancient Reading" with the presumption that this allows them to read the right glyphs in the ruins would give them the ability to learn this skill. --[[User:Frisco|Frisco]] 03:52, 10 March 2006 (GMT)<br />
<br />
''Comments''<br />
* I like the idea of having some kind of weird supernatural kind of skill for the natives... But, I think that if you get killed while in animal form, you should be dead and have to seek the assistance of a shaman. Because all the natives would do when logging out is morph into an elephant. That's a boat load of HP for someone to whittle down and kill, only to have the human pop out and have to be hacked away at. Granted, nobody will KNOW outright that the person has assumed the guise of an animal. Would you propose that if someone "kills" the animal form they get the XP bonus of killing an animal? -- [[User:Schmeckel|Schmeckel]] 06:09, 11 March 2006 (GMT)<br />
*Special masks that turn you into animals? They'd need to be quite hard to make, maybe special wood from a certain type of tree, a bit of the animal and something to stick it together. It'd have to be harder to get the ones for better animals. [[User:MorkaisChosen|MorkaisChosen]] 12:19, 11 March 2006 (GMT)<br />
----<br />
<br />
===Will o' the Wisp===<br />
{{suggestion|<br />
suggest_type=Skill addition|<br />
suggest_scope=Spirits (all classes)|<br />
suggest_description=Will o' the Wisp (can't think of another name) is a potentially simple skill to give a little more incentive to play as a spirit for a bit. It is a sub-skill of '''Ghostly whisper'''. If a player possesses this skill, then as a spirit they will have an option to "Wisp" for 30 AP. Wisping operates on a similar mechanic as the Flare guns and Feeding groans in Urban Dead. Any players posessing '''Sixth Sense''' within a 5x5 range of the spirit will be informed: ''A faint flicker of light catches your eye (x blocks east/west), (y blocks north/south). (timestamp)''.<br />
<br />
This skill also has the potential to stack. More spirits on the same square will produce a brighter effect. Possibly in base 5. Ranging from faint flicker, slight illumination, to brilliant flash.<br />
<br />
Fixes that I made last minute: reduced the Wisp range and upped the Wisp cost in an attempt to reduce spamming, also making Sixth Sense a prerequisite for recognizing Wisps as it would otherwise nerf the skill to a degree.|<br />
suggest_time=07:53, 25 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I like it. The AP cost might be a bit on the high side, but there may be other alternatives to reduce spamming. --[[User:Simon|Simon]] 10:44, 25 March 2006 (GMT)<br />
* What's the point of it? Or is there something I'm missing? I mean, is it just to light up for kicks? Wll o' the Wisps in folklore always attempted to lead travellers into dangerous parts of bogs, where they would find their doom. Since that isn't really an option (and since people, noticing this, would just stop paying attention to them), is there any practical use for this? Still neat, if there isn't, but better if there is.--[[User:Wifey|Wifey]] 07:25, 28 March 2006 (BST)<br />
** As a Shaman with Sixth Sense, I've only come across 1 spirit. I sought a means to encourage the realm of the living and the dead to interact more. It is admitedly mostly aimed towards flavor and roleplaying than mechanics. The most practical application would be to attract people to revive points (in the possibility that they are created). In retrospect, I now see that this suggestion overlaps with the '''Haunting Scream''' description to a fair degree. --[[User:Lint|Lint]] 08:33, 28 March 2006 (BST)<br />
::* Does it overlap? I haven't seen a Haunting Scream in action, yet. I'm all for flavor and RP skills, I just doubt that people woud bother with them too often without some mechanical benefit, which would be a shame. I'll admit, though, that I hadn't thought of attracting shamans to get yourself revived.--[[User:Wifey|Wifey]] 06:48, 29 March 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Construction===<br />
construction points, would be implemented and would act like exp, but players earn it by setting up camp, ex: 5exp everytime a player sets up his/her cabin, costs 10ap to set up, to keep from spamming and getting free exp.<br />
*'''construction'''allow players to build 1(one) single hut per GAME that is collapsable, non collapsable, players out in the jungle would have to cut down the jungle to re-construct the hut<br />
this would give players a reason to stay out in the jungle,<br />
<br />
simply what it says, first off, we could/should have different buildings because i find it annoying to have to look around at the same picture not knowing where the trading post is. im implying that new icons be put in for huts, like the pirate ship, have different pictures, ex:<br />
there is an armory hut, it's icon would be a hut with a silver tip/ sword on the roof<br />
and etc...<br />
<br />
SKILLS:<br />
*'''hut maitenance'''<br />
can change hut 1(one) time into another kind of hut ex: armory hut, extra chance of finding wpns etc<br />
**'''cupboard''' accesible inventory in hut that players can "lock" and recieve a "key" item, other players could break open the "lock" for x amount of AP<br />
*'''bed''' players in hut are shown the "get into bed" option which heals 2 hp every hour they arent logged in<br />
**'''fluffy bed''' heals and extra 1-2 hp<br />
*'''running water'''<br />
if the hut is within x amount of squares to water, they can refill gourds and bottles (i think someone suggested we keep empty bottles, this would require that to be implemented)<br />
*'''fire-pit''' players can cook meat (as suggested, only used if implemented)<br />
*'''craftmanship'''players can see the hut's creator, ex: Richard's Hut, if skill isnt aquired, players see the hut as "dishevelled hut" or "ragged hut" etc.<br />
*'''hut upgrade 1''' hut is given one extra ring of squares<br />
**'''hut upgrade 2''' hut is given extra floor<br />
***'''hut upgrade 3''' hut second floor is enlarged, door locks are given<br />
****'''hut upgrade 4''' hut is given a basement<br />
<br />
the use of hut upgrades is to help people hide, when upgrade 3 is given, and locks are attained, players can "lock" their houses up, requiring a devastating amount of AP to open, suggesting around 60-70 AP<br />
<br />
*'''house trap 1''' spike trap, inflicts 1 wound<br />
**'''house trap 2''' heavy spike trap, 1 wound and 3 dmg<br />
*'''house trap 3''' blast trap, 7 hp<br />
**'''house trap 4''' heavy blast trap 14 hp<br />
<br />
traps are triggered upon breaking into a house, players can attain a new skill:<br />
*'''lockpick''' breaking in only costs 30 AP<br />
with this skill, traps are disabled<br />
<br />
*'''animal cage'''<br />
if animal trapping were implemented, then this would keep them from running away when u died,<br />
**'''animal care''' animal care section of the house, determining your pet's status ex:<br />
Richard clicks the button "give pet food" mr whiskers smiles and gobbles it up. it could also just be flavor text, and a way to get rid of meat.<br />
*'''attack animal'''<br />
player buys skill animal now acts like trap, player types in names of people allowed to be in house, anyone not on the list is attacked by animal, animal is treated as "wild" to intruders, as per, it will follow them several blocks away from the house before returning, and can be killed, but is also agressive no matter what breed. ex: mr.parrot attack john doe for 2 dammage and returns home.<br />
**'''rabidity''' animal is now "rabid" and has a 20% chance of "infecting" (wound) the intruding player<br />
<br />
other tidings can be added, ex:<br />
*'''taxidermy''' players can pick up dead bodies and mount them in their house ex:<br />
in the second story of richard's hut is a grey elephant head, mounted on oak<br />
<br />
my finale,<br />
*'''garden''' allows players to plant a tree/ bush 1 square away from their house, planting requires, 5 of the said fruit and the plants disappear when the hut is packed up, players also have the ability to "kill" the plant and re-grow a different one.<br />
**'''green thumb''' allows players to garden for only 3 fruits<br />
**'''verdant thumb''' allows players to change to growths around their house, ex: a house surrounded by dirt can be changed to light undergrouwth or heavy forest<br />
**'''spade''' allows player to dig a "cellar" 1-3 squares away from house to "hide" or store items.<br />
skill also allows players to loacte any tunnels within 5X5 of the checked area. players can only check within a 3X3 area around the house<br />
<br />
house experience does not raise everytime a skill is bought, but the price is set at 100-200 (your choice)<br />
<br />
"comments Below"<br />
<br />
Sounds like it would be a good idea if the island was bigger but otherwise a 3x3 would be gigantic if everyone had one--[[User:Slith|Slith]] 21:40, 29 March 2006 (BST)<br />
*not really, but the huts are still the same single square size on the outside, it is the inside that changes. --[[User:Richard Rose|Richard Rose]]<br />
<br />
I think it would be better to implement this skill while implementing clans - i.e. having clan camps. One way to implement this would be to establish camp/ a hut automatically when a certain number of players from a given clan stand on a single square. This would reward organization and prevent individual players from spamming. In addition, I think that having all those additions as skills is unnessacary. I just adds uneeded complexity. Again, clan based operation seems to be the best way to do this.--[[User:Gandhi|Gandhi]] 00:47, 31 March 2006 (BST)<br />
<br />
Well, being able to go out into the jungle and making a little camp would be very interesting. With a clan feature you could set up small clan camps as Gandhi said as small towns perhaps. But one way to assure that it's not spammed is one per person not really clan needed. That way someone could have a small home if they wanted and people couldnt spam them but it would encourage clan building to have a variety of buildings. Of course the problem with a limit is dying then beiong far from your home and then a problem with replacing. But if its as an item in inventory when you die maybe that would work? Use to set up on a square. I personally am setting myself up in the jungle in an area clearing paths and what not but theres really not much for me to do. Construction would be wonderfull if a way is found ot properly manage it.--[[User:Dracul|Dracul]]<br />
----<br />
<br />
===Plunder===<br />
{{suggestion|<br />
suggest_time=07:15, 30 March 2006 (BST)|<br />
suggest_type=Skill|<br />
suggest_scope=Pirates|<br />
suggest_description=So. Pirates have been added, at long last. We all love pirates. They're swarthy, greedy people. Like mobsters, only with eyepatches, bandanas, peg legs, parrots, and the clap. There's something lacking in the pirates on Shartak, though. To get a better idea of this, let's look at the check list.<br />
<br />
[x] 1. Pirate ship<br />
<br />
[x] 2. Swarthy attitude<br />
<br />
[x] 3. Pirate lingo<br />
<br />
[x] 4. Murder<br />
<br />
[ ] 5. Plunder<br />
<br />
Aha! So we've identified the problem: a distinct lack of plunder. For this reason, I've come up with the idea for a plunderin' skill. Now, when you kill some poor sap, you take one coin out of his inventory per level--his level, that is. This keeps it a little balanced, in that you won't be taking away the life savings of some poor little level 1 when you kil him. Unless he happens to have only 1 coin, but that's neither here nor there. Now, of course, if you kill a level 5 who only has 4 coins, you'll only get those 4 coins. If he has 6 coins, however, you'll only get 5 of them.<br />
<br />
Is it overpowering pirates to give them this class-restricted skill? Not really. I mean, despite being a combat class, they can't really get any good with rifles. Pretty much all of their kills are made with a cutlass. And what's the real usage of the gold coins? Typically, to buy ammunition. Obviously, the pirates won't be using it on that, as they're terrible shots. They'll just buy themselves some medical supplies, some back-up weapons, and hoard the rest. I can't say I know that many players who hold onto the coins, anyways, though I'm sure there must be some. Still, they generally tend to be spent pretty quickly. Really, I just think that this could lend pirates a little more depth; sure, they're fellow outsiders, but can you trust them? How quickly will they cut your throat for you wallet?<br />
<br />
So... Thoughts? Agreement? Death threats?|<br />
suggest_author=[[User:Wifey|Wifey]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*'''Keep/Change''' (Yarr) I agree that this fits with theme and perhaps rightfully rewards Pirates in that they do not have a Trader NPC at the shipwreck (at least that was the case when I left it several days ago). And I'm glad that this is being presented as a purchasable skill (I believe?) rather than an inherent one.<br>I do generally follow one of the basic tenets of UD - "Don't <del>Tread On Me</del> Mess With My Inventory!" But gold appears to have become fairly plentiful with the Trader NPC; having more gold than your current level is a fairly easy feat and losing gold won't lead to an entirely unpleasant gaming experience. However, I would like a few more mechanics set in place to minimize the avenues to zerging, griefing, and general abuse that this suggestion would open up.<br>The only simple amendment I can think of may be to give '''Plunder''' a percent chance of success. Perhaps allowing for degrees of advanced plundering skills. --[[User:Lint|Lint]] 20:07, 30 March 2006 (BST)<br />
**'''RE:''' A very good point. Very good points from both of you. I had thought of a % chance when I was originally writing the suggestion, but I realized that the nwe'd be dealing with an X% chance to get Y% of the other player's coins, and I thought it might be a little more work on the server than necessary. I thought, perhaps a chence of getting only 1 coin, but that seemed just silly. Perhaps we could limit the pirate to only 1 plunder per day (or maybe a few more, if people feel that 1 is too few)? For example, if you killed John Smith the level 1 Explorer and took 1 coin from him, then killed Mr. Moneybags the level 16 with more coins than you can shake a stick at, you would get no coins from him. If you were to wait a day, though, and kill Mr. Moneybags ''then'', you would get 16 coins--and no more from anyone else for the rest of the day. Additionally, you would not be able ot get money from the same person twice in a row. So if, after killing Mr. Moneybags and taking half of his coins, you killed him the next day, you would get none. You might as well have gone for poor little John Smith. That eliminates griefing, and all it would need to do is keep track of the ID of the last person you killed, checking it the next time you kill someone 24+ hours later..--[[User:Wifey|Wifey]] 23:29, 30 March 2006 (BST)<br />
*i agree with both of them, and with you, id love to see this flavor added, and the trader NPC at the pirate camp has yet to be found, so they would have to go to another village to use it. the closest village (where my pirate is) is dalpok, which, is, as you know native. this hostility would mean pirates would REALLY have to work to hoard medical supplies and weapons, thusly this would be well balanced. i also want to discuss the % success rate. as pirates are VERY good at "plundering" the % chance success rate should start at a reasonably high %, such as 50% and above. as putting it any lower would simply be ridiculous. there could be several level ups to raise the % but if there are no advanced levels then i suggest putting the starting % at around 75%. --[[User:Richard Rose|Richard Rose]]<br />
<br />
*'''Plunder''' could be made a search skill (concievably the second skill in the plunder grouping). Rather than having it be merely equivalent to scavenging the plunder skill could only be used in villages (it wouldn't matter if they were native or outsider villages). Scavenging could similarly be changed to a jungle-only skill. Repeatedly plundering a square would deplete it much like chopping down a square of jungle, and squares would replenish over time much the same way. Whether this affects the search odds for other players is open to debate. I'd hate for the pirate class to be burning every other class in the game by plundering all the villages to the point nobody could find a rifle.<br>The odds of finding a broken item should increase while plundering. The more refined the item the greater the chance it would be broken when a pirate plunders it (GPS, first aid kits, rifles, dart guns and any other delicate manufactured items to come being more likely to be broken). It would give people on the island something to do other than filling out the map and hunting game. Since we could then expect groups of pirates moving from village to village it would also increase player interaction (violently or otherwise). Having a wider range of broken items could necessitate a repair skill for players or a similar service that could be provided by a trader adding another level to the game's economy. -[http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]<br />
<br />
*With the new "stuff breaks/crit hit" along with traders gold has a major use, instead of searching for that cutlass(or machete both break) you can go trade your hard earned gold coins for a weapon, why stop at just coins? pirates could get this skill and should just take away 1 random item (any item) plus a few gold coins, as we all know pirates didn't just take gold they took anything of value. Though level ones should be completly immune to this and the maximum value of the item you take(based on how many gold coins it takes to trade for the item) should be equal to there level, or some other method all I know is items should get stolen along with coins, you can only get killed once (as of right now) before going back to a village so it doesn't do too much, I mean 1 item? even if it was my machete(whom I call Mary) I wouldn't mind, sure my ghost would scream and haunt the bastard who took her away from me that would just add a new level of fun to the game. As a native(with a pirate alt) I support this skill, though it would entail a new top ten richest in the statistics page so the pirates would know who to hunt.... mwahaha -[[User:Daylan|Daylan]] 03:09, 4 April 2006 (BST)<br />
**Now there's an interesting idea. Perhaps, though, there should then be a hierarchy of items in the eyes of a pirate? For instance, you take 1 item (which might be a gold coin) and one gold coin on the side. The gold coins on the side would increase with one's level. What would the item be, though? Probably first would be a gem. They're shiny and valuable--a pirate's favorite words (aside from "Arrrr!")! Next? A gold coin. Not enough coins? Probably a cutlass or machete. None of those? Rifle. No? Rifle bullet, then. None of those, either? Probably go with a first aid kit. Ah, but those are out, too? Bottle of water. And so on down the list. Bottle of water -> bottle of rum -> gourd of water/banana/berries -> knife/dagger. I doubt a pirate would bother with a blowgun or darts, nor would he yearn for his enemies' driftwood. Once again, just throwing an idea out, though.--[[User:Wifey|Wifey]] 06:28, 4 April 2006 (BST)<br />
*** To a Pirate, Rum would be more interesting than Water...[[User:MorkaisChosen|MorkaisChosen]] 11:40, 28 May 2006 (BST)<br />
**I think plundering items crosses into making this skill much to powerful. It lessens the need for the Pirate class to spend AP searching. They may lose a cutlass or two choppping another player to bits, but then they earn a machete in the kill and can continue on their way. Gold coins can be argued to be powerful, but the lack of a Trader at the shipwreck means they have to make their way to other Villages in order to spend them. After some further thinking, I feel that there should be a plundering cap of 10 coins regardless of level (otherwise it would be unfair to classes with class-specific skills that make them a higher level than others). And it is random chance after the kill produces no coins or some coins or all coins. If the player doesn't have enough coins, the Pirate plunders what he can and is given extra flavor text to reward them on their evil little victory. "Yo ho ho! You have taken all (Player)'s booty." --[[User:Lint|Lint]] 07:00, 4 April 2006 (BST)<br />
<br />
*Plunder sounds nice. How about this formula: a pirate's chance of plundering someone equals 4 times the pirate's level minus 2 times the victim's level and always returns the lesser of half the victim's level in gold (rounded down) or all the victim's gold. In other words, if a level 10 pirate plunders a level 1 scientist with 10 gold, the pirate has a 38% chance of getting 0 gold, and if a level 10 pirate plunders a level 13 warrior with 2 gold, the pirate has a 14% chance of getting 2 gold. This simulates higher level non-pirates being more adept at hiding coin purses on their body, and prevents griefing on newbies. I agree with above comments that plunder should be a one time immediate event upon killing a character, based on a percentage chance, and limited to gold - anything else makes the skill too complex and/or powerful. --[[User:Frisco|Frisco]] 13:39, 4 April 2006 (BST)<br />
*I wouldn't support this unless pirates could be plundered ''from'', too, which kind of defeats the point. It's not like pirates are a weak class; the shipwreck has a trader now, and they start with 65 HP. I really like being able to count on having a static inventory while I'm logged out, and I think "Yarr, a pirate has killed you and plundered 1 gold coin" would get old very fast. I think it'd be quite cool if pirates were healed by 1 HP more for drinking beer or rum, but taking gold from their kills is too much. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:42, 28 May 2006 (BST)<br />
*Yarr and Keep. I say this is a good addition. I believe all the classes should have some skill specific to them. I have a pirate and a scientist, and neither of them have anywhere special go to in terms of skills, thus making the distinction of them being scientists and pirates useless. Especially the scientist... 10 gold coins? What the? --[[User:Rip Purr|Rip Purr]] 10:53, 30 May 2006 (BST)<br />
*Would it damage game balance much to have the pirate gain gold as described, but ''without'' taking gold from the victim? That way we have the benefits of the skill, without the annoyance of losing your gold. And it wouldnt be an easier way to get money than searching in huts, so it shouldnt unbalance the game too much. --Gitboy 17:26, 3 July 2006<br />
*I like the idea of plunder, and given that pirates don’t have class specific skill it would only be fitting to have it as our first. Rather then trying to create overly complicated system for plunder we should just follow in the tradition of final fantasy more specifically making plunder into a 3 level skill much in the vain of steal (a small chance of taking a random item from opponent’s inventory (maybe 5%)) rob (a greater of chance than the above (10%)) and finally mug (the same chance rating as “rob” with the addition of damage if successful(something like 2 or 3).--[[User:A for anarchy|A for anarchy]] 04:13, 22 July 2006 (UTC)<br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Diagnosis===<br />
{{suggestion|<br />
suggest_type=Skill addition, class-specific|<br />
suggest_scope=Shaman and Scientist|<br />
suggest_description=This is an attempt to create additional variety within the classes. Diagnosis would be a sub-skill of Triage available only to the Shaman and Scientist classes. It behaves much like Triage does, but it would detect Shark Bites and other possible future maladies and status ailments. Shark Bite victims could be identified with an asterisk next to their name.<br><br />
I believe that this skill's net benefits will be minimal. It would fit with the theme of the class, while not over-powering them. I also believe that since this is a sub-skill, that there should be additional class-specific skills for Shamans and Scientist.|<br />
suggest_time=18:21, 6 April 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* If Triage truly only does reveal one person's HP then the skill tree should be expanded for Advanced Triage as well. Where Advanced Triage would display the HP of everyone in the current area - rather than just the most wounded. --[[User:Lint|Lint]] 01:55, 29 April 2006 (BST)<br />
* Corrected usage of Doctor. I hope that this skill can still be considered in-character for Scientists. --[[User:Lint|Lint]] 23:11, 11 May 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Alchemy===<br />
{{suggestion|<br />
suggest_type=Skill addition, class-specific|<br />
suggest_scope=Scientists|<br />
suggest_description=Allows Scientists to convert seemingly useless items (such as driftwood) into valuables such as a gold coin. Another possibility is crabs into gems (don't ask). This would, of course, cost about 25 AP per use. This would give Scientists a key role in the game because they would be needed to convert intems.|<br />
suggest_time=23:24, 8 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*While I like the basic idea of this, it should be limited a little. That said, I don't know how one would appropriately limit its use. Perhaps you could turn a bottle of rum into a more refreshing bottle of water? How, precisely, would you envision the implementation of this?--[[User:Wifey|Wifey]] 01:18, 10 April 2006 (BST)<br />
*I like it! It gives us something unique to do as scientists! Would you make it so you turn a specific useless item into a specific useful item, or what?[[User:MorkaisChosen|MorkaisChosen]] 15:24, 10 April 2006 (BST)<br />
**I imagine that eventually every class will have atleast one unique skill to separate it from the others and give a reason for choosing that class. --[[User:One of many doctors|One of many doctors]] 01:30, 11 April 2006 (BST)<br />
*I could accept this if it was presented differently. As it stands, it sort of conflicts with my expectation that the Natives are the more mystically-inclined and the Outsiders are more advanced technologically. I just don't envision men and women of science practicing alchemy. I have no objection to the scientist manufacturing items, but not in this manner. --[[User:Lint|Lint]] 03:37, 11 April 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Spirit Substantiation===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Sprits (all classes)|<br />
suggest_description=The spirit has learned to partially substantiate its form, becoming more physical, and can now float on the winds to move at double the normal rate (i.e. .5 AP per move), but only in the direction that the wind is blowing. Note that this requires the game element of wind, which can either be a uni-directional constant (e.g. always blows west) or changes over time (perhaps dependant on location?). If wind direction changes, the game's user interface will need a mechanism to display wind direction, either via game.cgi or added to map.html.<br />
<br />
This could be the first in a series of new spirit skills. I see the aforementioned Will o' the Wisp being under this tree, as well as another skill to move .3 AP per move but still only in the direction of the wind. Perhaps some poltergeist type skills can be added as well - allow dead pirates to plunder, any spirit to write messages, any spirit to still map out the area, etc, etc.<br />
|<br />
suggest_time=16:40, 14 April 2006 (BST)|<br />
suggest_author=[[User:Frisco|Frisco]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Nice idea, what would happen to moving against the wind? Would that then require 2AP and 1 AP to move at 90 degrees to the wind direction :) --[[User:Simon|Simon]] 17:33, 14 April 2006 (BST)<br />
** I was thinking of substantiation as being a conceptual (not a user toggle switch, something the game system automatically determines) on/off capability of the ghost, so the ghost could have no form and thus no penalty for moving into the wind, then take form and move with the wind. But that's mostly because i don't like the idea of skills that negatively affect a character. I definitely think wind should adversely affect other things, like pigeons taking longer to deliver if the recipient is upwind. It's all more math for you! --[[User:Frisco|Frisco]] 17:49, 14 April 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Marksmanship===<br />
{{suggestion|<br />
suggest_type=Skill modification and new skill|<br />
suggest_scope=Anyone who uses a ranged weapon|<br />
suggest_description=A few problems that I see with regard to rifle use: 1) Non-soldiers' extremely low maximum rifle accuracy making rifles useless to non-soldiers, 2) Loading rifles takes up a tremendous amount of AP since it costs one AP to load one bullet, leading to a very low damage-to-total-AP-spent ratio, 3) A closely related problem to #2 is the fact that people are carrying around 20 or 30 rifles/blowpipes, which is ridiculous and unrealistic, and a by-product of the AP cost to load. I dont know if the following idea for a solution to both of these problems can realisitically be implemented, but here goes: Change the Advanced Rifle Training skill to make loading rifle bullets cost 0 AP (advanced training would thus mean the abiliy to load rifles very easily and quickly, as opposed to untrained people who take much longer. We are in the time period when it took a long time to load rifles after all). Institute a new skill called Marksmanship in the firearms skill tree, which gives +__% rifle accuracy <s>(I would say +30%). Let marksmanship be a skill that can be acquired by anyone, while rifle training and advanced rifle training remain soldier-exlcusive. If Marksmanship gives +30%, it will improve non-soldiers' maximum accuracy from 20% to 50%, knocking out problem #1 above. Soldiers with the entire proposed rifle skill tree would have max accuracy of 70% and would not have to waste an AP to load, knocking out problem #2. Natives would get the same changes for blowpipe<br />
note: It might be better to have two skills, Marksmanship and Expert Marksmaship, each giving +15% accuracy, and possibly make these two a seperate skill tree. If they were in the rifle training tree, they would have to come after the two rifle training skills, but non-soldiers cannot get rifle training, so it would look awkward.</s><br />
<br />
'''NOTE: [[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Revised proposal and statistical analysis of current vs. proposed damage-to-AP ratios, click here]]'''|<br />
suggest_time=05:34, 13 May 2006 (BST)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*From a gameplay point of view, i don't see that guns/blowpipes need to be any stronger. It's already possible to take someone out in one go, why the need to kill quicker? The proposed change means with one gun and a full load of bullets, one soldier in one day causes an average of 75 * .7 * 4 = 210 HP damage - that's 2.4 pirates with stamina, or 4.2 beginner shamans. It would make the game a lot less fun to be able to die that much quicker and that much more often. Maybe i wouldn't object as much if these old school guns were also subject to backfiring, causing them to blow up in the owner's hands and resulting in owner HP loss and gun destruction (similar to machete/cutlass blade snapping). By the way, elsewhere there's been debate on the timeperiod of the game since we also have GPS units. --[[User:Frisco|Frisco]] 20:00, 13 May 2006 (BST)<br />
::You are calculating ''combat'' damage-to-AP ratio, the proposed modification of the advanced rifle training skill would not affect combat-damage-to-AP ratio very much (it would affect it not at all for people with lots of rifles), it would only affect the rifle's currently very low total overall damage-inflicted-to-AP-spent ratio. (With 28 fully-loaded rifles a soldier can already kill two 85-HP pirates in only 56 AP.) The rifle's total-damage-to-AP ratio today is 0.48 by my calculation, the machete's is 1.35. With the proposed changes, the maximum total-damage-to-AP ratio for a rifle-wielding soldier would be 0.7 (still far lower than machete). Non-soldiers max rifle total damage-to-AP ratio would improve from 0.16 (weaker than a level 0 character with a blunt machete) to 0.4. I like your suggestion of rifles possibly blowing up too, Simon should definitely consider that. [[User:Arminius|Arminius]] 20:28, 13 May 2006 (BST)<br />
<br />
*I'm not sure how I feel about the skill yet, but I will correct you, Frisco, in that the GPS unit is not an adequate argument about the game's time period. Simon has already said that he doesn't like the name "GPS Unit" because it is anachronistic, and was considering another one.--[[User:Wifey|Wifey]] 01:03, 14 May 2006 (BST)<br />
<br />
* I don't quite see why rebuilding the skill tree is necessary. You could accomplish the same thing by introducing two new skills - one for accuracy which builds upon the existing accuracy skills and one for reloading. Make the first accuracy skill available to all classes (adjusting to 30%), but restrict the secondary accuracy skills to Warriors and Soldiers. But even then, I'm not completely sold on the fact that these skills are necessary. I have no problem with my non-Soldier not depending on a rifle. If I wanted to use a rifle, I can easily make a Soldier character. And while reducing reloading cost might bring rifles and blowpipes more evenly with machetes, increasing the damage or introducing the ranged attack suggestion might solve the problem without providing free lunches. --[[User:Lint|Lint]] 02:31, 15 May 2006 (BST)<br />
::Yes of course it's fine to make them new skills. I suggested it in the way I did because learning to load quickly would fall under rifle training I would say, and we already have the two rifle-training skills in the game. One of the accuracy-improving skills would fall under Marskmanship (or marskmanship/expert marksmanship). How they are added to the game is almost immaterial, the point is to let soldiers be able to acquire a skill which gets rid of their need to waste more than half their daily AP loading their 20 rifles, and get rid of the need to carry 20+ rifles in the first place. I dont see how a skill allowing for a 0 AP cost to load is a "free lunch" at all, it just reduces the price of a ridiculously high-priced lunch, i.e. 1 AP to load 1 bullet/dart (plus I feel it improves the realism of the game, in part by eliminating the need to carry around 25 rifles or blowpipes). The point of the Marksmanship skill (available to all) is not to put non-soldiers on the par with soldiers in firearms capability at all, but to make rifles non-worthless to everyone else. Currently non-soldiers are literally far better off ''punching'' enemies than using a rifle when it comes to damage-inflicted-per-AP-spent, which is just ridiculous. [[User:Arminius|Arminius]] 03:37, 15 May 2006 (BST)<br />
:::I do like the idea of making rifle and blowpipe usage more accessible to other character classes. But I continue to have a difficult time accepting the 0 AP reload cost. Currently there is no action in the game that costs 0 AP besides rejecting a trade, speaking in empty area, healing someone at full health, and dropping an item (all non-actions). Would 0.5 AP would be an acceptable change? But before it is considered, there must be other alternatives before lowering AP cost to make the ranged weapons more balanced. --[[User:Lint|Lint]] 22:27, 27 May 2006 (BST)<br />
::::How about this-- modify advanced rifle training skill so that instead of "Gain another 20% on firearms attacks", it says "lets soldiers load and fire faster" (0.5 AP to load and to fire with that skill), in other words a rifle version of trekking. This would cut down on the excessive AP costs of rifle usage and be an interesting skill to balance rifles rather than another "add 20% accuracy" or something like that. Then two new skills, Marksmanship (+10% accuracy), Expert Marskmanship (+20% accuracy), both of which would be available to all character classes. I would envision the two marskmanship skills as the first two skills in the firearms tree (the only two available to non-soldiers), and then the rifle training skills would come afterwards. -[[User:Arminius|Arminius]] 20:00, 30 May 2006 (BST)<br />
:::::'''UPDATE:''' To see a revised version of my suggestion '''[[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Click Here]].''' I worked out the current and proposed damage-to-AP ratios, and I invite everyone to take a look. It is far too long and complicated to copy here, so I wrote it up elsewhere. -[[User:Arminius|Arminius]] 01:44, 2 June 2006 (BST)<br />
:*As discussed elsewhere, ''carrying loaded rifles as backup allows you to lock in the kill bonus'' on a much wider range of (remaining-AP/remaining-victim-HP) situations. Since the '''kill bonus is more than a third of total XP for combat''', this throws the naive XP=damage comparisons way out of whack. Anecdotally at least, my Soldier has clearly done better than my other characters in jungle XP-harvesting, because kill-steals and dying while asleep are so common. So while the Rifle (and especially the Blowpipe) needs help, I think that nearly doubling combat-time damage to 2x 50% 5 damage for 1 AP (5.0) instead of 1x 60% 5 damage (3.0) is not an ideal way to proceed. I support Free Reload or Rapid Reload as a Soldier-Only Skill. I also think that an all-available accuracy upgrade for Rifle/Blowpipe (to at least better than Machete) would be great. For example: Base 20% (+General Accuracy +15%) (+Soldier-only Accuracy +15%) (+Soldier-only Accuracy +15%). Or maybe Base 10% (+General Accuracy +25%) (+Soldier-only Accuracy +25%) (+Soldier-only Rapid Reload), and increase Rifle Bullet base damage to 6. Two shots per AP just seems too big a jump to me; imho implementing true range (firing from adjacent square and/or without provoking return melee attacks) is a better way to proceed. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)<br />
::*Yes the blowpipe needs help even more than the rifle. That limited-AP poisoning skill, along with these proposed boosts to accuracy, would even things out there. I also like the idea of making ranged weapons truly ranged, but that seems difficult to implement and perhaps impractical (for one thing we cant see the names of people on adjacent squares). If any version of QBerry's "auto attack" is ever implemented for players, though it seems unlikely with so much opposition, the "range" of the ranged weapon could come into play by not allowing a person without ranged weapons/ammo to back. This was discussed on the forums in the "Aggressive Animals" thread. [[User:Arminius|Arminius]] 06:01, 2 June 2006 (BST)<br />
:*NB about Free Reload: Incidentally, Free Reload obviously solves the "realism problem" by allowing a Soldier to carry only one Rifle and a huge pile of Bullets, with '''no increase''' in Soldier combat-time damage-per-AP (still 3.0 max avg per AP) nor Soldier field-capacity damage-per-inventoryfull (still 72 shots) since 2 Bullets loose take up as much space as a Loaded Rifle. People who think that 0AP reload is imbalancing have been smoking too much of the dried herbs. As for realism of 0AP reload, the Soldier's "1AP to fire" accounts for time necessary to both reload and fire. I can discuss and reject 160 exchanges with the Trader and or attempt to heal a signpost in the same amount of time. The real-time form submission and IP hit creates a perceptible time-increment. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)<br />
<br />
After thinking about this, it seems to me that the best thing to do is as follows: No new skill, instead simply a change in the game mechanics so that all players take 0 AP to "load" by deafult. The AP cost to fire would thereby represent the time to load and fire, as Tycho44 said above. (Load was in quotation marks there because the load button in-game would thus really represent selecting the bullet to use, the actual action of loading would be included in the 1 AP to fire). This would eliminate the 30 rifles problem straight away (and for all character classes), it would ''not'' increase the combat damage-to-AP ratio at all, and it would be an interesting way to increase the damage-to-''total''-AP-spent ratio (which we need) without having to add any new skill. As for the accuracy boosts, those can be worked out later (non-soldiers need a boost in that department we all agree, perhaps soldiers merit a slight one), but 0 AP to "load" is definitely a sound change to make, I see no argument against it. [[User:Arminius|Arminius]] 23:11, 3 June 2006 (BST)<br />
<br />
The reason why I keep pressing for alternatives is because I never saw this as a solution in other browser-based games. Shouldn't the route be to increase the damage dealt to reduce the impact of the reload cost? --[[User:Lint|Lint]] 18:52, 14 June 2006 (BST)<br />
<br />
:My earlier arguments notwithstanding, I '''strongly oppose''' universal 0AP reload. A 0AP reload for everyone simply destroys the reloading game mechanism in its entirety, making the 2-bullet chamber of the rifle identical to the 1-dart chamber of the blowpipe identical to the 70-bullet drum of a hypothetical gatling gun. The blowpipe is distinguished by its Poison damage, which can in turn be offset by a Reload Penalty, if we keep that game mechanic. Keeping the reload mechanic enhances the separate-but-equal factions. In my humble and uninformed speculation, tweak up the accuracy on ranged weapons (say 20% base / 35% marksmanship-universal / 50% warrior-only / 65% advanced-warrior-only) and things will work fine. --[[User:Tycho44|Tycho44]] 23:54, 17 June 2006 (BST)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hut Construction (Simplified) ===<br />
{{suggestion|<br />
suggest_type=Skill, item, action|<br />
suggest_scope=Every player|<br />
suggest_description=This is a bit similar to the Construction suggestion, but much more simplified. I agree that we should be able to set up little camps, to have bases away from bases. I'll explain the flavour aspect after I've explained the mechanics.<br><br />
A skill can be purchased called, "Construction", which allows you to erect a hut on land that has been chopped down to 0 density. The hut would have a bit of AP weight to build, say 10ap cost so that full constuction on a 10 dense jungle sq would have a total of 20ap. The hut that you build is at first a regular empty hut. Once you have bought the second skill in the set, "Stock Hut" (or something like that), the hut becomes a mini trade-post, stocking no more than 5 types of items at any one point. The first 5 items are randomized, and then as people trade, they change. Thus, it's a mixed bag of what you could get. These artificially erected huts can be sacked and destroyed. Keep in mind I'm not a coder, so if you know what I'm describing is difficult, but know how to do something similar, please say so.<br><br />
Flavour: This gives people the feeling of being able to set up their own little base camp for their own clan, without making a whole new village. The fact that each hut can only stock a small number of items, and also that it can be destoryed, means things don't get out of hand and make the original villages defunct. Each hut can also be plauged with low-demand items like crabs or mangoes, making the idea even for grifers, natives, enemies, outsiders and pirates.|<br />
suggest_time=12:05, 3 June 2006 (BST)|<br />
suggest_author=[[User:Rip Purr|Rip Purr]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Building a hut could also require a certain number of driftwood pieces. --[[User:Rip Purr|Rip Purr]] 12:08, 3 June 2006 (BST)<br />
<br />
Ability to create minor base camps away from settlements is good (but for what practical purpose?), but the idea that the island would be flooded with "huts" all over, with the same icon and name as huts in settlements, I dont like that. This is supposed to a wild myseterious island, having huts all over would hurt that ambiance I think (Lower-tech base camps of some sort would not hurt it though.) If hut construction is implemented it would have to be very costly to avoid littering the entire map with them that's for sure. The other thing is, We have to be clear about what the purpose of these base camps would be, what practical benfit would they have. Would they have defense value? Could the builder elect to keep people out unless they are members of clan X or unless they are natives or unless they are Derbyites, etc? [[User:Arminius|Arminius]] 00:59, 4 June 2006 (BST)<br />
<br />
:I agree wholeheartedly with your points. It is indeed important to make it difficult to build huts. As I mentioned, the huts would have very small capabilities as a trade point, thus making them a tactical advantage in a seige. Allow me to explain; My clan wants to lay seige to Dalpok. We erect a small camp near the village and stock our huts with bullets through trading. Then we load up, attack, come back to our makeshift camp and take the bullets from our huts. As for the wild, mysterious island element, you're right, but is it not normal for humans to tame and civilise the jungle? And vice versa for humans to destroy one another's homes? With this new skill(s) we can simulate seiges and sackings, but still keep our 7 original villages/bases. I don't think you could exclude people from entering your hut. It's the luck of the draw, and if enemies infiltrate, too bad. makes it all the more exciting. I also agree that making a hut should be very costly, but that's up to Simon as to how he'd like to implement such a cost. Finally, the only variation I can see might be to make huts not a mini trade post, but maybe a small storage area of say 15 slots, to keep bullets or med kits from the main towns...? --[[User:Rip Purr|Rip Purr]] 02:30, 4 June 2006 (BST)<br />
<br />
:Here are my thoughts on the matter:<br />
:#To encourage clustering of huts (instead of unsightly and unrealistic random scattering), hut-builders should be required to chop the hut's eventual square ''and'' all surrounding squares (that don't have huts on them) to d0. After all, construction requires some space. This would encourage players to build next to existing huts, since every adjacent hut is a square that doesn't need chopping.<br />
:#For realism's sake, driftwood shouldn't be required to build or repair a hut, because it'd be silly to make a player in the middle of a huge jungle travel all the way to the beach to find wood. Jungle wood could be introduced as an item, but I think it's better to require AP alone.<br />
:#Hut health could be managed by giving each new hut 5 HP (Hut Points =)) and removing 1 HP every 24 hours (obliterating any hut that reaches 0 HP). A hut would require 50 AP to construct (in addition to AP for chopping the surrounding jungle) and 10 AP to repair by 1 HP. Repairs wouldn't require cleared jungle; once a hut is built, jungle growth outside doesn't matter.<br />
:#Special features for huts, such as trade and storage abilities, should be put on hold until buildable huts are already in the game. Not only do huts provide shelter from animals, they hide players inside from anyone not willing to spend a few AP to move to the hut and enter it, so additional features shouldn't be necessary to make hut-building worthwhile.<br />
:&mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:52, 4 June 2006 (BST)<br />
<br />
<br />
A side idea, that probably doesn't deserve a complete new suggestion. It would be interesting to have huts or lean-to shelter structures perhaps providing an extra 0.1 or 0.2 AP per an hour spent after the character has perhaps been idle for an hour or two. It would be something neat, not imbalancing, and wouldn't take away from player interaction with hp regeneration. [[User:Lexus|Lexus]] 01:06, 26 May 2007 (UTC)}}<br />
<br />
=== Spirit Transfer ===<br />
{{suggestion|<br />
suggest_type=Skill, action|<br />
suggest_scope=Warriors, Shamans|<br />
suggest_description= This suggerstion was inspired by polymorph. Warriors and Shamans can get a new skill that allows them to transfer their spirits into the bodies of a dead animal nearby. Animals won't be able to speak, use items, search, or use any human skills. The player will have the Hp and attack power of the type of animal you possessed. Other players on the map will see you as just another animal, not as a native. Transferring spirits will result in the death of their human form (if it is not already dead) but grants them access to the animal's innate abilities. Eg. Alligators can attack twice but have decreased movement through land, Monkeys can search and use some simple items, Parrots move faster throught all terrain. When the body of the animal possessed dies the player will be in spirit form but wont have a corpse. It will also be possible to leave the animal's body at any time but the trauma would be the same as having the body killed by an outside force. In order to not break the game, certain special animals can not be possessed ( like that giant squid )|<br />
<br />
suggest_time=11:37, 3 June 2006 (BST)|<br />
suggest_author=[[User:Stcfg|Stcfg]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
: I would like to suggest a skill for being able to detect possessed animals but that is for another day. --[[User:Stcfg|Stcfg]] 11:40, 3 June 2006 (BST)<br />
<br />
}}<br />
<br />
===Hunting Prowess===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Tracking skill tree|<br />
suggest_description=It would be interesting for serious trackers to be constantly aware of recent tracks without spending AP. I propose adding this skill after ''Expert Tracking''&mdash;it doesn't have to be called ''Hunting Prowess'' but that seemed like a fitting name. Players with this skill would still have to use the 'Look for tracks' button to see anything but the most recent tracks. One possible limitation is to apply this only to animal tracks, but I definitely intended to include player tracks as well.|<br />
suggest_time=13:17, 9 June 2006 (BST)|<br />
suggest_author=[[User:Vtbassmatt|VTBassMatt]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:Tracking is currently a bit weak. On the other hand, I don't mind seeing quite a few mild/weak skills, because some players are already looking for more ways to spend XP. Certainly Tracking should top out at stronger than 1AP per attempt. My suggestion was ''Master Tracking'' above ''Expert Tracking'' to reduce time to 0.5AP per attempt. I agree that it would be neat to have the skill ''Hunting Prowess'' as a 0AP ability for only the single most recent track, but I think this skill would be a prime candidate to limit to '''Explorer/Scout-only.''' (Sorry!) 1. Tracking perfectly fits the Explorer/Scout class archetype, 2. Shartak needs better class differentiation, 3. Explorer/Scout is a bit weak, 4. Explorer/Scout currently has no dedicated skills. --[[User:Tycho44|Tycho44]] 08:19, 15 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Give explorers/scouts their own tracking skill===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Explorers and scouts|<br />
suggest_description=While ''trailblazing'' has given explorers and scouts an edge over other players, they need more if they are to compete with the soldier, warrior and pirate classes for the attention of new players. I suggest that ''tracking mastery'' be combined into ''expert tracking'', which will be restricted to explorers and scouts. Any non-explorers/scouts with one or both of those skills would be refunded enough XP for their next skill (or two, if they have both) so they aren't punished. (The refund would occur ''after'' the skills were restricted and actively taken away from any non-explorers/scouts with them. This would let their levels and next-skill costs drop ''before'' the next-skill XP awards were given so that extra XP would not be accidentally awarded.) Full disclosure: I don't have any tracking skills, and I'm not sure how ''advanced tracking'' and ''expert tracking'' differ at the moment, but I think a good 1.5 AP tracking skill for everyone and an excellent 0.5 AP tracking skill for explorers and scouts will give those two classes a notable advantage in what should be one of their fortes. |<br />
suggest_time=22:29, 18 July 2006 (UTC)|<br />
suggest_author=[[User:Elembis|Elembis]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
: Shouldn't this be added to the "Hunting prowess" skill entry? http://wiki.shartak.com/index.php/Suggestions:Skills#Hunting_Prowess [[User:Black Joe|Black Joe]] 7:00, 19 July 2006<br />
:: Yep. ''Tracking mastery'' is kind of handy, but I still think that it should be a universal skill, and that ''hunting prowess'' should be the scout/explorer-only skill. ''Hunting prowess'', at the top of the tracking tree, would cause scouts to receive basic tracking information passively (for 0 AP) at every step. Oooo, neat. --[[User:Tycho44|Tycho44]] 17:30, 19 July 2006 (UTC)<br />
:::Tracking automatically for every move would add too much load on the server as the game becomes more popular. --[[User:Simon|Simon]] 00:11, 22 August 2006 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Melee buffs for intoxicated pirates===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Pirates under the influence|<br />
suggest_description=Pirates are traditionally portrayed as rum-guzzling brawlers, so it would be fitting to encourage pirate players to drink (and drink to excess). I think imbibing a beer or rum should give a pirate a 1 HP damage bonus for all melee attacks in their next 5 AP. A machete (or cutlass) hits 2.25 times in 5 AP, on average, for a skilled user, so drinking for 1 AP would translate to around 2.25 HP of damage beyond what a machete would normally do. This is comparable to the combat damage dealt by blowpipes (2.4 HP/AP) and rifles (3 HP/AP).<br />
<br />
Multiple drinks would extend the duration of the effect but not its intensity. To encourage actual drunkenness instead of casual beer-sipping, a drink taken by a pirate with beer already in their gut could give 7 more buffed AP instead of 5, which is effectively 6 AP (and 2.7 HP of damage) when you consider that 1 drunken AP must be wasted on taking another drink. The skill could be called ''brawling'' or ''drunken fist'' (which is the literal Chinese title of the classic Jackie Chan movie ''Drunken Master'') and would be placed with ''stamina'' under ''body building'' (to keep melee skills together and to avoid starting another tree).<br />
<br />
I'm proposing this cautiously because pirates are already tougher and more popular than any other class. However, considering that beer and rum are harder to find and more expensive than darts and bullets (and should probably be even more expensive if this skill is implemented), I don't think this skill would make pirates stronger than warriors and soldiers, and it would improve both the diversity of the classes and the depth of the game's theme.|<br />
suggest_time=06:24, 22 July 2006 (UTC)|<br />
suggest_author=[[User:Elembis|Elembis]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*RE: Beer and Rum becoming more expensive if the skill is implemented- I completely agree, and the increase in price would also represent supplies of booze at the pirate camp running out, which I guess would then lead to outsiders trading beer and rum with the pirates, and adding another dimension to gameplay- [[User:Peg-Hand Grimm|Peg-Hand Grimm]]<br />
<br />
*Nice idea. In general I like the idea of making items have some specific use rather than generic AP-insreasers. But how about making it a gamble to take a drink instead of a definite combat-booster. If a pirate were to drink a bottle of rum, his next 5 or 10 AP would either give him +1 damage for every hit (with "flavor text" to let him know he is getting a boost, e.g. "In a drunken rage you inflict more damage on your target"), or it would make him too disoriented and out of it to do anything, and every time he attacks it would give him flavor text telling him he is too uncoordinated to attack, and he stumbles around unable to do anything (he would stay in place, not respond to comannds to attack but waste an AP anyway) till the intoxication wears off in 5 or 10 AP. [[User:Arminius|Arminius]] 00:16, 27 August 2006 (UTC)<br />
**The goal is simply to encourage pirates to drink in combat. A chance of uncoordinated failure would be realistic, but it would also make things a little more complicated, so I'd let Simon make that decision if he decides to implement this suggestion. The effect of my original suggestion would be about the same (for fully skilled pirates) if drunk pirates had a damage bonus of +2 (instead of +1) and 10% less accuracy. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)<br />
<br />
*This doesn't make sense to me. When your drunk, your hand eye coordination GETS WORSE, not better! The only way I could see the idea working is if accuracy decreased as damage increased. Rewarding pirates for getting sloshed makes about as much sense as drunk driving. Another way to implement this would be to temporarily increase HP with rum ingestion, as this is at least slightly similar to the actual affects of alcohol (kind of like drunken boxing.) Otherwise, I don't see this working. [[User:Gandhi|Gandhi]] 04:20, 27 August 2006 (UTC)<br />
**The idea is to encourage pirates to drink like a pirate would (and in the situations a pirate would), even if doing so is a bad idea in real life. I'd be fine with lowering accuracy even while damage is increased, so long as the overall effect is the same, but that may be an unnecessary complication (my suggestion doesn't increase accuracy, only damage). Your point (that drinking impairs in real life) is a good one, but I think this is a case where the game would be more fun if it diverged slightly from real life. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Technical “spell” skills ===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Scientist/Shaman|<br />
suggest_description=I would like to see the introduction of “tech spells” to the “magician class” of Shartak (scientist/shaman) much like the blue magic of final fantasy XII which rather than doing out right damage produces technical effects like haste, poison or blind. An illustration of this would be giving the shaman class an AP cost skill (let’s call it curse) that produces the same effect as wounded/bleeding (1HP loss per action) on their opponent. But given the nature of such spells the percentage chance of success should be inversely proportional to the strength of the spell or have their effects tuned down, so to retain fairness. As side note I like to see this skill given to NPC shamans to discourage people from attacking them.|<br />
suggest_time=09:33, 22 July 2006 (UTC)|<br />
suggest_author=[[User:A for anarchy|A for anarchy]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
"curse" might be confused with what the ancestors spirits do to zergers. This causes actions to cost more AP than normal. I would imagine that this would be a shaman only skill as scientists don't have magical powers! --[[User:Simon|Simon]] 22:35, 23 July 2006 (UTC)<br />
*i agree with the statement that scientist don't and shouldn't have magic powers, so how about this instead; give them "tech" skills but have them named within a scientific context, for instance the above "wounding" spell could be named "drug" or "poison" instead of say "curse" or whatever. --[[User:A for anarchy|A for anarchy]] 04:01, 24 July 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
<br />
===FAK/Healing Herb Manufacturing Skills===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Scientists and Shamans|<br />
suggest_description=Perhaps the most in-demand items are healing herbs and first aid kits. They can only be used once, but they're used quite freely. This means that a lot of people must spend a lot of time searching medical huts for FAKs (for the duration of this suggestion, assume that FAK refers to both first aid kits and healing herbs). Meanwhile, we have two classes that don't have much of an advantage: the scientist and the shaman. Perhaps these two classes could learn a skill allowing them to produce their culture's version of the FAK. This would make these classes useful while also increasing the supply of FAKs. Additionally, these two classes are the most likely to know how to do this. <br />
<br />
As for how the skill would work, I would recommend having a "Make FAK" button. They would then have a chance of successfully producing an FAK. These FAKs could then either be used (providing a source of XP besides killing things) or could be sold to the trader (since FAKs are always in demand). This would encourage the development of a "healer" class in Shartak, while also giving shamans and scientists useful special skills. I suppose scientists/shamans could be required to find raw materials before manufacturing, but that would just force people to continue the rather tedious and hit-or-miss tactic of farming huts/jungles.|<br />
suggest_time=14:28 31 July 2006 (GMT)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* '''Oppose'''. I agree that shamans and scientists should be best at healing and should have useful special skills, but I don't like this specific suggestion (as well-thought-out as it is) for two reasons: First, I think the jungle should be inhospitable, and turning shamans and scientists into herb farms and kit factories (yes, I'm exaggerating) would work against that. Second, I think the ability to make items is a complication that should be avoided if we can accomplish the same goal in other ways, which we can. I recommend three of the suggestions for shaman/scientist healing on [[Talk:Game design#Scientist and shaman|Talk:Game design]]: (1) give shamans access to ''first aid'' and scientists access to ''natural medicine'', (2) let shamans/scientists see the health of all wounded players on their side, not just the most wounded one, and (3) let shamans/scientists see whether players on their side are suffering from shark bites or poison. (I'd actually make 3 apply to all players, not just those on the player's side, because it wouldn't really be advantageous in combat to notice shark bites and the effects of poison.) 2 and 3 could be smoothly combined into one "Diagnosis" skill that would give these two classes a useful (if minor) healing edge over the others. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 06:10, 1 August 2006 (UTC)<br />
**First, let me thank you for responding. I appreciate any and all input. I've taken some time to think about your objections and prepare my responses. May I propose an alteration? Perhaps, instead of my original suggestion, this "Make FAK" button would (as far as the programming is concerned) serve as a second "search area" button, but one that only produces FAK's, and has a significantly higher chance of producing one than a regular search. Additionally, it would only function in areas where an FAK can be found, as that is where the scientist/shaman would find the raw materials in the first place. This would be similar to UD's "shopping" and "bargain hunting" skills, in that it lets you search for a specific item and gives a boost to the probability of success. Additionally, it would only work in certain areas, like the shopping skill. The difference would be that it only produce FAK's. This would ensure that FAK's aren't simply produced out of mid-air (which is rather unrealistic, now that I think about it) while also giving scientists and shamans a dedicated and valuable healing-related skill. [[User:Black Joe|Black Joe]] 10:44, 1 August 2006 (GMT) Edited: 16:44, 1 August 2006 (GMT)<br />
**How about having the skill function in a similar manner to the "Manufacture Syringe" skill on UD, thus powering-down the effect by requiring that the healer be in a Medical Hut and use multiple AP? --[[User:Gitboy|Less Than Lethal]] 17:03, 1 August 2006 (UTC)<br />
***I haven't played UD since that was added; that being said, it certainly sounds good to me. Requiring that the healer be in the medical hut was essentially what I had in mind when I proposed it only work for certain locations. As for requiring multiple AP, I suppose that would have the same long-term effect as searching, while simultaneously being less tedious for the healer. Tell me, would this always produce an FAK or would it just offer a chance of doing so? I certainly like the sound of this suggestion. [[User:Black Joe|Black Joe]] 18:03, 1 August 2006 (GMT)<br />
****What we have now, then, is a skill which would essentially give scientists better search odds for kits in medical huts (and likewise for shamans). Limiting this skill to players in villages is a step in the right direction, and giving it the form of greater search odds makes some sense, too: healers would look especially hard for healing items. But I'm still not persuaded, mainly because the skill's effects seem inconsistent to me. If healers have better search odds (in effect) for healing items, shouldn't fighters have better search odds for weapons and ammunition, and likewise for pirates finding rum and gold? The implications of the original idea could become very messy in practice. Also, wouldn't a pirate bleeding from a shark bite with just 10 HP remaining look even harder for a kit than a healer merely stocking up on supplies? The goal is allow healers to spend more time in the field and less in the hut, but I think we still lack a solution which makes sense. Here's a more realistic and less far-reaching idea which might work: shamans and scientists are given a skill which lets them heal 5 extra HP with a kit or herb if they're healing someone else. Anyone who's ever tried to remove a bullet from their back, bandage their gaping head wound, set their broken bone, or frantically stop their own bleeding will attest to the fact that medical care is most effective when someone else is administering it. This would let scientists use fewer kits in the field without making them better at healing themselves (which I think would be ''too'' useful). As a result, they wouldn't need to spend as much time in medical huts, which I think is the whole idea. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:28, 2 August 2006 (UTC)<br />
This should be indented, since it's a response to Elembis's post. However, it would be rather crowded if I did that, so here you go. With that out of the way, on to business. You're correct that part of the reason for this suggestion is to reduce the amount of time spent in healing huts. It's also intended to boost the supply of FAK's. Your suggestion would somewhat reduce the demand, which would have essentially the same effect.<br />
<br />
As for the inconsistency, that's part of why I suggested calling it "Make FAK." If you've ever spent the night in a healing hut while wounded, you know that SOMEBODY is going to heal you up while you're gone. However, the way I see it, they aren't going to use everything in that kit. Cutlass wounds require different treatment than poison dart wounds, for instance. That means there's going to be a lot of unused medical material around. Realistically speaking, there's probably also going to be some medical supplies that aren't part of a kit. By calling it "make FAK," you can get a message saying, "Using spare supplies, you cobble together a first aid kit." Now, the shaman is slightly different but the result is the same. The medical hut message says there are many herbs hanging up to dry. The shaman could get a message saying, "After looking through the herbs in the hut, you find a healing herb that is ready for use." <br />
<br />
Also, I don't want you to think I'm ignoring your suggestion about the extra five HP healing. I definitely agree that it's more realistic to have a healer be better at healing others than themselves. I'd be happy to see it as one of the skills (maybe split that into a seperate discussion?). However, I'm not sure that's enough of a bonus by itself to tempt people to play the rather underplayed scientist class. Warriors and soldiers have extremely helpful skill; I think the other classes should as well. And as always, I appreciate your input, Elembis and LtL. [[User:Black Joe|Black Joe]] 6:11 2 August 2006<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
<br />
===Require Help===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=All players|<br />
suggest_description=''Allow you to scream to require help when you are in danger.''<br />
<br />
Cost 5APs to prevent your "race" (Outsiders, Natives or Pirates) you are in danger at 5 cases in all directions|<br />
suggest_time=17:17, 8 September 2006 (UTC)|<br />
suggest_author=[[User:Ownslaught|Ownslaught]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Forensic Analysis/Advanced Seance===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Scientists, Shamans, Warriors, Soldiers, Pirates|<br />
suggest_description=Allows the character to determine whose body is lying on the ground and the cause of death. Would require 1 or .5 AP to use, similar to tracking, and would say something like "It looks like Dim Mak is lying on the ground, clawed to death by a parrot." or "Barbarossa is dead on the ground, seems he ate the wrong berries."<br />
<br />
Soldiers, Warriors and Pirates would understand forensics as they are used to seeing dead bodies, Scientists because they can think critically to determine the cause of death, and Shamans would hold an advanced seance with the spirits in the area to ask what happened (and perhaps get different flavour text).<br />
<br />
There may also be an advanced form of this skill (Advanced Forensic Analysis/Expert Seance) which would indicate approximate time as well as the direction the culprit left, if a PC/NPC did the killing and the character also has the tracking skill - "frisco is shot dead on the ground, his body dead for a while. Tracks show the shooter went southwest recently."<br />
<br />
A further advanced form (Expert Forensic Analysis/Seance Mastery) would provide info about who did other actions, like note writing/signposting - "Scribbled in the sand is 'Arrrgh!!!'. It looks like Barbarossa's handwriting."<br />
<br />
This skill may help bounty hunters, pk hunters, clan warfare, provide warning information for everyone, and help combat note spamming.<br />
|<br />
suggest_time=16:50, 11 September 2006 (UTC)|<br />
suggest_author=[[User:Frisco|Frisco]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Good suggestion! I support this idea, I think the skill would be a good addition to the game. I can't really see anything wrong with this skill unless theres a technical reason why it can't be implemented. Seems like a good way to combat spammers as well... [[User:Zeff|Zeff]] 10:06, 12 September 2006 (UTC)<br />
<br />
I support this idea to ! [[User:Ownslaught|Ownslaught]] 00:30, 13 September 2006 (Paris)<br />
<br />
I always wanted to know how those people died. Perhaps this should be part of the tracking skill tree.[[User:Darkferret|Darkferret]] 11:02, 17 September 2006 (UTC)<br />
: Yes, this would be ultimate scout explorer skill. I like it a lot [[User:Lama|Lama]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Fishing===<br />
{{suggestion|<br />
suggest_type=New skills|<br />
suggest_scope=Evreyone|<br />
suggest_description=<br />
<br />
With the ''Fishing'' skill, you can catch fish and use them to heal yourself. There are thee types of fish you can catch: '''Minnows''', '''Bass''', and '''Large Catfish''', each with diffrent dificulty levels and skills required to catch them. Here are the skills:<br />
<br />
*'''Basic Fishing'''- ''Able to catch Minnows''<br />
**'''Intermediate Fishing'''- ''Able to catch Bass''<br />
***'''Advanced Fishing'''- ''Able to catch Large Catfish''<br />
*'''Fisherman's Luck'''- ''Better chance of cating a fish''<br />
*'''Fisherman's Lure'''- ''EXP gained is doubled while catching fish''<br />
''(also see belong for precentages on catcing fish)''<br />
<br />
If you wanted to fish, you would have to have a '''fishing pole''' ''(new item)'' that could easily be bought at the trading post for 1-5 gold. You would then head out to a body of water (river, lake, ocean) and cast your line. Depending on if you have "Patience" or not and what Fishing skill you had, you'll have the chance of catching a fish. If you've only got '''Basic Fishing''', you can catch Minnows, if you have '''Internediate Fishing''' you have an equal shot at catching Bass or Minnows, and if you have '''Advanced Fishing''' you have an equal chance of catching Minnows, Bass, or L. Catfish. <br />
<br />
The fish will also be able to heal a certain number of HP. Here is what the fish will heal:<br />
<br />
*'''Minnows'''- ''2 HP''<br />
**'''Bass'''- ''5 HP''<br />
***'''Large Catfish'''- ''7 HP''<br />
<br />
Also, when you catch a fish, you will gain EXP. Here is what each fish will earn EXP-wise:<br />
<br />
*'''Minnows'''- ''2 EXP''<br />
**'''Bass'''- ''5 EXP''<br />
***'''Large Catfish'''- ''12 EXP''<br />
<br />
As with evreything in Shartak, when you do something, the action has a description. Here are the discriptions for catching fish:<br />
<br />
*You cast your line... but don't get even a nibble.<br />
*You cast your line... and catch a Minnow!<br />
*You cast your line... and catch a Bass!<br />
*You cast your line... and catch a Large Catfish!<br />
<br />
Percentages to catch fish:<br />
<br />
*With '''Beginner Fishing'''- 10% chance to catch fish<br />
**With '''Intermediate Fishing'''- 25% to catch fish<br />
***With '''Expert Fishing'''- 40% to catch fish<br />
****With '''Fisherman's Luck'''- +25% to catch fish|<br />
suggest_time=01:54, 24 September 2006 (UTC)|<br />
suggest_author=[[User:Che|Che]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* How about the "patience" aspect being the maximum number of AP you're willing to 'wait' after casting your line... eg [Fish for] <1/2/5/10> minutes. where each minute is the number of AP that you expend. The number of minutes would be a dropdown list, just like targets for attacks. Every minute that you fish for is a separate roll of the dice so you might fish for 10 minutes and not catch anything, or you could fish for 10 minutes and catch something after just 3 minutes. I'm not into fishing so perhaps someone who is can say if those times are wildly inaccurate or not. --[[User:Simon|Simon]] 10:21, 24 September 2006 (UTC)<br />
<br />
I really don't know myself. I've fished once before in my life. All the ideas I got from the Wikipedia article on [http://en.wikipedia.org/wiki/Fishing fishing]. -[[User:Che|Che]] 06:46, 31 December 2006 (UTC)<br />
<br />
I think this is a brilliant idea. Perhaps some parts of the ocean or sections of rivers and lakes have a higher yield rate. - [[FirstAmongstDaves]]<br />
<br />
Whenever I go fishing it takes a while to get something. On good days I can get a fish once every 30 minutes. It should take AP to cast your line and reel in the fish but it shouldn't cost AP to wait for a bite.<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Cutlass mastery ===<br />
{{suggestion|<br />
suggest_type= a skill to add 10% to any player who uses a cutlass|<br />
suggest_scope= Pirates mostly but any native or outsider group.|<br />
suggest_description= at the end of the close quarters combat tree this skill would appear. Buy it and the character gains an extra 10% when attackin with a cutlass, Short simple and sweet. Helps out all non-marksman classes have an edge in dishing out damage.|<br />
suggest_time=23:56, 12 November 2006 (UTC)|<br />
suggest_author=[[User:Michael edwards|Michael edwards]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I think it's brilliant, because we could (i know i keep going on about them) still get flintlocks and nobody would be able to complain because they can master cutlasses too. We'd have nobody whining that pirates could now 'own' anyone. [[User:Rozen|Rozen]]<br />
<br />
*I'm all for it, except it should be something more piratey- like Bellyslitting or Gutwrenching or something. Perhaps apply the bonus to knives too (but not other swords). --[[User:Odysseus|Odysseus]] 22:14, 18 February 2007 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== First Aid tweak ===<br />
{{suggestion|<br />
suggest_type= A tweak to First Aid, the skill that follows from Triage|<br />
suggest_scope= All classes|<br />
suggest_description= When you have the First Aid skill and you hover your curser over a guy in the distance (to see their name) you will also see a summary of their HP. Either healthy, injured, or dying. This would save you some AP whilst looking for people to patch up.|<br />
suggest_time=00:50, 04 December 2006 (EST)|<br />
suggest_author=[[User:Aco|Aco]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Make it for Advanced Triage. Good, though. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:14, 23 February 2007 (UTC)<br />
:What Mark said.--[[User:Skull Face|Skull Face]] 22:50, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Triage Change===<br />
{{suggestion|<br />
suggest_type=Triage Improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=Currently, the triage skill works by giving you the lowest HP of an injured person in the room. For example, if there were two people in a space, one who's HP is 49 out of 50, another 50 out of 80, you will only be able to see the HP of the first. This is rather unrealistic and annoying. For the guy with 50 max HP, the 1 damage that took him to 49 is just a scratch, while for the guy with 80 max HP, him being at 50 is a very critical wound. The end result is that you waste a FAK on the 49 HP guy, when it could have done much more good for the 50 HP guy.<br />
<br />
So, I would suggest that the system be revised, and instead of working on lowest HP number, work on a fractional basis. So now, some one with 60 out of 80 HP is at 3/4 health, and so you would see his HP rather than the guy who is at 49 out of 50 HP, which is only 98%.|<br />
<br />
suggest_time=15:41, 19 December 2006 (UTC)|<br />
suggest_author=[[User:Tintin|Tintin]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
As a healer, i wholeheartedly support this idea, and can't think of anything that could make it better. [[User:Rozen|Rozen]]<br />
<br />
Same here. Very idea :) [[User:Lama|Lama]]<br />
<br />
Yup, very good idea --[[User:Htkl|Htkl]] 00:09, 24 April 2007 (UTC)<br />
<br />
: Sounds ok, but why not just show the person needing the most healing by calculating (max hp - current hp) instead of a percentage? --[[User:Johan Crichton|Johan Crichton]] 04:45, 24 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Mining.===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Mining for multiple resources depending upon skill and location. Ie: Stone for walls, roads. Metal ore for weapons and equipment. Gold is also possible, but might make more sense in panning on the rivers.|<br />
suggest_description=I first thought of this when I saw the mountain and was getting tired of the jungle growing back in areas. I wondered if it might be possible to mine for rock to build roads in the jungle. These roads would naturally last longer than ordinarily cleared jungle but would eventually be reclaimed by it if not maintained. Mining could be its own skill tree with multiple types of mining yielding different resources. Similarly, only certain areas on the map could be mined and not all types of mining could be done at the same location. Tools of various sorts would probably also be required which would eventually break and need to be replaced.|<br />
suggest_time=14:51, 26 January 2007 (UTC)|<br />
suggest_author=[[User:GreyA2|Grey]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
=== Policy Discussion ===<br />
{{suggestion|<br />
suggest_type=Discussion of policy|<br />
suggest_scope=Suggestions page|<br />
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|<br />
suggest_time=13:07, 3 March 2007 (UTC)|<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!<br />
}}<br />
<br />
===Yelling===<br />
{{suggestion|<br />
suggest_type=New skill|<br />
suggest_scope=All Classes|<br />
suggest_description=This was a random idea, but it might work. This skill allows a person to project their voice over several squares, at the expense of additional AP. Now, for specifics.<br />
<br />
This skill creates a new button next to the Talk button, labeled "Yell". For 3 AP, a person can yell something with a length equivalent to normal speech, with a range of seven squares. However, as distance increases, so does difficulty hearing it.<br />
<br />
1 block away has hearing similar to normal. 2-3 blocks away has hearing similar to having Advanced Language. 4-5 blocks away has hearing similar to Basic Language. 6-7 blocks away has hearing similar to having no language skills. Also, each block away adds a 5% chance for a word not to be heard.<br />
<br />
The hearer would receive a message similar to this: You hear a voice coming from 1 block to the East, "This is Mark D. Stroyer. Can you hear ... now? Good!" The ... indicates a word that isn't heard.<br />
<br />
Also, if you're inside a building, you would simply see, "You hear someone yelling off to the (insert compass direction here, such as East)." Also, if you are between 7-9 squares away, there is a 40% chance that "You hear someone yelling off to the (compass direction)."<br />
|<br />
suggest_time=16:09, 21 May 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Taxidermy===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=All classes|<br />
suggest_description= The taxidermy skill could possibly be followed by advanced taxidermy. The skill involves taking corpses (animal, human, etc) and stuffing them. This may require some form of filling and would create stuffed corpse items, which could be used for decoration. Obviously, larger animals such as elephants would take more AP to stuff than a parrot. Small items could be carried and added to the description but larger animals would not be easy to carry and therefore would be set up at a location and the head could be cut off as a trophy which might be placed in an empty hut. All of the animals could be decapitated, with a knife or dagger for small ones and a machete or cutlass for larger ones. Removing the head would create two items: '''Head of a/n <animal>''' and '''Headless <animal>'''. In areas with a corpse there could be an option reading "''stuff corpse''" and a dropdown menu with "''place on floor''", "''mount on wall''"(only available in locations inside or directly outside a hut) and "''seperate head''" could appear once it is in the inventory. |<br />
suggest_time=01:35, 9 June 2007 (UTC)|<br />
suggest_author=[[User:Jenerix|Jenerix]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I'd like to see this implemented, we often stuff corpses in York, it'd be nice to see it added properly, maybe with some XP given for successful completion? --[[User:Htkl|Htkl]] 02:34, 9 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Skills for Pirates===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Pirate|<br />
suggest_description= Piratesare the hack and slash characters of Shartak. Pirates need to reinforce this image. I propose three ideas.<br />
<br />
1. Pirates love their melee weapons so they must always be cleaning them and keeping them battle ready. So why not include a skill to decrease the chance of their weapons breaking or becoming blunt. Skill name: Weapon Upkeep. Re: Weapon maintenance ( thanks Johan Crichton) <br />
<br />
2. Pirates are fueled by rum and that makes them unpredictable. Adding a temporary 5%- 10% attack increase whan a pirate has consumed a bottle of beer or rum. After 10 to 15 attacks the effects wears off and attack goes back to normal. This could also increase the chance of dealing an extra point damage. Skill name: Battle Craze (or Bottle Craze).<br />
<br />
3. Pirates are . They could duel wield melee weapons dealing one point less damage with the off hand. Of course you need Also you would have to decrease both weapons chance to hit. 10% with average hand and 20% with the other hand. You could add another skill that lets you increase the chance to hit with both hands. 5% on average hand and 10% on the off hand. This would only be used with a machete or cutlass just to keep things clear. Skill name: Duel wield and Advance Duel Wield.<br />
<br />
These skills could make pirates more interesting, without destroying fair gameplay or filling the land with pirates. Of course you could just make a skill that gives pirates a 10% increase in attack.|<br />
suggest_time= 0:17 EST July 5, 2007|<br />
suggest_author=[[USER:Crazy Ian|Crazy Ian]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
As a long-time campaigner for new pirate skills or bonuses, I'm interested in these. Dual wielding and rum, not so much, but weapon upkeep is great, and historically accurate. --[[User:Rozen|Rozen]] 23:41, 5 July 2007 (UTC)<br />
<br />
Thanks for the input and maybe we should look into the history of pirates for inspiration. --[[User:Crazy Ian|Crazy Ian]] 00:57, 6 July 2007 (UTC)<br />
<br />
A couple of comments:<br />
* Could you provide an argument for pirates being the 'hack and slash' characters of Shartak?<br />
* I'd suggest 'Weapon maintenance' might be a better name that 'Weapon upkeep' - and it should be a skill open to Warriors and Soldiers as well<br />
* Alcohol isn't likely to make you hit things more accurately - it's more likely to allow you to take more damage (you don't notice it due to the inebriation) or do more (the sugar gets burnt to energy) - I don't like the idea of alcohol giving a % increase in this way.<br />
* Dual wielding - again, this is a skill that should be available (if introduced) to all martial characters (and it's dual wield, not duel wield). Can you provide the maths on expected damage from having this as an option/skill?<br />
--[[User:Johan Crichton|Johan Crichton]] 01:22, 6 July 2007 (UTC)<br />
<br />
Yeah good point about the alcohol I should have though that through a bit more. Also Thanks for pointing out that grammatical error. I don't have the formula on the ratio, I'll add it in once I get the formula and figure it out. Pirates are the hack and slash characters because they don't have any special skill just for them. It's pretty much grab a cutlass or a machete and get at it. Of you could also look at like there beginners class for people to get a hold of game and learn it's mechanics (of course experienced players can be pirates too). --[[User:Crazy Ian|Crazy Ian]] 04:01, 6 July 2007 (UTC) <br />
<br />
I think pirates need something that's just for pirates, Johan. Currently, they're unbalanced. Everyone's got a skill of thier own, soldiers have the rifle and warriors have a blowpipe, but pirates only have 5 more HP. Some minor skill that benefits them, even if it benefits other people, but benefits pirates more...i just forgot what i was going to say. Screw it. --[[User:Rozen|Rozen]] 08:36, 6 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Brute strength===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Pirates|<br />
suggest_description=An offshoot of Body building, Brute strength adds 1 extra damage for attacks under 3HP. This eliminates the need for cutlasses (other than deforestation) except when combined with Balanced stance for a 2HP glancing blow.|<br />
suggest_time=00:44, 17 July 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:This does seem a little excessive, effectively doubling the effect of blows via Balanced Stance. Why would this apply only to Pirates? Wouldn't it also be appropriate for well-fed Warriors and hulking Soldiers? --[[User:Skull Face|Skull Face]] 16:05, 14 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Iron Constitution===<br />
{{suggestion|<br />
suggest_type=Skill / balance change|<br />
suggest_scope=Pirate Class|<br />
suggest_description=Why do pirates have access to the First Aid skill? Medicine of the pirate era was notoriously dodgy and ship's carpenters, cooks and barbers often doubled as the ship's surgeon. This is why pirates are so often depicted as scarred and missing limbs, teeth, eyes et al.<br />
<br />
This suggestion is for a unique skill called ''Iron Constitution'' which allows pirates to gain extra HP from all sources (beer, rum, water, fruit, herbs and FAKs) over and above the base HP gain rate for the item. A pirate with ''Iron Constitution'' will gain +1 HP for consuming fruit, water, and fruit juices, +2 HP for consuming rum and beer, and +2 HP for using FAKs or Herbs on himself. The skill does not affect FAKs or Herbs applied to others.<br />
<br />
This skill is intended to provide a touch of character and make things a little easier around the resource-scarce shipwreck. My suggestion (possibly controversial) is that pirates be allowed to choose either Iron Constitution or First Aid but not both. Hard men would take Iron Constitution as their defining skill whilst wussy gentrified pirates would take First Aid. If implemented, existing players of pirates would be given a one-time opportunity to trade their First Aid skill for Iron Constitution.<br />
|<br />
suggest_time=22:33, 13 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Man, for a second there I thought you said Iron ''Construction.'' Holds promise methinks. --[[User:Wulla-mullung|Wulla-mullung]] 23:39, 13 September 2007 (UTC)<br />
:Woops! Edited to categorize beer and rum together, originally had beer in the +1 HP category with water! --[[User:Skull Face|Skull Face]] 10:29, 14 September 2007 (UTC)<br />
:: the FAK/herb effect should work for FAKs and Herbs used on others, but based on the person healed and not on the healer, and it should only give the healer one additional XP instead of two. --[[User:AlexanderRM|AlexanderRM]] 01:58, 13 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Spirit Usage Skills===<br />
<br />
This suggestion has several skills that are usable by natives that use spirits in some way. Some are benign and do not effect the spirits in any way others exorcise the spirit as well as the skills other effects.<br />
<br />
'''War Prayer''' {Warrior Only}<br><br />
Requires sixth sense. When used on a tile with spirits present gives a 5% bonus to hit with blowpipe attacks, the duration is 1 attack per native spirit present. This skill does not effect the spirits in any way. It costs 5 ap to use. This skill can only be used again one its effects are exhausted.<br />
:'''Ancestral Chant''' {Warrior Only}<br />
:Requires War Prayer. Increases the duration to 2 attacks per native spirit and reduces the ap cost to 3. This skill does not effect the spirits in any way. This skill can only be used again one its effects are exhausted.<br />
<br />
'''Spirit Strike''' {Shaman Only}<br><br />
Requires Exorcism. When used on a tile with spirits present uses a spirit as a weapon, dealing 6 damage with a 40% accuracy. This skill costs 3 ap to use and exorcises the spirit but the spirit also gains exp for the damage done. Can only use native spirits<br />
:'''Necromancy/Voodoo''' {Shaman Only}<br />
:Requires Spirit Strike. Increases the accuracy by 20% (so overall the accuracy is 60%) and increases the damage done by 2 (so 8 damage). Can use all spirits<br />
<br />
'''Fertility Ritual''' {Villager Only}<br><br />
When used on a tile with spirits present this skill gives a 10% bonus to finding any food item for 3 searches per native spirit present. Does not harm the spirits in any way. Costs 3 ap to use. This skill can only be used again one its effects are exhausted.<br />
<br />
'''Spirit Guide''' {Scout Only}<br><br />
When used on a tile with spirits present the scout gains 3 free moves per native spirit present. This skill can only be used again one its effects are exhausted.<br />
<br />
That's about it really. What do you think?--[[User:Etherdrifter|Etherdrifter]] 14:02, 20 September 2007 (UTC)<br />
<br />
''Comments''<br />
<br />
No. Some are overpowered, others are useless. And also, there's not very much reasoning or sense for them. And furthermore, it's unbalanced. Outsiders get absolutely nothing concerned with spirits. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 16:12, 20 September 2007 (UTC)<br />
:Stick to established chronology? Older suggestions at top, new suggestions to the bottom? I've corrected that for you. Regards the actual skills I think they are unbalancing as they affect only natives and give nothing to outsiders. Don't get me wrong, killing outsiders makes me happy but there has to be something for everyone. Sadly I don't think they fit with outsiders. And as per previous comments some seem overpowered (e.g. Spirit Guide) whilst others seem underpowered (e.g. Fertility Ritual)--[[User:Skull Face|Skull Face]] 16:58, 20 September 2007 (UTC).<br />
::Well originally only the shaman skills were presant but I thought that would overpower the shaman class by quite alot. Still I can see what you mean by overpowered, why if for some odd reason tribal shamans did not exorcise spirits on sight and there was a build up of spirits in one location the amount of power available would be phenominal...--[[User:Etherdrifter|Etherdrifter]] 20:22, 30 September 2007 (UTC)<br />
<br />
----<br />
<br />
=== Shallow Diving ===<br />
{{suggestion|<br />
suggest_type=Skill / additional mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=The new ability to shallow dive in [[Water]] locations would be made available to all classes for free. It would permit characters to dive to seabed ([[Water]]) or riverbed ([[Water#River|River]], [[Water#Lake|Lake]], [[Water#Pool|Pool]] or [[Water#Waterfall|Waterfall]]) locations only. This ability would not apply to [[Water (deep)#Water_.28deep.29|Deep Water]], that would require a separate skill.<br />
<br />
Diving in [[Water]] locations would require 1 APs to get down, 1 APs to surface and 1 APs per 10 second search conducted. When in the appropriate location a button labelled 'Dive' with a pull-down menu of dive times (10 secs to 120 secs) would be made available to those with this skill. Maximum total expenditure for one dive is 14 APs. Shallow diving in [[Water]] carries no risks at this time.<br />
<br />
Searches during a dive would be conducted in the same manner as those in land-based locations and would have an YY% chance of finding something as determined by the actual location (e.g. [[Suggestions:Game_mechanics#Oyster_Bed|oyster bed]], [[Suggestions:Game_mechanics#Sunken_Wreck|sunken wreck]]) and [[Scavenging]] would increase the chance of a successful search. In the event that the character maxes out their inventory partway through a diving search, the dive is finished early and the character is forced to the surface; no APs are spent on searches that would be futile but the costs and risks associated with dive and surface are still incurred.<br />
|<br />
suggest_time=12:47, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I don't quite get the dive time idea tbh. Maybe underwater search should take more ap (similar to searching in the swamps) and if you ap-out underwater, you simply drown? Apart from that I love both your diving skills suggestions. Support! --[[User:Lama|Lama]] 21:16, 27 September 2007 (UTC)<br />
:I'll try to clarify dive times. Before diving you decide how many searches you want to conduct i.e. how many APs you will spend on the dive. If you want to do 10 searches you have to dive for 10 x 10 = 100 seconds. And a 100 second dive will require 12 APs (1 to dive, 10 to search, 1 to surface). The idea of 1 search per 1 AP = 10 seconds is descriptive only, based on real world breath-holding being around 2 minutes maximum for most people. After you press 'Dive' you are presented with the results of your searches, you are not moved into an underwater realm. This mechanism of selecting dive times is based on Simon's suggestion of simplifing diving into APs spent underwater rather than programming a whole new underwater environment. --[[User:Skull Face|Skull Face]] 12:15, 28 September 2007 (UTC)<br />
<br />
:...which would be truly awesome; anyway, I think it could be achieved by hitting "dive" button and then "search". After each search you would get the info - you can hold up your breath for ''some time'' more, where ''some time'' would be a measure similar to the one you get using saved map locations. To surface, simply hit the button "surface" (it could be the same one with changed text or maybe just marked "dive/surface"). The point I am trying to make is that we don't have time in Shartak, and these seconds things are a bit out of place in my opinion.--[[User:Lama|Lama]] 12:29, 30 September 2007 (UTC)<br />
::I'm not proposing that the player actually sits at the keyboard waiting for 100 seconds if he does a 100 second / 10 search dive. How about if the button said 'Dive for' and then had a pull-down menu of dive times expressed in number of searches (1 search to 12 searches)? --[[User:Skull Face|Skull Face]] 22:14, 30 September 2007 (UTC)<br />
:::that sounds totally reasonable --[[User:Lama|Lama]] 00:00, 1 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Free Diving ===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=All classes|<br />
suggest_description=The new Free Diving skill would be a sub-skill of Swimming. It would permit characters to dive to seabed locations in [[Water (deep)#Water_.28deep.29|Deep Water]] as well as increasing maximum bottom time for shallow dives.<br />
<br />
Diving in [[Water (deep)#Water_.28deep.29|Deep Water]] would require 2 APs to get down, 2 APs to surface and 1 APs per 10 second search conducted. When in the appropriate location a button labelled 'Dive' with a pull-down menu of dive times (10 secs to 160 secs) would be made available to those with this skill. Maximum total expenditure for one dive is 20 APs. Diving in [[Water (deep)#Water_.28deep.29|Deep Water]] carries a similar risk of shark attacks as swimming there i.e. XX% chance of a bite assessed per AP spent on a dive.<br />
<br />
Improved diving in [[Water]] locations would require 1 APs to get down, 1 APs to surface and 1 APs per 10 second search conducted. When in the appropriate location a button labelled 'Dive' with a pull-down menu of dive times (10 secs to 180 secs) would be made available to those with this skill. Maximum total expenditure for one dive is 20 APs. Shallow diving in [[Water]] carries no risks at this time.<br />
<br />
Searches during a dive would be conducted in the same manner as those in land-based locations and would have an YY% chance of finding something as determined by the actual location (e.g. [[Suggestions:Game_mechanics#Oyster_Bed|oyster bed]], [[Suggestions:Game_mechanics#Sunken_Wreck|sunken wreck]], [[Suggestions:Game_mechanics#Submerged_Ruins|submerged ruins]]) and [[Scavenging]] would increase the chance of a successful search. In the event that the character maxes out their inventory partway through a diving search, the dive is finished early and the character is forced to the surface; no APs are spent on searches that would be futile but the costs and risks associated with dive and surface are still incurred.<br />
|<br />
suggest_time=12:47, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hide in Like, You Know, Trees and Stuff===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Most non combat centric classes|<br />
suggest_description=*'''basic camouflage''' (scouts, explorers, villagers, settlers, scientists, shaman, pirates):<br />
**allows player to 'hide' in jungle squares such that they cannot be seen from two squares away.<br />
*'''advanced camouflage''' (scouts, explorers, villagers, settlers):<br />
**allows player to 'hide' in jungle squares such that they cannot be seen from adjacent squares or farther.<br />
*'''masterful camouflage''' (scouts, explorers):<br />
**allows player to 'hide' in jungle squares such that they cannot be seen at all until their 'hidden' status is revoked<br />
<br />
'''notes''': <br />
*chance of successful 'hiding' is based on jungle density: d0=0%, d10=10%, d20=20%, ect. <br />
*character's 'hidden' status is revoked if they preform any action or are attacked. and may be revoked if the jungle is cleared, or searched. <br />
*character has a chance of remaining 'hidden' if the jungle is searched, based on it's level: d10=100%, d9=90%, d8=80%, ect. <br />
*character has a chance of remaining 'hidden' if the jungle is cleared, based on how much is left: d9=90%, d8=80%, d7=70%, ect. <br />
*character can be seen/smelled by animals regardless of 'hidden' status. <br />
|<br />
suggest_time=22:30, 29 September 2007 (UTC)|<br />
suggest_author=[[User:Zeek|Zeek]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Psychic Link===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=All classes (spirits)|<br />
suggest_description=This suggestion is for a new ability that aids a spirit in haunting the last person who murderered him or her. With this ability the spirit of the recently deceased gets a compass that points in the direction of the person who killed them. The compass would work in the same manner as the current [[Exploration]] and [[Cartography]] locations ability that points a traveller towards a target location. Spirits with this ability also get a 'Haunt' button which teleports them to the current location of their murderer at a cost of 25 APs.<br />
<br />
The haunting ability remains in effect until either the spirit chooses to be revived by a shaman (the ability does not carry over into life) or the spirit is exorcised by a shaman (exorcism breaks the bond between murderer and victim). If a character dies at the hands of an NPC (e.g. squid, shark, wandering shaman) or by suicide then the haunting features remain inactive when the dead character assumes spirit form.<br />
<br />
Relative placement on the spirit skill tree is suggested at the same level as [[Shocking shriek]] (i.e. [[Haunting scream]] is a prerequisite). This placement is open for debate, as is the actal name of the ability e.g. psychic link, haunt, curse etc.<br />
<br />
I make this suggestion even though my main character is a confirmed headhunter. This skill is intended to improve roleplaying / gameplay by giving spirits a reason (a slim one granted) to be in places other than the medical hut. And it would result in killers being haunted by their victims. Those who police the settlements against murderers might themselves be haunted in turn but other innocents would be safe from the murderers... for a while at least... --[[User:Skull Face|Skull Face]] 21:41, 1 October 2007 (UTC)<br />
|<br />
suggest_time=21:41, 1 October 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Don't destory the naturally occouring necromantic system that is the spirit hut! On a less self centered note it is a good idea though I would say death should remove the haunting status, you got your vengence now leave the poor git alone.--[[User:Etherdrifter|Etherdrifter]] 14:31, 2 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Fireball casting===<br />
{{suggestion|<br />
suggest_type=Shamanic offensive skill|<br />
suggest_scope=Shamans|<br />
suggest_description=Idea of fireball is simple. You cast a hot fiery projectile at your enemy, doing some damage. At doubled attack AP cost fireball would do from 1 to 10 damage, with the highest chance in the mid range (4-6 dmg), diminishing when going to the both ends of the scale (for example, 5% for 1 or 10 dmg, 10% for 2 or 9 dmg, 15% for 3 or 6 dmg, 25% for 5 dmg and 45% for 4 dmg). If you feel the idea of fireballs is out of place on Shartak, name it "using tiny little blowpipes with shamanic mixture of poisonous powder made of berries and herbs" or anything more fitting the game set-up. I mean - this mechanics for ranged attack is serious. Not as serious as Sam, but still serious. I would love to see some comments on this.|<br />
suggest_time=00:05, 4 October 2007 (UTC)|<br />
suggest_author=[[User:Lama|Lama]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
OK I'll go first. I dislike the idea of fireballs as it sounds too much like D&D. I have questions. Is the range the same range as a blowpipe or rifle? If so, what would the %age hit chances be and what makes this different from using a blowgun or rifle (or even better than whacking someone with a machete)? Do we want shamen to replace warriors? What is the ammunition for a fireaball? As suggested on the forums, I do like the idea of a shamanic curse and the voodoo dolls idea seems to fit the character class. Maybe I'll work something up... --[[User:Skull Face|Skull Face]] 14:01, 4 October 2007 (UTC)<br />
*Here go answers:<br />
- let's call it touch of curse then.<br />
<br />
- range is the same as with any other weapon in-game.<br />
<br />
- for percentages, read it once again :) the difference is you can wield 10 dmg for 2 AP if you are lucky. Which, in terms of statistics is not really useful (most chances are you get 1 dmg for 1 AP spent), but it adds nice offensive skill for not so offensive class, definitely not replacing warriors or soldiers. <br />
<br />
- Shamans would be much better to role-play, if they could use some sort of magic to hurt peoples (refer to any kind of literature, I visualized this myself after last reading R.E.Howard's short novels about Conan.)<br />
<br />
- there's no ammunition for psychic-power skills other than AP.<br />
<br />
- and thanks for commenting, I hope I made it clearer --[[User:Lama|Lama]] 09:17, 8 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Bodyguard===<br />
{{suggestion|<br />
suggest_type=New Skill|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new skill called Bodyguard, to be placed on the Close Quarter Combat skill tree at the same level as Balanced Stance. When in the presence of another player or an NPC, characters with his skill would have access to a 'Guard' button with two adjacent pull-down menus. The first would be a pull-down menu of APs to be used, minimum of 1, maximum of 10. The second would be a pull-down menu of the current characters (AKA victims) at the location (c.f. the 'Attack' menu). The player would thus spend 1 to 10 APs to act as a bodyguard for a chosen victim. For each AP thus spent the player would automatically be the target of one attack directed at the victim.<br />
<br />
<br />
If the attack would have been a hit with a ranged weapon, i.e. blowpipe or rifle, the bodyguard takes the hit instead of the victim only 50% of the time (the other 50% of the time the victim is still hit). Bullets and blowpipes fired by trained soldiers and warriors are much harder to defend against than melee attacks. Flavour text would be as follows:<br />
:Attacker text - ''You attack Blue Hummingbird. Raffles interposes himself. You hit Raffles for 4 HP damage.''<br />
:Bodyguard text - ''A Rat attacks Blue Hummingbird. You interpose yourself. You take 4 HP damage.'' <br />
:Victim text - ''A Rat attacks you. Raffles bravely interposes himself. He is hit for 4 HP damage.''<br />
<br />
<br />
If the attack would have been a hit, the bodyguard takes the hit instead of the victim. Flavour text would be as follows:<br />
:Attacker text - ''You attack Blue Hummingbird. Raffles interposes himself. You hit Raffles for 3 HP damage.''<br />
:Bodyguard text - ''A Rat attacks Blue Hummingbird. You interpose yourself. You take 3 HP damage.'' <br />
:Victim text - ''A Rat attacks you. Raffles bravely interposes himself. He is hit for 3 HP damage.''<br />
<br />
<br />
If the attack would have resulted in a glancing blow with a melee weapon, the target is hit as normal. Flavour text would be as follows:<br />
:Attacker text - ''You attack Blue Hummingbird. Raffles interposes himself. You recover your balance and hit Blue Hummingbird for 3 HP damage.''<br />
:Bodyguard text - ''A Rat attacks Blue Hummingbird. You interpose yourself. The attacker slips past your guard and hits Blue Hummingbird for 3 HP damage.'' <br />
:Victim text - ''A Rat attacks you. Raffles bravely interposes himself. The attacker slips past Raffles and you take 3 HP damage.''<br />
<br />
<br />
If the attack would have been a miss, the bodyguard is missed rather than the target. Flavour text would be as follows:<br />
:''Attacker text - You attack Blue Hummingbird. Raffles interposes himself. Your attack misses.''<br />
:''Bodyguard text - A Rat attacks Blue Hummingbird. You interpose yourself. The attack misses.'' <br />
:''Victim text - A Rat attacks you. Raffles bravely interposes himself. The attack misses.''<br />
<br />
<br />
Players using the Bodyguard ability must have sufficient unused APs to allocate towards the defence of the target i.e. they cannot deliberately go into negative APs when setting out to bodyguard. In the event that multiple players choose to bodyguard the same victim at a location, one of the bodyguards is selected randomly for each attack before the results are calculated. In the event that the nominated victim leaves the location before bodyguard APs are used up, any unused APs are lost and not returned to the bodyguard.<br />
<br />
This skill would permit a group of players to defend a potential victim. Examples would be villagers defending a [[shaman]] who is exorcising a healer's hut, or an [[SPF]] activist attempting to save an elephant from a hunter's rifle.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]]|<br />
suggest_author=[[User:Skull Face|Skull Face]] 14:58, 9 October 2007 (UTC)|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment: <br />
<br />
Zergers could abuse this horribly. Beyond that, I think it's overpowered. It would make it impossible to kill someone being bodyguarded. Maybe instead of an automatic success it would only have like a 10-15% chance, and a character can only be bodyguarded by 1 player at a time.<br />
<br />
I assume while bodyguarding it would be impossible to perform any other actions (since all your focus would have to be on who you're bodyguarding).<br />
<br />
But I like the idea! It would open up a lot of new avenues for play (Bodygaurd companies/clans, loyal friends, your example in the Court of Raktam, etc.) [[User:Blahmicho|Blahmicho]] 19:05, 9 October 2007 (UTC)<br />
<br />
:I'm not sure that we could do anything against zergers that the game engine doesn't already do. Bodyguarding your own alt should theoretically have the same result as attacking or healing your alt i.e. the Curse of Shartak gets you. It wouldn't be impossible to kill someone unless multiple people were bodyguarding the intended victim. The maximum spend of 10 AP means that a bodyguard can only get in the way of 10 attacks, everything thereafter automatically targets the victim as normal unless there are more bodyguards. That figure of 10 could be altered. I guess that a limit could also be placed on the number of active bodyguards for one character. Any bodyguard who took an action before his 10 APs were used would automatically cancel the bodyguard effect and lose any APs spent. --[[User:Skull Face|Skull Face]] 22:04, 9 October 2007 (UTC)<br />
::First, why is the bodyguard spending the AP before he does anything? The AP should be spent when you block an attack, so if the guarded person moves or dies or you die or decide to do something else, the AP aren't wasted. Second, there should be a skill like "assassin" that both increases chance to get past a bodyguard and means that you can avoid being noticed... until you attack the bodyguard or the person they're guarding, of course. Maybe make a "hiding" skill and have assassin as a sub-skill, letting you attack while hidden though you'd have a chance to be found out and be prevented from hiding again while the person you attacked is still alive and being bodyguarded in that square. --[[User:AlexanderRM|AlexanderRM]] 00:06, 16 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Suggestions:Items&diff=16028Suggestions:Items2007-10-15T23:51:22Z<p>AlexanderRM: /* Compass */</p>
<hr />
<div>{{Suggestions header|page_type=Item}}<br />
<br />
== Items ==<br />
<br />
<br />
=== Absinth ===<br />
Could have a very low chance of being found, and would display as "Bottle of absinth" (in addition to the existing "Bottle of beer" and "Bottle of water"). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)<br />
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)<br />
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)<br />
*The whole "distortion of game display" thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location ("As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle."). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these "strange herbs" would give outsiders something to confuse healing herbs with. &mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)<br />
----<br />
<br />
=== Spear ===<br />
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)<br />
<br />
''Comments''<br />
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)<br />
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)<br />
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)<br />
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)<br />
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)<br />
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives. Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) <br />
----<br />
<br />
=== Head-shrinking powder ===<br />
This could be either a melee or area weapon used by natives.<br />
<br />
''Comments''<br />
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]<br />
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}<br />
----<br />
<br />
=== Meat and Pelts ===<br />
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]<br />
<br />
''Comments''<br />
*But you can only carry 200 pounds of meat back to your wagon. <nowiki></oregontrail></nowiki> --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)<br />
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)<br />
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]<br />
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished "health pool" any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf<br />
**''There is a large pot of stew cooking, it appears to be half full.''<br />
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]<br />
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until "The pot is currently empty". Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)<br />
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be "piece of meat", that the description for a square with a pot should read something like "There is a fire here with a large pot over it.", and that the button should read "Add Meat to Pot" (or perhaps that feature should just be linked to the "meat" button in the inventory list). &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)<br />
<br />
* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:<br />
<br />
1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. "Trader Joe says, "Great, here's one gold coin for your large stag pelt."";<br />
<br />
2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. "You cook and eat an elephant carcass and gain 2 HP." As for human meat: "You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. "Get that dead body out of my trading hut!" he yells."<br />
<br />
The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]<br />
** -Aww, but why can't we sell elephant tusks? we can use them as a weapon with major damage (maybe we could have a 5% or so chance of hitting with the pointed end on a succesful hit, doing extra damage) but low accuracy and/or especially high break chance. ("your elephant tusk shatters, leaving you with the end which you throw away.")--[[User:AlexanderRM|AlexanderRM]] 20:11, 22 June 2007 (UTC)<br />
----<br />
<br />
=== Radio beacon/receiver ===<br />
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.<br />
<br />
''Comments''<br />
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]<br />
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)<br />
----<br />
<br />
=== Holy Scriptures ===<br />
Used to convert Natives into Ousiders. Requires "Religious Devotion". Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
*Nobody wants to have a class change againt their will. -Grigoriy<br />
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)<br />
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as "1 convert" to outsiders (as opposed to "1 native") and as "1 traitor" to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).<br />
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)<br />
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.<br />
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally "go native". Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill "Convert", with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill "Gone Native", with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)<br />
* You know, I wholeheartedly despise "permanent" class choices of any kind, and shartak is especially bed, because of the +25 XP skill cost per level makeing creating a new character and bringing it to the level of your old one very difficult. If I made this game, you could shift not only from native to outsider and back, you could switch from, say, warrior to shaman, or any other this-class-to-that thing. Anyway, you people really haven't though out the possibilities of a class choice against your will- shartak would be something other than people fighting or healing each other or exorcizing spirits for the rest of eternity. but the question is: is that good or bad?--[[User:AlexanderRM|AlexanderRM]] 23:44, 27 April 2007 (UTC)<br />
**Not everyone agrees, friend. A lot of us like the fact that each class is unique. Still, I'm always interested in hearing other opinions. Consider joining the official forum. This discussion is moving away from the topic of a new item and towards a discussion of what direction we'd like Shartak to go. Thus, we should probably move our discussion elsewhere. Regards.--[[User:Black Joe|Black Joe]] 00:20, 28 April 2007 (UTC)<br />
** Yes, and my idea keeps each class unique- but it allows you to change your mind on what class you are. For instance, right now both the scout/explorer and villager/settler are better than the warrior/soldier due to the heavy sword, because one has a better chance of finding one and the other has extra AP. My idea is to allow people who wanted to fight to go back and change that decision without haveing to start all over again. --[[User:AlexanderRM|AlexanderRM]] 01:06, 4 May 2007 (UTC)<br />
----<br />
<br />
=== GPS Unit (Redesign) ===<br />
{{suggestion|<br />
suggest_type=Item, modification|<br />
suggest_scope=GPS unit|<br />
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|<br />
suggest_time=21:48, 23 February 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)<br />
<br />
Y'know, the "GPS Unit" item has stuck out like a sore thumb to me too. I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless. But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)<br />
<br />
I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)<br />
<br />
: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself. If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation. (Both pages mention a "chronometer" which was finally invented to try to solve that problem.) On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones. A quote from the Lewis & Clark page: "If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith." So. I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness. That could even go in the FAQ. I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base. In closing, I still like Lint's ideas about making it cost AP and require suitable terrain. The former would represent the investment of time in setting up the equipment and doing the calculations. The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)<br />
<br />
:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the "Skillful Sextant Supervisor" skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)<br />
<br />
: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)<br />
<br />
:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it "Professor Inglewood's Speedy Sextant And Nano Tables" or some other such nonesense and leave it working the same, just with a different name. As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)<br />
<br />
:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)<br />
<br />
:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)<br />
<br />
::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)<br />
<br />
:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)<br />
<br />
::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to "Sense Position" for 1 AP and be told the direction and rough distance of the nearest village. ("After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.") <s>Maybe even take the GPS away; the natives should know their way around better than the outsiders.</s> &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
How about we just get ride of the gps unit in general and in its place have item called "a map and compass" and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)<br />
<br />
: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which "move" buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)<br />
::: You all need a Antikythera mechanism - see<br />
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&action=display&num=1167260766 - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Remove uber sword of doom(aka heavy sword) ===<br />
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.<br> <br />
<br />
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.<br><br />
<br />
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have "wasted" the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.<br />
<br />
'''Comments'''<br />
<br />
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)<br />
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)<br />
*I disagree with some of the logic in this argument. If the heavy sword were a common weapon, then I could understand the concern; however, the "über sword of doom" is hardly of such availability. As far as I know, only one player has the sword. Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect. I would even propose that even more superior weapons are "hidden" around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)<br />
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)<br />
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)<br />
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)<br />
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)<br />
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)<br />
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, "Marksmanship" and "Expert Marksmanship", each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful. -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)<br />
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)<br />
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -> 35% marksman upgrade for all classes, then 35% -> 50% -> 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)<br />
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single "elephant sword", or something with a similarly grand title. There would only be one on the island (or one per village: "The Elephant Sword of York", etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----<br />
*The only problem with this is that there probebly ''are'' people out there who have spent loads of AP looking for a heavy sword, and if those of them that found it suddenly have it deleted, =bad. How about either A: The heavy sword cannot be found by searching and those in people's inventorys randomly transform into their value in gold, or B: the heavy sword becomes more common and we add several more "uber" items (also more common than the current heavy sword):<br />
The spear: this was what gave me the origional idea for other uber weapons. The heavy sword would become the outsider-only weapon and the spear would become the native weapon. All heavy sword belonging to natives would turn into spears. The spear should be more accurate and do less damage.<br />
<br />
The heavy gun: Ammo is rare but no too rare. Basically an upped version of the rifle.<br />
<br />
The poisoned bow+arrows: basically an upped blowpipe.<br />
<br />
Anyway, just one more note:<br />
<br />
"Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play."<br />
*Mmh*<br />
*Mmmh*<br />
BWA HA HA HA HA HA HA HA!<br />
*snorts*--[[User:AlexanderRM|AlexanderRM]] 00:01, 28 April 2007 (UTC)<br />
<br />
===studded leather & war gear===<br />
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.<br />
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}<br />
<br />
*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)<br />
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]<br />
<br />
----<br />
<br />
===Messenger Pigeons===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All outsiders|<br />
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. <br />
''You watch your pigeon fly off and hope it doesn't get intercepted.''<br />
<br>Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|<br />
suggest_time=22:23, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*How would you handle said "interception?" Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)<br />
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)<br />
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)<br />
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to "intercept" the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)<br />
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drum===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All Natives|<br />
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. <br />
''You hear random drumming in the distance.''<br />
<br>Requires a drum beating skill to utilize.|<br />
suggest_time=22:35, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)<br />
<br />
:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)<br />
<br />
:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:<br />
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)<br />
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)<br />
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear "random drumming" instead of "<garbled message>", since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)<br />
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)<br />
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)<br />
::&mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hammer===<br />
{{suggestion|<br />
suggest_type=New Item|<br />
suggest_scope=Available to all characters|<br />
suggest_description=A basic hammer. This item seems necessary for potential future building skills such as roads or huts or hut fortifications. Hammers could also be used as offensive weapons. They could also be subject to random breaking like machetes.|<br />
suggest_time=06:18, 1 May 2006 (BST)|<br />
suggest_author=[[User:Throgonuts|Throgonuts]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &mdash; but we don't need a hammer now. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===303===<br />
{{suggestion|<br />
suggest_type=new item|<br />
suggest_scope=availible to only outsiders|<br />
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.<br />
<br />
Damage: 15, special dmg: 16.|<br />
suggest_time=15,25, 17 June, 2006 (EST)|<br />
suggest_author=[[User:Riddick|Riddick]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)<br />
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?<br />
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)<br />
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)<br />
::Che, the .308 isn't used by the M16. The M16 uses 5.56 mil, or essentially a .22 sporting round. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:14, 28 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Berries to Increase AP===<br />
{{suggestion|<br />
suggest_type=Change item's effect|<br />
suggest_scope=Tasty berries (or similiar item)|<br />
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|<br />
suggest_time=00:47, 21 June 2006 (UTC)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<br />
I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006<br />
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
<br />
I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)<br />
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily "out of hand". Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
::The above remarks would be accurate if the AP-booster item was "invigorating herbs" found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)<br />
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was "berries or similiar item". I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)<br />
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. "this mango tree is claimed by John Doe", but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons). However, you'd only get one day of extra combat from it. You're actually losing time that way. If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers. Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items. I'd also like to point out that this system is already in place in KoL. They just set a maximum you can eat before you get full to keep the system from being abused. Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006<br />
<br><br />
it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)<br />
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)<br />
:I think you are confused here, the topic at hand is not gaining free XP, but "storing AP" as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Camera/Spirit box===<br />
{{suggestion|<br />
suggest_type=Ranged weapon|<br />
suggest_scope=Those plagued by banshees and those interested in scaring natives|<br />
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|<br />
suggest_time=04:11, 23 July 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)<br />
<br />
I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is. However, I'm not so sure about this. After all, cameras don't REALLY hurt people. Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help. Cameras have been around maybe 100 years? Shartak seems to take place in the 1700's or so, a little too early. Long story short, I don't think it fits. That's just my opinion, however. [[User:Black Joe|Black Joe]]<br />
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
i agree with idea that we should do something about ghosts, but the idea of trapping "ghosts" in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)<br />
<br />
I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006<br />
<br />
Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)<br />
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism. After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them. Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006<br />
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)<br />
<br />
A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)<br />
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as "outsiders" are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.<br />
Is that not a camera?<br />
<br />
:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)<br />
<br />
::Infantry did not use double barrel rifles at this scale until the mid 19th century, by then the daguerreotype and the calotype had been invented.<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Subitems===<br />
{{suggestion|<br />
suggest_type=Divisable items|<br />
suggest_scope=FAKs and Healing herbs|<br />
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] & large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|<br />
suggest_time=22:28, 12 August 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== The Bone Whistle ===<br />
<br />
I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.<br />
<br />
It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)<br />
<br />
Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)<br />
<br />
the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}<br />
<br />
Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]<br />
<br />
---<br />
<br />
===Flintlock Pistols===<br />
{{suggestion|<br />
suggest_type=New Item and Set of Skill to go along with it|<br />
suggest_scope=Whoever can shoot a gun|<br />
suggest_description='''Mechanics'''<br />
*Half the inventory space of the rifle<br />
*1 shot loading<br />
*.5 AP to load. (or skill to make it so)<br />
*4 damage<br />
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.<br />
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.<br />
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'<br />
<br />
'''Roleplay and realism'''<br />
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).<br />
*Pirates have always been seen with cutalss and one-shot pistol in hand.<br />
<br />
'''Skills'''<br />
*'''No Skill'''- ''5% chance of hitting your target''<br />
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''<br />
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''<br />
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''<br />
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''<br />
*'''Quickshot'''- ''Loading costs .5 AP''|<br />
<br />
suggest_time=02:36, 12 November 2006 (UTC)|<br />
suggest_author={{profile|4862|Rozen}}|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''<br />
<br />
I'd like to get some fresh comments about this. I have the old comments saved in case anyone wants to look...I just want to see what Shartak: The Next Generation thinks of this, you know :P --[[User:Rozen|Rozen]] 22:59, 28 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Meat Weapons===<br />
{{suggestion|<br />
suggest_type=Items|<br />
suggest_scope=All|<br />
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |<br />
suggest_time=11:29, 29 November 2006 (UTC)|<br />
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef? There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)<br />
<br />
I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Canteen/Water Pouch===<br />
{{suggestion|<br />
suggest_type=Container|<br />
suggest_scope=Anyone looking for an extra sip|<br />
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|<br />
suggest_time=09:23, 5 December 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Canteen? To be a little more in the setting, how about "''flask''"? And were you going to suggest that it hold more than one drink? --[[User:Lantz|<font color="005555">Lantz</font>]] 03:15, 6 December 2006 (UTC)<br />
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) <br />
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]<br />
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)<br />
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
=== Fire ===<br />
<br />
How about fire for torches? Fire could also: <br />
<br />
1. be used on the jungle ("You set fire to the surrounding jungle, causing smoke to billow into the sky." The square could turn orange and then red as it was burned, then finally brown once it burned out), <br />
<br />
2. be used as campfires for villages and the wreck, <br />
<br />
3. light caves, for increased search rates ("You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.") <br />
<br />
4. burn opponents, ("You hit Long Fin Killie in the face with a torch for 3HP damage.") or huts (""You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.")<br />
<br />
5. scare away wild animals like tigers, which might not approach a torch. <br />
<br />
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).<br />
<br />
Fire might also be visible from a distance. "You see a column of smoke to the north east."<br />
<br />
And, as a gag, if you drink rum while holding a torch then you breath fire.<br />
<br />
[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch." or even, <br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!"<br />
-[[A Cow]] <br />
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]<br />
::: To be realistic, huts, jungle, or similar things should burn down and spread. burning areas would turn orange, then red, and would turn normal when there was nothing left to burn. Every AP recharge or so, the jungle would go down one level, a signpost if there was any would burn away, all people and animals would take X damage from various reasons (most animals would flee though), and huts or similar things would go down in levels ("slightly charred/ rather burned/ badly burned/collapsing/burnt ruins/nothing left but the foundation) which would have gradually decreasing search odds, and the last two would have the huts not be entered/exited areas, there would be no difference between inside and outside. The fire would have an X% chance of spreading into a touching square that wasn't burning or completely burnt down. There would have to be some way to put out or contain the fire to prevent the entire island from having all vegetation going to 0, all huts burning down (maybe a "hut repair" skill?), and all people and NPCs dying and having to wait for a shaman to come back before they can every time some guy sets something on fire. Maybe spreading from square to square would have a low chance and fuel consumption happens fast, so a fire will often burn down before it spreads. Or you could have player-imposed limitations by keeping a circle or part of one around an area totally clear of jungle and, if people comply with policy, players and signs. If you put it right at the edge and on the inside, animals wouldn't go in for whatever reason, so... a maniac trying to burn down the island would need a second torch if they used the first one on the village and the other villages still wouldn't be destroyed. Okay, by itself that wouldn't help much, but with the low spread/high burn and make it easy to put out with water and we've got some vague balance. --[[User:AlexanderRM|AlexanderRM]] 01:04, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
=== Falconry ===<br />
<br />
Introduction:<br />
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word "Hag" or "Haggard" is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. <br />
<br />
Item:<br />
The scenario would run like this: Near the mountains, "You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment." This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.<br />
<br />
First skill level:<br />
In order for you to do anything with the egg, you acquire a skill: "Hatching and rearing" of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the "one falcon egg" is replaced by "one falcon chick" or "one falcon eyase" (an eyase is a falcon chick) when the first skill level of "Hatching and rearing" is acquired. <br />
<br />
Second skill level:<br />
The next skill you need to acquire is "Training your falcon". With the "Training your falcon" skill, the "falcon chick" becomes a "young falcon", and the young falcon can be used as a weapon. "You command your young falcon to rake Player Y's face, for 1 HP damage." As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are "young falcon", to indicate to players that the bird is immature and not yet capable fo use at full strength.<br />
<br />
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. "Your young falcon loses balance mid-flight and plummets into a tree, dying instantly." While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. <br />
<br />
Third skill level:<br />
With "falconry mastery", the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, "You command your falcon to rake Player Y's face, for 5HP damage."<br />
<br />
Killing falcons:<br />
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that "You attack Player Y and kill their falcon." This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.<br />
<br />
Other ancillary issues:<br />
Falcon eggs would be relatively rare, like heavy swords. "Falcon eggs", "falcon chicks", "young falcons" and "falcons" could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be. -<br />
[[FirstAmongstDaves]]<br />
<br>Comments<br><br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->Comments here.<br />
A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)<br />
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
===Tent===<br />
<br />
Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]<br />
:Yeah, I seem to have trouble surviving overnight in the jungle, which makes it really hard to get places. Maybe it could have high inventory space and AP cost to set up/take down, but some animals won't attack you in there and some item, like a controlled torch or something, repels the rest but makes the tent always noticeable to people who can see your square. Or course players could go in there but... well, you can't have everything. The inventory space and the placing/removing costs would make travel slow and attacking difficult to balance the safety.--[[User:AlexanderRM|AlexanderRM]] 01:26, 13 September 2007 (UTC)<br />
----<br />
<br />
===Trade Items===<br />
{{suggestion|<br />
suggest_type=a series of items which will encourage trade|<br />
suggest_scope=the economic structure of Shartak|<br />
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. <br />
<br />
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action "Forge Weapon" becomes available. This action costs 10 AP, but produces a "Scimitar"[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.<br />
<br />
The Native analog to this is the "Macuahuitl" [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.<br />
<br />
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. <br />
|<br />
suggest_time=04:50, 15 February 2007 (UTC)||<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]<br />
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
<br />
*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)<br />
**Good idea! Calling it a "fine sword" definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
*** Actually, many people almost never use the "contact roaming shaman" option, and so they stay near their home camps because they always get sent there when they die. I've only gone to another camp (wilsik) once and after dying a day or two in, got sent home and never returned. Maybe if we made it so that if people met a shaman from another camp, from then on they have the option the contact them, for different AP costs. (maybe natives/native shamans and outsiders outsider shamans would be 40AP, and anything else would be the same 50AP as contact roaming shaman...) Of course, other people being able to come back to life into the very center of an enemy village or settlement, lie there to get full AP, then stand up and massacre the people, and when they got killed just do it again might be bad... maybe some exorcism skill or innate power amulet, that someone you kill who isn't in an allied camp to their side can't re-spawn their for awhile or until they re-spawn and die again...--[[User:AlexanderRM|AlexanderRM]] 01:38, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
===10 Melee Weapons===<br />
{{suggestion|<br />
suggest_type=Weapons|<br />
suggest_scope=All|<br />
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.<br />
<br />
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 10% (->20%->35%)<br />
*'''Average Damage, untrained:''' 0,3 -> 0,4<br />
*'''Average Damage, CQB:''' 0,6 -> 0,8 <br />
*'''Average Damage, ACQB:''' 1,05 -> 1,4<br />
*'''Average Damage, BS:''' 1,2 -> 1,55 <br />
<br />
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 40% (->50%->65%->75%)<br />
*'''Average Damage, untrained:''' 0.4 -> 0,8<br />
*'''Average Damage, CQB:''' 0,5 -> 1 <br />
*'''Average Damage, ACQB:''' 0,65 -> 1,3<br />
*'''Average Damage, BS:''' 0,8 -> 1,45<br />
*'''Average Damage, Fencing:''' 0,9 -> 1,65 <br />
*'''Average Damage, Exp. Fenc.:''' 1,05 -> 1,8 <br />
<br />
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
*'''Average Damage, Fencing:''' 1,35 -> 1,95 <br />
*'''Average Damage, Exp. Fenc.:''' 1,5 -> 2,1 <br />
<br />
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
<br />
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).<br />
<br />
'''Base Damage''' 4, '''Accuracy''' 5% (->15%->30%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,25<br />
*'''Average Damage, CQB:''' 0,6 -> 0,75 <br />
*'''Average Damage, ACQB:''' 1,2 -> 1,5<br />
*'''Average Damage, BS:''' 1,35 -> 1,65 <br />
<br />
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
<br />
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0.75 -> 1<br />
*'''Average Damage, CQB:''' 1,05 -> 1,4<br />
*'''Average Damage, ACQB:''' 1,5 -> 2<br />
*'''Average Damage, BS:''' 1,65 -> 2,15<br />
*'''Average Damage, Fencing:''' 1,95 -> 2,55<br />
*'''Average Damage, Exp. Fenc.:''' 2,1 -> 2,8<br />
<br />
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. <br />
<br />
'''Base Damage''' 4, '''Accuracy''' 20% (>30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,8 -> 1 <br />
*'''Average Damage, CQB:''' 1,2 -> 1,5 <br />
*'''Average Damage, ACQB:''' 1,8 -> 2,25<br />
*'''Average Damage, BS:''' 1,95 -> 2,4 <br />
*'''Average Damage, Fencing:''' 2,35 -> 2,9<br />
*'''Average Damage, Exp. Fenc.:''' 2,5 -> 3,05 <br />
<br />
9)'''Knife:''' Including it for sake of completeness.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,4<br />
*'''Average Damage, CQB:''' 0,3 -> 0,6 <br />
*'''Average Damage, ACQB:''' 0,45 -> 0,9<br />
*'''Average Damage, BS:''' 0,6 -> 1,05<br />
<br />
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. <br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
*'''Average Damage, Fencing:''' 1,25 -> 1,8 <br />
*'''Average Damage, Exp. Fenc.:''' 1,4 -> 1,95 <br />
<br />
|<br />
suggest_time=22:13, 18 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen<br />
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)<br />
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Big Stick and Cudgel===<br />
{{suggestion|<br />
suggest_type=2 new, related items|<br />
suggest_scope=All players|<br />
suggest_description=1. Big stick: Or "There are trees all around me. Why's it so hard to find driftwood?"<br />
<br />
The big stick would be found in jungle squares. The thicker the jungle, the more likely it is that you'll find a big stick. The big stick would take up two inventory spaces. By itself, it's useless. However, it can be made into a couple other things. <br />
<br />
A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP). This gives you two pieces of driftwood. Why do I propose this? Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood! There are lots and lots of trees out in the jungle! Surely I can find pieces of wood out there! I apparently also like to use exclamation marks!<br />
<br />
B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel. See below.<br />
<br />
Suggestion 2: The Cudgel: Or "Hitting each other with sticks."<br />
<br />
The cudgel also takes 2 inventory spaces. It does 1 HP damage without body building and 2HP damage with it. Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%. Why does it have a higher chance to hit? Because it's a really big stick! People have been hitting each other with sticks for ages! Now, even with that, it's still inferior to the machete. So why's it useful? <br />
<br />
1. Higher chance to hit than daggers, knives, and fists.<br />
2. It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.<br />
<br />
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out. Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|<br />
suggest_time=02:29, 10 March 2007 (UTC)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)<br />
:In answer to your question, I would say "no" to completely cleared and "very low chance" to very low density. Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
::The only problem I have with this suggestion is that there's nothing to restrict items found to certain densities.. but that might be something I can add. --[[User:Simon|Simon]] 19:12, 29 May 2007 (UTC)<br />
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)<br />
:This is technically true, but the point is missed. On a jungle island, one should be able to find sign post material where trees can be found. That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
:The term "driftwood" is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Tranquiliser/Paralyzing Dart===<br />
{{suggestion|<br />
suggest_type=Ammunition|<br />
suggest_scope=Hunters who don't like to be bitten back|<br />
suggest_description=Many hunters don't like FAKs taking up space that could be used for ammo and thus go without them. The animals don't go down without a fight however and the bush doesn't have the tools for a last minute tusk wound patch up before bed. If only the animals could be passified. Firing a tranquiliser from a rifle like a regular bullet or a paralyzing dart from a blowpipe, one can stun an animal, preventing automatic and retalitory attacks for awhile. In humans it reduces attack strength and/or accuracy and increases AP usage.|<br />
suggest_time=17:05, 6 April 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I disagree with your base claim - I'd imagine that as many, if not more hunters travel with a lot of first aid kits since it allows them to spend longer in the jungle. This suggestion just seems to remove the challenge of fighting something that will fight back, and reduce the need to go into the jungle properly equipped. It would also seem easy to abuse against other player characters. --[[User:Johan Crichton|Johan Crichton]] 21:56, 6 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Ivory===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=Back then the jungles were full of ivory poachers. What I'm proposing is the ability to harvest ivory from the dead elephants in the game. With each elephant you harvest you receive 2 units of ivory. To keep it simple you can harvest the ivory using a machete or a cutlass. Each unit of ivory would be worth 2 gold coins.|<br />
suggest_time=15:16 03 May 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Cool, maybe something like this could be added to tigers. --[[User:Wulla-mullung|Wulla-mullung]]<br />
<br />
What would the ivory do? We could use it to make handles for the weapons, or ornaments for rifles. or chess pieces! -[[User:Elegost|Elegost]] 02:16, 17 May 2007 (UTC)<br />
:This would go along with the meat suggestion elsewhere in the wiki. Perhaps when an animal dies, there are certain items that can be harvested from their corpse including meat x (number depends on size of animal), ivory from elephants, skin from bear or tiger, feathers from parrot. Once you've recovered as much as you can from the corpse, you'll just search the surrounding area instead. --[[User:Simon|Simon]] 07:26, 26 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Shartak Laser===<br />
{{suggestion|<br />
suggest_type=Super weapon|<br />
suggest_scope=anyone|<br />
suggest_description=<br />
This is the super (edited) Shartak version of the most awesome Spartan Laser from the Halo 3. It deals 10 dmg and is 50% accurate (since it does take a lot of effort to aim the thing). It cannot be found anywhere, but you need to make it. You'd need two pieces of driftwood, a mango, a gem, a dead parrot in the same square and a gps unit. It has four shots and has a 30% chance of breaking after firing. when out of ammo, it becomes useless baggage. you cannot sell a used or partially used shartak laser to traders. The pic of the Shartak laser is here. http://derby.jconserv.net/viewtopic.php?t=14&start=105|<br />
suggest_time=13:12, 22 May 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
(Pssst, Simon, just say you've implemented it! Where are you going to get a headless parrot from anyway?) --[[User:Rozen|Rozen]] 16:04, 22 May 2007 (UTC)<br />
* This has been added, it's in a secret location and you'll have to journey through shark infested water and back to the mainland to find it. ;) --[[User:Simon|Simon]] 22:32, 25 June 2007 (UTC)<br />
:seriously?!?!? why can't i have a free one?:D -[[User:Elegost|Elegost]] 02:17, 26 June 2007 (UTC)<br />
::Ya, umm sorry I kinda took it. How about you give me 500 gold and it'll be at the Dalpok trader. --[[User:Wulla-mullung|Wulla-mullung]] 02:41, 26 June 2007 (UTC)<br />
:::LOL. No, not seriously. I regret to inform you that this will never be implemented. Perhaps if you could come up with some less outrageous and powerful things that could be manufactured you might be luckier. --[[User:Simon|Simon]] 07:22, 26 June 2007 (UTC)<br />
::::okay. you got me there. hahaha wait, i'll edit it. -[[User:Elegost|Elegost]] 10:42, 26 June 2007 (UTC)<br />
: How about having it burn out once all shots are fired?--[[User:Johan Crichton|Johan Crichton]] 21:28, 26 June 2007 (UTC)<br />
::sounds good. but i personally like the idea of it being disposable, just like the spartan laser. and you can't sell the empty one to the trader! -[[User:Elegost|Elegost]] 10:30, 27 June 2007 (UTC)<br />
::::The above is a lie, I really do have the Shartak Laser. Simon just thought better of letting everyone know one exsisted. --[[User:Wulla-mullung|Wulla-mullung]] 02:33, 29 June 2007 (UTC)<br />
:::::If you really do, you'll only be able to fire four shots. Also, if you could get a light bulb and run an electric current from the GPS to it and use the gem like a magnifying glass, you might just be able to do this. but make it need a scientist-only skill and have a 75% chance of being done wrong breaking the GPS and the light bulb. When it runs out of charges it leaves the light bulb and the gem intact, but if it breaks you just keep the gem.--[[User:AlexanderRM|AlexanderRM]] 01:45, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Bottle of Water===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=everyone who can drink bottles of water|<br />
suggest_description=I just realized i carry more bottles of water than FAKS. So, maybe we can use bottles of water on other people, you know, help them drink and restore health. like a fak :)|<br />
suggest_time=11:12, 6 June 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I fully agree - hence this suggestion: [[Suggestions:Miscellaneous#UI:_Heal_Patient_as_possible_action]] --[[User:Johan Crichton|Johan Crichton]] 04:43, 3 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Melee Weapon Breaking tweak===<br />
{{suggestion|<br />
suggest_type=weapon tweak|<br />
suggest_scope=everyone|<br />
suggest_description= the rate of breaking machetes could be altered a bit. I haven't had much luck breaking machetes these days. Shouldn't they break a lot too? Cutlasses seem to break a lot. And the non-breaking quality of the machete makes it a not-so-good item to trade at the traders. And perhaps writing materials could be blunted when writing too.<br />
and maybe the sharpening stones can wear out after a while, like around ten sharpenings, it'll crumble to dust. And that'll stimulate players to buy or sell sharpening stones.|<br />
suggest_time=09:00, 2 July 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I've had the opposite with machetes of late - if you use them for combat, they seem to break reasonably often. --[[User:Johan Crichton|Johan Crichton]] 22:18, 3 July 2007 (UTC)<br />
Ooh, I know- have the sharpening stones turn blunt, so you can keep two sharpening stones, and use one to sharpen the other. --[[User:AlexanderRM|AlexanderRM]] 01:47, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pit Trap===<br />
{{suggestion|<br />
suggest_type=Item/Skill|<br />
suggest_scope=Everyone|<br />
suggest_description=Once a hole has been dug with the digging skill/shovel, driftwood can be used to conceal the hole, creating a pit trap. The next individual/animal to enter the hex will fall into the pit, taking 6 points of damage. This naturally destroys the driftwood covering for the pit and thus the pit would need to be 'reset' with more driftwood.<br />
<br />
If it would also cost a point of movement to get out of the pit as well, that would be interesting.|<br />
suggest_time=10:04, 2 July 2007 (EST)|<br />
suggest_author=GreyA2|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Similar suggestions already exist - [[Suggestions:Skills#Jungle_Skills]] has a mention of a 'Make/Detect Traps' skill, and [[Suggestions:Skills#Trap_Laying]]. --[[User:Johan Crichton|Johan Crichton]] 04:42, 3 July 2007 (UTC)<br />
: It should have an x% of falling in per action, including entering and leaving, and it's a square, not a hex.--[[User:AlexanderRM|AlexanderRM]] 01:49, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hunting-Skinning-Trading===<br />
{{suggestion|<br />
suggest_type=new ways of income|<br />
suggest_scope=Everyone|<br />
suggest_description=When you kill an animal, you get exp, but no gold. When you trade, you get gold and experience if it's inter-settlement. In reality, peope make food and skins from hunting, in reality, people set into each other with cutlasses. Or did...anyway. I'm suggesting that when you kill a creature, great or small, you get a body part of that creature, pelt, leather, ivory, eyeball...that kind of thing. You can then sell it at the trader for some gold, bigger or rarer the beast, the more gold. Squid eyes being worth the most, parrot feathers the least. It's also been suggested that you get meat from the animal, which you can eat to recover some HP. This is a suggestion made with new players in mind, as my newest character realised he got more of a reward going safely from town to town and gtting hsi gold and exp than he did traveling into dangerous jungle and killing stuff. |<br />
suggest_time=00:11 am, Thurdsay 30th Aug |<br />
suggest_author=[[User:RobZombie|RobZombie]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Dupe of something near the top of the page. or maybe that's a dupe of this... don't think so.--[[User:AlexanderRM|AlexanderRM]] 01:50, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===The Most-Awesome-Titanium Sword===<br />
{{suggestion|<br />
suggest_type=replacement to the heavy sword|<br />
suggest_scope=everyone|<br />
suggest_description=Since someone was kind enough to spoil the locations of heavy swords, I hereby present you with this. The Most-Awesome-Titanium Sword! or the MATS.<br />
<br><br />
Since Simon wouldn't implement the Shartak Laser, we'll have this.<br />
<br>MATS stats<br />
<br>Damage- 5<br />
<br>Accuracy- 50% (cause its made of titanium, its easier to wield in theory)<br />
<br>Chances for Critical- 18%<br />
:Critical Hit- 10dmg to target<br />
::Critical Miss- you break it, and you get hit for 5 damage by the broken blade<br />
<br>Search Odds- 10% at only ONE place, or certain coordinate |<br />
suggest_time=07:54, 4 September 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
You scare me sometimes Ele ;P -[[User:Cthulhu|Cthulhu]]<br />
: 1: "no, I didn't use earth elementals- I used ''titanium'' elementals"<br />
2: Someone spoiled the locations of heavy swords? Where?--[[User:AlexanderRM|AlexanderRM]] 01:52, 13 September 2007 (UTC)<br />
:Forums. Simon is cooking something up, don't worry. --[[User:Wulla-mullung|Wulla-mullung]] 03:14, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Bottle/Gourd Of Healing Salve===<br />
<br />
Made by juicing healing herbs with an empty bottle or gourd in your inventory. It would take 3 herbs to make 1 batch of salve and you must have the "Natural Medicine" skill to do so. Salve heals 15hp when used. That about covers it really. The pro is its lighter then herbs, the con is it takes time to prepare. Perhaps a small exp reward for preparing it (say 2 exp) would encourage players to make use of it, that is open to debate however. --[[User:Etherdrifter|Etherdrifter]] 00:25, 10 September 2007 (UTC)<br />
<br />
''Edit''<br />
<br />
Ousiders without "Native knowledge" would see it as gourd/bottle of green paste.--[[User:Etherdrifter|Etherdrifter]] 22:10, 29 September 2007 (UTC)<br />
<br />
<br />
''Comments''<br />
<br />
I like. I would suggest allowing pirates to use this skill too, maybe, it would give them the little balancing edge they need. - Rincewind.<br />
*Perhaps put in place a different skill for pirates to use it? It would probably need to be a subskill of Native Knowledge. Not too sure of a name for it though. Also what do you think of the idea for a small exp reward?--[[User:Etherdrifter|Etherdrifter]] 12:14, 10 September 2007 (UTC)<br />
<br />
**Small exps are aaaalways good. - Rincewind.<br />
<br />
*** Keep chronological order plz. This seems to apply to natives. What about outsiders? Them too? Outsiders would then have a choice of FAKs for 10 HP heals and herb salve for 15 HP heals? Whilst natives would have only herbs or herb salves? Seems oddly balanced. Dislike XP for making the stuff as you will gain XP when using it.--[[User:Skull Face|Skull Face]] 17:14, 20 September 2007 (UTC)<br />
****Sorry about the mix up there with the time ordering. Anyways I thought about a small exp reward as a native who just uses the herbs already gains much more exp as they would do from making and using the salve, 7.5 exp per ap against 10 exp per ap,. The exp is an encouragment to make this and keep it stocked in the traders hut (Where anyone could use it) or use it outside of town. 2 exp seemed about right as it would take it to 9.5exp per ap making it slightly less useful when it used for healing in villages but much more useful for use outside of the village where healing herbs are not so plentiful.--[[User:Etherdrifter|Etherdrifter]] 22:10, 29 September 2007 (UTC)<br />
<br />
----<br />
<br />
=== Oysters ===<br />
{{suggestion|<br />
suggest_type=Item|<br />
suggest_scope=All classes|<br />
suggest_description=Oysters would be a new item found only in [[Suggestions:Game_mechanics#Oyster_Bed|oyster beds]]. Oysters in the inventory (1 slot per oyster) would have a button to 'Open' (similar to fruit having an 'Eat' button). They would have a 24 hour shelf life (similar to shargle eggs) after which they would have no food value. Once opened, in the inventory an oyster becomes an oyster shell. These shells have no value and traders will not accept them as trade items.<br />
<br />
Oysters would come in two varieties, edible and pearl-bearing, but cannot be identified until opened. When an edible oyster is opened (requiring a knife or dagger) the character would eat it immediately and gain +1 HP if below maximum HP with the following flavour text...<br />
:''You open the oyster and consume the contents, gaining 1 HP.''<br />
If the edible oyster is past its shelf life when opened the character gains nothing and sees flavour text such as...<br />
:''You open the oyster but the contents are inedible.''<br />
When a pearl-bearing oyster is opened a pearl is added to the inventory (see suggestion on item [[Suggestions:Items#Pearls|Pearls]]) with flavour text such as...<br />
:''You open the oyster and inside is a small black/white pearl!''<br />
<br />
Characters who do not have one free inventory slot will still be permitted to open an oyster. In the event that it contains a pearl which cannot be added to their inventory they will see this flavour text...<br />
:''You open the oyster and inside is a small black/white pearl which slips through your fingers and is lost!''<br />
|<br />
suggest_time=12:47, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Support! it also applies to the suggestion below, you could merge those two. --[[User:Lama|Lama]] 21:19, 27 September 2007 (UTC)<br><br />
:Ok I like the idea and the one below but I take it that this option is available to both outsiders and natives?--[[User:Etherdrifter|Etherdrifter]] 22:13, 29 September 2007 (UTC)<br />
::All classes, all ethnic backgrounds ;) --[[User:Skull Face|Skull Face]] 22:44, 29 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Pearls ===<br />
{{suggestion|<br />
suggest_type=Item|<br />
suggest_scope=All classes|<br />
suggest_description=A pearl would be a new item that takes up 1 inventory space. Pearls would only be found inside pearl-bearing oysters. Pearls would come in two flavours, white (19 out of 20) and black (1 out of 20). Traders would value white pearls at 1 times the cost of a gem and black pearls at approx 5 times the cost of a gem.<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Compass===<br />
{{suggestion|<br />
suggest_type=New Item|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new item, the humble compass. It would be found in the Weapons Hut and would occupy 1 inventory slot. If clicked (for 1 AP) the compass would report the approximate direction to [[Suggestions:Game_mechanics#Shartak_Mountain|Shartak Mountain]] provided that the jungle density does not block line-of-sight.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 12:26, 20 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
So... how exactly does this work? The compass is used to detect the direction of north. Last I checked, Shartak mountain was not right smack on the north pole. --[[User:AlexanderRM|AlexanderRM]] 23:51, 15 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Theodolite===<br />
{{suggestion|<br />
suggest_type=Item|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new item, the theodolite, to replace the GPS unit and provide a handwaving explanation for accurate surveying of Shartak by outsiders and pirates. It is a steampunk variant of [http://en.wikipedia.org/wiki/Theodolite the 18th/19th century surveyors' theodolite] and would be used to calculate vertical angles and aid in positional triangulation.<br />
<br />
In locations that do not block line-of-sight to the peak of [[Suggestions:Game_mechanics#Shartak_Mountain|Shartak Mountain]], the vertical inclination angle to the peak and the approximate known height of the peak would permit a rough calculation of the horizontal distance from the peak. This calculation would be refined by use of a barometer reading giving approximate current height above sea level. The distance from the peak alone is not sufficient to calculate location. The missing element would be the angular direction of the peak with respect to true N, obtained from a compass reading vs the angular scale on the theodolite. Thus the angular direction of the peak would be obtained. With this second item of information the approximate location on the island would be calculable.<br />
<br />
Unlike the automatic always-on GPS unit the standard theodolite must be clicked (for 1 AP) to give an approximate GPS locational reading. The theodolite would occupy 3 inventory slots (similar to a [[rifle]]) due to the need for the lens array, supporting tripod and chart. The theodolite would require solid ground and line-of-sight for accurate use and thus could not be used in [[Water (deep)#Water_.28deep.29|Deep Water]], higher density jungle or indoors. It would also be fragile and have a small (XX%) chance of being destroyed in a hostile attack.<br />
<br />
As an optional extra the location information provided by the theodolite may be subjected to error of 1 or 2 location squares. This error would be removed for the classes Explorer/Scout and Scientist. Multiple readings / APs may be needed if strict accuracy is required.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 12:26, 20 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
First, the GPS isn't really that useful anyway if you have either exploration or the ubermap. It's still worth the inventory space even if you have both (though the ubermap may tottally nerf it, I'm not sure...), though the gold is... debatable. But at 1AP, 3 inventory, increased area-restriction in use, chance to break when attacked and to be slightly off in location? Heck no. Just plain useless. On top of that, I actually think the GPS should stay- it gives the idea of a "lost island" rather than just "Hispaniola under a different name". So, uh, I'm thinking maybe not? --[[User:AlexanderRM|AlexanderRM]] 23:50, 15 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===fire and science===<br />
{{suggestion|<br />
suggest_type=new items, and the skills to support them|<br />
suggest_scope=everyone, but mainly scientists|<br />
suggest_description='''new items''':<br />
*'''charcoal''' (found in abandoned huts @ 10% chance):<br />
**can be combined with other ingredients to produce black powder.<br />
*'''saltpeter''' (found in swamp squares @ 10% chance):<br />
**can be combined with other ingredients to produce black powder.<br />
*'''sulfur''' (found in mountain caves @ 10% chance):<br />
**can be combined with other ingredients to produce black powder.<br />
*'''bottle/gourd of black powder''' (found in shipwreck armory @1% chance):<br />
**can be used to attack groups of players by way of area-of-effect damage.<br />
***base = 30% chance of 6dmg to target character + 15% chance of 2dmg to each of 10 random characters + 20% chance of 4dmg to user.<br />
<br />
'''new skills''':<br />
*'''basic chemistry''' (scientists):<br />
**allows a character possessing the proper ingredients to produce 'black powder'.<br />
*'''basic munitions''' (soldiers, pirates, warriors with outsider knowledge):<br />
**reduces risk to user to 10% chance of 2dmg & alters aoe to affect only characters matching the target's affiliation (eg. natives, outsiders, pirates).<br />
*'''advanced munitions''' (pirates):<br />
**reduces risk to user to 5% chance of 2dmg & alters aoe to include 15 characters & to exclude members of the user's clan.<br />
<br />
'''notes''':<br />
*player with 'basic chemistry' can only produce 'black powder' provided that character's inventory contains at least one each of 'charcoal', 'saltpeter', and 'sulfur' as well as one empty gourd or bottle.<br />
*character can only find 'black powder' in the shipwreck armory provided that inventory contains at least one empty gourd or bottle. otherwise, a message will occur indicating that 'black powder' was found, but lacking any means of containing it, the character was forced to leave it.<br />
*any use of 'black powder' triggers a message indicating said use to all players present, regardless of whether or not they fall within the area-of-effect.<br />
*when used in jungle squares, 'black powder' has a 1% chance of reducing jungle density by 1.|<br />
suggest_time=22:40, 29 September 2007 (UTC)|<br />
suggest_author=[[User:Zeek|Zeek]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I would suggest a small exp reward for making the powder but otherwise I like the general idea.--[[User:Etherdrifter|Etherdrifter]] 19:23, 1 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Suggestions:Items&diff=16027Suggestions:Items2007-10-15T23:50:03Z<p>AlexanderRM: /* Theodolite */</p>
<hr />
<div>{{Suggestions header|page_type=Item}}<br />
<br />
== Items ==<br />
<br />
<br />
=== Absinth ===<br />
Could have a very low chance of being found, and would display as "Bottle of absinth" (in addition to the existing "Bottle of beer" and "Bottle of water"). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)<br />
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)<br />
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)<br />
*The whole "distortion of game display" thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location ("As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle."). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these "strange herbs" would give outsiders something to confuse healing herbs with. &mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)<br />
----<br />
<br />
=== Spear ===<br />
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)<br />
<br />
''Comments''<br />
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)<br />
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)<br />
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)<br />
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)<br />
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)<br />
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives. Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) <br />
----<br />
<br />
=== Head-shrinking powder ===<br />
This could be either a melee or area weapon used by natives.<br />
<br />
''Comments''<br />
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]<br />
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}<br />
----<br />
<br />
=== Meat and Pelts ===<br />
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]<br />
<br />
''Comments''<br />
*But you can only carry 200 pounds of meat back to your wagon. <nowiki></oregontrail></nowiki> --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)<br />
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)<br />
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]<br />
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished "health pool" any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf<br />
**''There is a large pot of stew cooking, it appears to be half full.''<br />
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]<br />
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until "The pot is currently empty". Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)<br />
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be "piece of meat", that the description for a square with a pot should read something like "There is a fire here with a large pot over it.", and that the button should read "Add Meat to Pot" (or perhaps that feature should just be linked to the "meat" button in the inventory list). &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)<br />
<br />
* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:<br />
<br />
1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. "Trader Joe says, "Great, here's one gold coin for your large stag pelt."";<br />
<br />
2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. "You cook and eat an elephant carcass and gain 2 HP." As for human meat: "You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. "Get that dead body out of my trading hut!" he yells."<br />
<br />
The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]<br />
** -Aww, but why can't we sell elephant tusks? we can use them as a weapon with major damage (maybe we could have a 5% or so chance of hitting with the pointed end on a succesful hit, doing extra damage) but low accuracy and/or especially high break chance. ("your elephant tusk shatters, leaving you with the end which you throw away.")--[[User:AlexanderRM|AlexanderRM]] 20:11, 22 June 2007 (UTC)<br />
----<br />
<br />
=== Radio beacon/receiver ===<br />
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.<br />
<br />
''Comments''<br />
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]<br />
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)<br />
----<br />
<br />
=== Holy Scriptures ===<br />
Used to convert Natives into Ousiders. Requires "Religious Devotion". Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
*Nobody wants to have a class change againt their will. -Grigoriy<br />
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)<br />
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as "1 convert" to outsiders (as opposed to "1 native") and as "1 traitor" to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).<br />
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)<br />
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.<br />
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally "go native". Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill "Convert", with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill "Gone Native", with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)<br />
* You know, I wholeheartedly despise "permanent" class choices of any kind, and shartak is especially bed, because of the +25 XP skill cost per level makeing creating a new character and bringing it to the level of your old one very difficult. If I made this game, you could shift not only from native to outsider and back, you could switch from, say, warrior to shaman, or any other this-class-to-that thing. Anyway, you people really haven't though out the possibilities of a class choice against your will- shartak would be something other than people fighting or healing each other or exorcizing spirits for the rest of eternity. but the question is: is that good or bad?--[[User:AlexanderRM|AlexanderRM]] 23:44, 27 April 2007 (UTC)<br />
**Not everyone agrees, friend. A lot of us like the fact that each class is unique. Still, I'm always interested in hearing other opinions. Consider joining the official forum. This discussion is moving away from the topic of a new item and towards a discussion of what direction we'd like Shartak to go. Thus, we should probably move our discussion elsewhere. Regards.--[[User:Black Joe|Black Joe]] 00:20, 28 April 2007 (UTC)<br />
** Yes, and my idea keeps each class unique- but it allows you to change your mind on what class you are. For instance, right now both the scout/explorer and villager/settler are better than the warrior/soldier due to the heavy sword, because one has a better chance of finding one and the other has extra AP. My idea is to allow people who wanted to fight to go back and change that decision without haveing to start all over again. --[[User:AlexanderRM|AlexanderRM]] 01:06, 4 May 2007 (UTC)<br />
----<br />
<br />
=== GPS Unit (Redesign) ===<br />
{{suggestion|<br />
suggest_type=Item, modification|<br />
suggest_scope=GPS unit|<br />
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|<br />
suggest_time=21:48, 23 February 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)<br />
<br />
Y'know, the "GPS Unit" item has stuck out like a sore thumb to me too. I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless. But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)<br />
<br />
I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)<br />
<br />
: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself. If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation. (Both pages mention a "chronometer" which was finally invented to try to solve that problem.) On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones. A quote from the Lewis & Clark page: "If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith." So. I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness. That could even go in the FAQ. I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base. In closing, I still like Lint's ideas about making it cost AP and require suitable terrain. The former would represent the investment of time in setting up the equipment and doing the calculations. The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)<br />
<br />
:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the "Skillful Sextant Supervisor" skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)<br />
<br />
: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)<br />
<br />
:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it "Professor Inglewood's Speedy Sextant And Nano Tables" or some other such nonesense and leave it working the same, just with a different name. As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)<br />
<br />
:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)<br />
<br />
:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)<br />
<br />
::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)<br />
<br />
:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)<br />
<br />
::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to "Sense Position" for 1 AP and be told the direction and rough distance of the nearest village. ("After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.") <s>Maybe even take the GPS away; the natives should know their way around better than the outsiders.</s> &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
How about we just get ride of the gps unit in general and in its place have item called "a map and compass" and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)<br />
<br />
: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which "move" buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)<br />
::: You all need a Antikythera mechanism - see<br />
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&action=display&num=1167260766 - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Remove uber sword of doom(aka heavy sword) ===<br />
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.<br> <br />
<br />
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.<br><br />
<br />
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have "wasted" the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.<br />
<br />
'''Comments'''<br />
<br />
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)<br />
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)<br />
*I disagree with some of the logic in this argument. If the heavy sword were a common weapon, then I could understand the concern; however, the "über sword of doom" is hardly of such availability. As far as I know, only one player has the sword. Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect. I would even propose that even more superior weapons are "hidden" around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)<br />
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)<br />
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)<br />
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)<br />
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)<br />
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)<br />
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, "Marksmanship" and "Expert Marksmanship", each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful. -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)<br />
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)<br />
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -> 35% marksman upgrade for all classes, then 35% -> 50% -> 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)<br />
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single "elephant sword", or something with a similarly grand title. There would only be one on the island (or one per village: "The Elephant Sword of York", etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----<br />
*The only problem with this is that there probebly ''are'' people out there who have spent loads of AP looking for a heavy sword, and if those of them that found it suddenly have it deleted, =bad. How about either A: The heavy sword cannot be found by searching and those in people's inventorys randomly transform into their value in gold, or B: the heavy sword becomes more common and we add several more "uber" items (also more common than the current heavy sword):<br />
The spear: this was what gave me the origional idea for other uber weapons. The heavy sword would become the outsider-only weapon and the spear would become the native weapon. All heavy sword belonging to natives would turn into spears. The spear should be more accurate and do less damage.<br />
<br />
The heavy gun: Ammo is rare but no too rare. Basically an upped version of the rifle.<br />
<br />
The poisoned bow+arrows: basically an upped blowpipe.<br />
<br />
Anyway, just one more note:<br />
<br />
"Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play."<br />
*Mmh*<br />
*Mmmh*<br />
BWA HA HA HA HA HA HA HA!<br />
*snorts*--[[User:AlexanderRM|AlexanderRM]] 00:01, 28 April 2007 (UTC)<br />
<br />
===studded leather & war gear===<br />
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.<br />
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}<br />
<br />
*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)<br />
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]<br />
<br />
----<br />
<br />
===Messenger Pigeons===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All outsiders|<br />
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. <br />
''You watch your pigeon fly off and hope it doesn't get intercepted.''<br />
<br>Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|<br />
suggest_time=22:23, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*How would you handle said "interception?" Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)<br />
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)<br />
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)<br />
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to "intercept" the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)<br />
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drum===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All Natives|<br />
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. <br />
''You hear random drumming in the distance.''<br />
<br>Requires a drum beating skill to utilize.|<br />
suggest_time=22:35, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)<br />
<br />
:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)<br />
<br />
:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:<br />
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)<br />
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)<br />
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear "random drumming" instead of "<garbled message>", since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)<br />
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)<br />
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)<br />
::&mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hammer===<br />
{{suggestion|<br />
suggest_type=New Item|<br />
suggest_scope=Available to all characters|<br />
suggest_description=A basic hammer. This item seems necessary for potential future building skills such as roads or huts or hut fortifications. Hammers could also be used as offensive weapons. They could also be subject to random breaking like machetes.|<br />
suggest_time=06:18, 1 May 2006 (BST)|<br />
suggest_author=[[User:Throgonuts|Throgonuts]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &mdash; but we don't need a hammer now. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===303===<br />
{{suggestion|<br />
suggest_type=new item|<br />
suggest_scope=availible to only outsiders|<br />
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.<br />
<br />
Damage: 15, special dmg: 16.|<br />
suggest_time=15,25, 17 June, 2006 (EST)|<br />
suggest_author=[[User:Riddick|Riddick]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)<br />
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?<br />
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)<br />
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)<br />
::Che, the .308 isn't used by the M16. The M16 uses 5.56 mil, or essentially a .22 sporting round. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:14, 28 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Berries to Increase AP===<br />
{{suggestion|<br />
suggest_type=Change item's effect|<br />
suggest_scope=Tasty berries (or similiar item)|<br />
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|<br />
suggest_time=00:47, 21 June 2006 (UTC)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<br />
I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006<br />
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
<br />
I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)<br />
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily "out of hand". Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
::The above remarks would be accurate if the AP-booster item was "invigorating herbs" found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)<br />
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was "berries or similiar item". I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)<br />
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. "this mango tree is claimed by John Doe", but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons). However, you'd only get one day of extra combat from it. You're actually losing time that way. If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers. Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items. I'd also like to point out that this system is already in place in KoL. They just set a maximum you can eat before you get full to keep the system from being abused. Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006<br />
<br><br />
it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)<br />
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)<br />
:I think you are confused here, the topic at hand is not gaining free XP, but "storing AP" as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Camera/Spirit box===<br />
{{suggestion|<br />
suggest_type=Ranged weapon|<br />
suggest_scope=Those plagued by banshees and those interested in scaring natives|<br />
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|<br />
suggest_time=04:11, 23 July 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)<br />
<br />
I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is. However, I'm not so sure about this. After all, cameras don't REALLY hurt people. Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help. Cameras have been around maybe 100 years? Shartak seems to take place in the 1700's or so, a little too early. Long story short, I don't think it fits. That's just my opinion, however. [[User:Black Joe|Black Joe]]<br />
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
i agree with idea that we should do something about ghosts, but the idea of trapping "ghosts" in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)<br />
<br />
I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006<br />
<br />
Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)<br />
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism. After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them. Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006<br />
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)<br />
<br />
A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)<br />
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as "outsiders" are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.<br />
Is that not a camera?<br />
<br />
:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)<br />
<br />
::Infantry did not use double barrel rifles at this scale until the mid 19th century, by then the daguerreotype and the calotype had been invented.<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Subitems===<br />
{{suggestion|<br />
suggest_type=Divisable items|<br />
suggest_scope=FAKs and Healing herbs|<br />
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] & large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|<br />
suggest_time=22:28, 12 August 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== The Bone Whistle ===<br />
<br />
I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.<br />
<br />
It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)<br />
<br />
Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)<br />
<br />
the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}<br />
<br />
Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]<br />
<br />
---<br />
<br />
===Flintlock Pistols===<br />
{{suggestion|<br />
suggest_type=New Item and Set of Skill to go along with it|<br />
suggest_scope=Whoever can shoot a gun|<br />
suggest_description='''Mechanics'''<br />
*Half the inventory space of the rifle<br />
*1 shot loading<br />
*.5 AP to load. (or skill to make it so)<br />
*4 damage<br />
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.<br />
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.<br />
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'<br />
<br />
'''Roleplay and realism'''<br />
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).<br />
*Pirates have always been seen with cutalss and one-shot pistol in hand.<br />
<br />
'''Skills'''<br />
*'''No Skill'''- ''5% chance of hitting your target''<br />
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''<br />
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''<br />
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''<br />
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''<br />
*'''Quickshot'''- ''Loading costs .5 AP''|<br />
<br />
suggest_time=02:36, 12 November 2006 (UTC)|<br />
suggest_author={{profile|4862|Rozen}}|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''<br />
<br />
I'd like to get some fresh comments about this. I have the old comments saved in case anyone wants to look...I just want to see what Shartak: The Next Generation thinks of this, you know :P --[[User:Rozen|Rozen]] 22:59, 28 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Meat Weapons===<br />
{{suggestion|<br />
suggest_type=Items|<br />
suggest_scope=All|<br />
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |<br />
suggest_time=11:29, 29 November 2006 (UTC)|<br />
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef? There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)<br />
<br />
I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Canteen/Water Pouch===<br />
{{suggestion|<br />
suggest_type=Container|<br />
suggest_scope=Anyone looking for an extra sip|<br />
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|<br />
suggest_time=09:23, 5 December 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Canteen? To be a little more in the setting, how about "''flask''"? And were you going to suggest that it hold more than one drink? --[[User:Lantz|<font color="005555">Lantz</font>]] 03:15, 6 December 2006 (UTC)<br />
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) <br />
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]<br />
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)<br />
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
=== Fire ===<br />
<br />
How about fire for torches? Fire could also: <br />
<br />
1. be used on the jungle ("You set fire to the surrounding jungle, causing smoke to billow into the sky." The square could turn orange and then red as it was burned, then finally brown once it burned out), <br />
<br />
2. be used as campfires for villages and the wreck, <br />
<br />
3. light caves, for increased search rates ("You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.") <br />
<br />
4. burn opponents, ("You hit Long Fin Killie in the face with a torch for 3HP damage.") or huts (""You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.")<br />
<br />
5. scare away wild animals like tigers, which might not approach a torch. <br />
<br />
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).<br />
<br />
Fire might also be visible from a distance. "You see a column of smoke to the north east."<br />
<br />
And, as a gag, if you drink rum while holding a torch then you breath fire.<br />
<br />
[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch." or even, <br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!"<br />
-[[A Cow]] <br />
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]<br />
::: To be realistic, huts, jungle, or similar things should burn down and spread. burning areas would turn orange, then red, and would turn normal when there was nothing left to burn. Every AP recharge or so, the jungle would go down one level, a signpost if there was any would burn away, all people and animals would take X damage from various reasons (most animals would flee though), and huts or similar things would go down in levels ("slightly charred/ rather burned/ badly burned/collapsing/burnt ruins/nothing left but the foundation) which would have gradually decreasing search odds, and the last two would have the huts not be entered/exited areas, there would be no difference between inside and outside. The fire would have an X% chance of spreading into a touching square that wasn't burning or completely burnt down. There would have to be some way to put out or contain the fire to prevent the entire island from having all vegetation going to 0, all huts burning down (maybe a "hut repair" skill?), and all people and NPCs dying and having to wait for a shaman to come back before they can every time some guy sets something on fire. Maybe spreading from square to square would have a low chance and fuel consumption happens fast, so a fire will often burn down before it spreads. Or you could have player-imposed limitations by keeping a circle or part of one around an area totally clear of jungle and, if people comply with policy, players and signs. If you put it right at the edge and on the inside, animals wouldn't go in for whatever reason, so... a maniac trying to burn down the island would need a second torch if they used the first one on the village and the other villages still wouldn't be destroyed. Okay, by itself that wouldn't help much, but with the low spread/high burn and make it easy to put out with water and we've got some vague balance. --[[User:AlexanderRM|AlexanderRM]] 01:04, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
=== Falconry ===<br />
<br />
Introduction:<br />
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word "Hag" or "Haggard" is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. <br />
<br />
Item:<br />
The scenario would run like this: Near the mountains, "You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment." This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.<br />
<br />
First skill level:<br />
In order for you to do anything with the egg, you acquire a skill: "Hatching and rearing" of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the "one falcon egg" is replaced by "one falcon chick" or "one falcon eyase" (an eyase is a falcon chick) when the first skill level of "Hatching and rearing" is acquired. <br />
<br />
Second skill level:<br />
The next skill you need to acquire is "Training your falcon". With the "Training your falcon" skill, the "falcon chick" becomes a "young falcon", and the young falcon can be used as a weapon. "You command your young falcon to rake Player Y's face, for 1 HP damage." As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are "young falcon", to indicate to players that the bird is immature and not yet capable fo use at full strength.<br />
<br />
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. "Your young falcon loses balance mid-flight and plummets into a tree, dying instantly." While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. <br />
<br />
Third skill level:<br />
With "falconry mastery", the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, "You command your falcon to rake Player Y's face, for 5HP damage."<br />
<br />
Killing falcons:<br />
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that "You attack Player Y and kill their falcon." This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.<br />
<br />
Other ancillary issues:<br />
Falcon eggs would be relatively rare, like heavy swords. "Falcon eggs", "falcon chicks", "young falcons" and "falcons" could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be. -<br />
[[FirstAmongstDaves]]<br />
<br>Comments<br><br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->Comments here.<br />
A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)<br />
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
===Tent===<br />
<br />
Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]<br />
:Yeah, I seem to have trouble surviving overnight in the jungle, which makes it really hard to get places. Maybe it could have high inventory space and AP cost to set up/take down, but some animals won't attack you in there and some item, like a controlled torch or something, repels the rest but makes the tent always noticeable to people who can see your square. Or course players could go in there but... well, you can't have everything. The inventory space and the placing/removing costs would make travel slow and attacking difficult to balance the safety.--[[User:AlexanderRM|AlexanderRM]] 01:26, 13 September 2007 (UTC)<br />
----<br />
<br />
===Trade Items===<br />
{{suggestion|<br />
suggest_type=a series of items which will encourage trade|<br />
suggest_scope=the economic structure of Shartak|<br />
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. <br />
<br />
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action "Forge Weapon" becomes available. This action costs 10 AP, but produces a "Scimitar"[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.<br />
<br />
The Native analog to this is the "Macuahuitl" [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.<br />
<br />
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. <br />
|<br />
suggest_time=04:50, 15 February 2007 (UTC)||<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]<br />
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
<br />
*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)<br />
**Good idea! Calling it a "fine sword" definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
*** Actually, many people almost never use the "contact roaming shaman" option, and so they stay near their home camps because they always get sent there when they die. I've only gone to another camp (wilsik) once and after dying a day or two in, got sent home and never returned. Maybe if we made it so that if people met a shaman from another camp, from then on they have the option the contact them, for different AP costs. (maybe natives/native shamans and outsiders outsider shamans would be 40AP, and anything else would be the same 50AP as contact roaming shaman...) Of course, other people being able to come back to life into the very center of an enemy village or settlement, lie there to get full AP, then stand up and massacre the people, and when they got killed just do it again might be bad... maybe some exorcism skill or innate power amulet, that someone you kill who isn't in an allied camp to their side can't re-spawn their for awhile or until they re-spawn and die again...--[[User:AlexanderRM|AlexanderRM]] 01:38, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
===10 Melee Weapons===<br />
{{suggestion|<br />
suggest_type=Weapons|<br />
suggest_scope=All|<br />
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.<br />
<br />
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 10% (->20%->35%)<br />
*'''Average Damage, untrained:''' 0,3 -> 0,4<br />
*'''Average Damage, CQB:''' 0,6 -> 0,8 <br />
*'''Average Damage, ACQB:''' 1,05 -> 1,4<br />
*'''Average Damage, BS:''' 1,2 -> 1,55 <br />
<br />
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 40% (->50%->65%->75%)<br />
*'''Average Damage, untrained:''' 0.4 -> 0,8<br />
*'''Average Damage, CQB:''' 0,5 -> 1 <br />
*'''Average Damage, ACQB:''' 0,65 -> 1,3<br />
*'''Average Damage, BS:''' 0,8 -> 1,45<br />
*'''Average Damage, Fencing:''' 0,9 -> 1,65 <br />
*'''Average Damage, Exp. Fenc.:''' 1,05 -> 1,8 <br />
<br />
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
*'''Average Damage, Fencing:''' 1,35 -> 1,95 <br />
*'''Average Damage, Exp. Fenc.:''' 1,5 -> 2,1 <br />
<br />
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
<br />
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).<br />
<br />
'''Base Damage''' 4, '''Accuracy''' 5% (->15%->30%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,25<br />
*'''Average Damage, CQB:''' 0,6 -> 0,75 <br />
*'''Average Damage, ACQB:''' 1,2 -> 1,5<br />
*'''Average Damage, BS:''' 1,35 -> 1,65 <br />
<br />
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
<br />
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0.75 -> 1<br />
*'''Average Damage, CQB:''' 1,05 -> 1,4<br />
*'''Average Damage, ACQB:''' 1,5 -> 2<br />
*'''Average Damage, BS:''' 1,65 -> 2,15<br />
*'''Average Damage, Fencing:''' 1,95 -> 2,55<br />
*'''Average Damage, Exp. Fenc.:''' 2,1 -> 2,8<br />
<br />
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. <br />
<br />
'''Base Damage''' 4, '''Accuracy''' 20% (>30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,8 -> 1 <br />
*'''Average Damage, CQB:''' 1,2 -> 1,5 <br />
*'''Average Damage, ACQB:''' 1,8 -> 2,25<br />
*'''Average Damage, BS:''' 1,95 -> 2,4 <br />
*'''Average Damage, Fencing:''' 2,35 -> 2,9<br />
*'''Average Damage, Exp. Fenc.:''' 2,5 -> 3,05 <br />
<br />
9)'''Knife:''' Including it for sake of completeness.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,4<br />
*'''Average Damage, CQB:''' 0,3 -> 0,6 <br />
*'''Average Damage, ACQB:''' 0,45 -> 0,9<br />
*'''Average Damage, BS:''' 0,6 -> 1,05<br />
<br />
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. <br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
*'''Average Damage, Fencing:''' 1,25 -> 1,8 <br />
*'''Average Damage, Exp. Fenc.:''' 1,4 -> 1,95 <br />
<br />
|<br />
suggest_time=22:13, 18 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen<br />
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)<br />
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Big Stick and Cudgel===<br />
{{suggestion|<br />
suggest_type=2 new, related items|<br />
suggest_scope=All players|<br />
suggest_description=1. Big stick: Or "There are trees all around me. Why's it so hard to find driftwood?"<br />
<br />
The big stick would be found in jungle squares. The thicker the jungle, the more likely it is that you'll find a big stick. The big stick would take up two inventory spaces. By itself, it's useless. However, it can be made into a couple other things. <br />
<br />
A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP). This gives you two pieces of driftwood. Why do I propose this? Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood! There are lots and lots of trees out in the jungle! Surely I can find pieces of wood out there! I apparently also like to use exclamation marks!<br />
<br />
B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel. See below.<br />
<br />
Suggestion 2: The Cudgel: Or "Hitting each other with sticks."<br />
<br />
The cudgel also takes 2 inventory spaces. It does 1 HP damage without body building and 2HP damage with it. Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%. Why does it have a higher chance to hit? Because it's a really big stick! People have been hitting each other with sticks for ages! Now, even with that, it's still inferior to the machete. So why's it useful? <br />
<br />
1. Higher chance to hit than daggers, knives, and fists.<br />
2. It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.<br />
<br />
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out. Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|<br />
suggest_time=02:29, 10 March 2007 (UTC)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)<br />
:In answer to your question, I would say "no" to completely cleared and "very low chance" to very low density. Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
::The only problem I have with this suggestion is that there's nothing to restrict items found to certain densities.. but that might be something I can add. --[[User:Simon|Simon]] 19:12, 29 May 2007 (UTC)<br />
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)<br />
:This is technically true, but the point is missed. On a jungle island, one should be able to find sign post material where trees can be found. That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
:The term "driftwood" is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Tranquiliser/Paralyzing Dart===<br />
{{suggestion|<br />
suggest_type=Ammunition|<br />
suggest_scope=Hunters who don't like to be bitten back|<br />
suggest_description=Many hunters don't like FAKs taking up space that could be used for ammo and thus go without them. The animals don't go down without a fight however and the bush doesn't have the tools for a last minute tusk wound patch up before bed. If only the animals could be passified. Firing a tranquiliser from a rifle like a regular bullet or a paralyzing dart from a blowpipe, one can stun an animal, preventing automatic and retalitory attacks for awhile. In humans it reduces attack strength and/or accuracy and increases AP usage.|<br />
suggest_time=17:05, 6 April 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I disagree with your base claim - I'd imagine that as many, if not more hunters travel with a lot of first aid kits since it allows them to spend longer in the jungle. This suggestion just seems to remove the challenge of fighting something that will fight back, and reduce the need to go into the jungle properly equipped. It would also seem easy to abuse against other player characters. --[[User:Johan Crichton|Johan Crichton]] 21:56, 6 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Ivory===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=Back then the jungles were full of ivory poachers. What I'm proposing is the ability to harvest ivory from the dead elephants in the game. With each elephant you harvest you receive 2 units of ivory. To keep it simple you can harvest the ivory using a machete or a cutlass. Each unit of ivory would be worth 2 gold coins.|<br />
suggest_time=15:16 03 May 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Cool, maybe something like this could be added to tigers. --[[User:Wulla-mullung|Wulla-mullung]]<br />
<br />
What would the ivory do? We could use it to make handles for the weapons, or ornaments for rifles. or chess pieces! -[[User:Elegost|Elegost]] 02:16, 17 May 2007 (UTC)<br />
:This would go along with the meat suggestion elsewhere in the wiki. Perhaps when an animal dies, there are certain items that can be harvested from their corpse including meat x (number depends on size of animal), ivory from elephants, skin from bear or tiger, feathers from parrot. Once you've recovered as much as you can from the corpse, you'll just search the surrounding area instead. --[[User:Simon|Simon]] 07:26, 26 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Shartak Laser===<br />
{{suggestion|<br />
suggest_type=Super weapon|<br />
suggest_scope=anyone|<br />
suggest_description=<br />
This is the super (edited) Shartak version of the most awesome Spartan Laser from the Halo 3. It deals 10 dmg and is 50% accurate (since it does take a lot of effort to aim the thing). It cannot be found anywhere, but you need to make it. You'd need two pieces of driftwood, a mango, a gem, a dead parrot in the same square and a gps unit. It has four shots and has a 30% chance of breaking after firing. when out of ammo, it becomes useless baggage. you cannot sell a used or partially used shartak laser to traders. The pic of the Shartak laser is here. http://derby.jconserv.net/viewtopic.php?t=14&start=105|<br />
suggest_time=13:12, 22 May 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
(Pssst, Simon, just say you've implemented it! Where are you going to get a headless parrot from anyway?) --[[User:Rozen|Rozen]] 16:04, 22 May 2007 (UTC)<br />
* This has been added, it's in a secret location and you'll have to journey through shark infested water and back to the mainland to find it. ;) --[[User:Simon|Simon]] 22:32, 25 June 2007 (UTC)<br />
:seriously?!?!? why can't i have a free one?:D -[[User:Elegost|Elegost]] 02:17, 26 June 2007 (UTC)<br />
::Ya, umm sorry I kinda took it. How about you give me 500 gold and it'll be at the Dalpok trader. --[[User:Wulla-mullung|Wulla-mullung]] 02:41, 26 June 2007 (UTC)<br />
:::LOL. No, not seriously. I regret to inform you that this will never be implemented. Perhaps if you could come up with some less outrageous and powerful things that could be manufactured you might be luckier. --[[User:Simon|Simon]] 07:22, 26 June 2007 (UTC)<br />
::::okay. you got me there. hahaha wait, i'll edit it. -[[User:Elegost|Elegost]] 10:42, 26 June 2007 (UTC)<br />
: How about having it burn out once all shots are fired?--[[User:Johan Crichton|Johan Crichton]] 21:28, 26 June 2007 (UTC)<br />
::sounds good. but i personally like the idea of it being disposable, just like the spartan laser. and you can't sell the empty one to the trader! -[[User:Elegost|Elegost]] 10:30, 27 June 2007 (UTC)<br />
::::The above is a lie, I really do have the Shartak Laser. Simon just thought better of letting everyone know one exsisted. --[[User:Wulla-mullung|Wulla-mullung]] 02:33, 29 June 2007 (UTC)<br />
:::::If you really do, you'll only be able to fire four shots. Also, if you could get a light bulb and run an electric current from the GPS to it and use the gem like a magnifying glass, you might just be able to do this. but make it need a scientist-only skill and have a 75% chance of being done wrong breaking the GPS and the light bulb. When it runs out of charges it leaves the light bulb and the gem intact, but if it breaks you just keep the gem.--[[User:AlexanderRM|AlexanderRM]] 01:45, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Bottle of Water===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=everyone who can drink bottles of water|<br />
suggest_description=I just realized i carry more bottles of water than FAKS. So, maybe we can use bottles of water on other people, you know, help them drink and restore health. like a fak :)|<br />
suggest_time=11:12, 6 June 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I fully agree - hence this suggestion: [[Suggestions:Miscellaneous#UI:_Heal_Patient_as_possible_action]] --[[User:Johan Crichton|Johan Crichton]] 04:43, 3 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Melee Weapon Breaking tweak===<br />
{{suggestion|<br />
suggest_type=weapon tweak|<br />
suggest_scope=everyone|<br />
suggest_description= the rate of breaking machetes could be altered a bit. I haven't had much luck breaking machetes these days. Shouldn't they break a lot too? Cutlasses seem to break a lot. And the non-breaking quality of the machete makes it a not-so-good item to trade at the traders. And perhaps writing materials could be blunted when writing too.<br />
and maybe the sharpening stones can wear out after a while, like around ten sharpenings, it'll crumble to dust. And that'll stimulate players to buy or sell sharpening stones.|<br />
suggest_time=09:00, 2 July 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I've had the opposite with machetes of late - if you use them for combat, they seem to break reasonably often. --[[User:Johan Crichton|Johan Crichton]] 22:18, 3 July 2007 (UTC)<br />
Ooh, I know- have the sharpening stones turn blunt, so you can keep two sharpening stones, and use one to sharpen the other. --[[User:AlexanderRM|AlexanderRM]] 01:47, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pit Trap===<br />
{{suggestion|<br />
suggest_type=Item/Skill|<br />
suggest_scope=Everyone|<br />
suggest_description=Once a hole has been dug with the digging skill/shovel, driftwood can be used to conceal the hole, creating a pit trap. The next individual/animal to enter the hex will fall into the pit, taking 6 points of damage. This naturally destroys the driftwood covering for the pit and thus the pit would need to be 'reset' with more driftwood.<br />
<br />
If it would also cost a point of movement to get out of the pit as well, that would be interesting.|<br />
suggest_time=10:04, 2 July 2007 (EST)|<br />
suggest_author=GreyA2|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Similar suggestions already exist - [[Suggestions:Skills#Jungle_Skills]] has a mention of a 'Make/Detect Traps' skill, and [[Suggestions:Skills#Trap_Laying]]. --[[User:Johan Crichton|Johan Crichton]] 04:42, 3 July 2007 (UTC)<br />
: It should have an x% of falling in per action, including entering and leaving, and it's a square, not a hex.--[[User:AlexanderRM|AlexanderRM]] 01:49, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hunting-Skinning-Trading===<br />
{{suggestion|<br />
suggest_type=new ways of income|<br />
suggest_scope=Everyone|<br />
suggest_description=When you kill an animal, you get exp, but no gold. When you trade, you get gold and experience if it's inter-settlement. In reality, peope make food and skins from hunting, in reality, people set into each other with cutlasses. Or did...anyway. I'm suggesting that when you kill a creature, great or small, you get a body part of that creature, pelt, leather, ivory, eyeball...that kind of thing. You can then sell it at the trader for some gold, bigger or rarer the beast, the more gold. Squid eyes being worth the most, parrot feathers the least. It's also been suggested that you get meat from the animal, which you can eat to recover some HP. This is a suggestion made with new players in mind, as my newest character realised he got more of a reward going safely from town to town and gtting hsi gold and exp than he did traveling into dangerous jungle and killing stuff. |<br />
suggest_time=00:11 am, Thurdsay 30th Aug |<br />
suggest_author=[[User:RobZombie|RobZombie]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Dupe of something near the top of the page. or maybe that's a dupe of this... don't think so.--[[User:AlexanderRM|AlexanderRM]] 01:50, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===The Most-Awesome-Titanium Sword===<br />
{{suggestion|<br />
suggest_type=replacement to the heavy sword|<br />
suggest_scope=everyone|<br />
suggest_description=Since someone was kind enough to spoil the locations of heavy swords, I hereby present you with this. The Most-Awesome-Titanium Sword! or the MATS.<br />
<br><br />
Since Simon wouldn't implement the Shartak Laser, we'll have this.<br />
<br>MATS stats<br />
<br>Damage- 5<br />
<br>Accuracy- 50% (cause its made of titanium, its easier to wield in theory)<br />
<br>Chances for Critical- 18%<br />
:Critical Hit- 10dmg to target<br />
::Critical Miss- you break it, and you get hit for 5 damage by the broken blade<br />
<br>Search Odds- 10% at only ONE place, or certain coordinate |<br />
suggest_time=07:54, 4 September 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
You scare me sometimes Ele ;P -[[User:Cthulhu|Cthulhu]]<br />
: 1: "no, I didn't use earth elementals- I used ''titanium'' elementals"<br />
2: Someone spoiled the locations of heavy swords? Where?--[[User:AlexanderRM|AlexanderRM]] 01:52, 13 September 2007 (UTC)<br />
:Forums. Simon is cooking something up, don't worry. --[[User:Wulla-mullung|Wulla-mullung]] 03:14, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Bottle/Gourd Of Healing Salve===<br />
<br />
Made by juicing healing herbs with an empty bottle or gourd in your inventory. It would take 3 herbs to make 1 batch of salve and you must have the "Natural Medicine" skill to do so. Salve heals 15hp when used. That about covers it really. The pro is its lighter then herbs, the con is it takes time to prepare. Perhaps a small exp reward for preparing it (say 2 exp) would encourage players to make use of it, that is open to debate however. --[[User:Etherdrifter|Etherdrifter]] 00:25, 10 September 2007 (UTC)<br />
<br />
''Edit''<br />
<br />
Ousiders without "Native knowledge" would see it as gourd/bottle of green paste.--[[User:Etherdrifter|Etherdrifter]] 22:10, 29 September 2007 (UTC)<br />
<br />
<br />
''Comments''<br />
<br />
I like. I would suggest allowing pirates to use this skill too, maybe, it would give them the little balancing edge they need. - Rincewind.<br />
*Perhaps put in place a different skill for pirates to use it? It would probably need to be a subskill of Native Knowledge. Not too sure of a name for it though. Also what do you think of the idea for a small exp reward?--[[User:Etherdrifter|Etherdrifter]] 12:14, 10 September 2007 (UTC)<br />
<br />
**Small exps are aaaalways good. - Rincewind.<br />
<br />
*** Keep chronological order plz. This seems to apply to natives. What about outsiders? Them too? Outsiders would then have a choice of FAKs for 10 HP heals and herb salve for 15 HP heals? Whilst natives would have only herbs or herb salves? Seems oddly balanced. Dislike XP for making the stuff as you will gain XP when using it.--[[User:Skull Face|Skull Face]] 17:14, 20 September 2007 (UTC)<br />
****Sorry about the mix up there with the time ordering. Anyways I thought about a small exp reward as a native who just uses the herbs already gains much more exp as they would do from making and using the salve, 7.5 exp per ap against 10 exp per ap,. The exp is an encouragment to make this and keep it stocked in the traders hut (Where anyone could use it) or use it outside of town. 2 exp seemed about right as it would take it to 9.5exp per ap making it slightly less useful when it used for healing in villages but much more useful for use outside of the village where healing herbs are not so plentiful.--[[User:Etherdrifter|Etherdrifter]] 22:10, 29 September 2007 (UTC)<br />
<br />
----<br />
<br />
=== Oysters ===<br />
{{suggestion|<br />
suggest_type=Item|<br />
suggest_scope=All classes|<br />
suggest_description=Oysters would be a new item found only in [[Suggestions:Game_mechanics#Oyster_Bed|oyster beds]]. Oysters in the inventory (1 slot per oyster) would have a button to 'Open' (similar to fruit having an 'Eat' button). They would have a 24 hour shelf life (similar to shargle eggs) after which they would have no food value. Once opened, in the inventory an oyster becomes an oyster shell. These shells have no value and traders will not accept them as trade items.<br />
<br />
Oysters would come in two varieties, edible and pearl-bearing, but cannot be identified until opened. When an edible oyster is opened (requiring a knife or dagger) the character would eat it immediately and gain +1 HP if below maximum HP with the following flavour text...<br />
:''You open the oyster and consume the contents, gaining 1 HP.''<br />
If the edible oyster is past its shelf life when opened the character gains nothing and sees flavour text such as...<br />
:''You open the oyster but the contents are inedible.''<br />
When a pearl-bearing oyster is opened a pearl is added to the inventory (see suggestion on item [[Suggestions:Items#Pearls|Pearls]]) with flavour text such as...<br />
:''You open the oyster and inside is a small black/white pearl!''<br />
<br />
Characters who do not have one free inventory slot will still be permitted to open an oyster. In the event that it contains a pearl which cannot be added to their inventory they will see this flavour text...<br />
:''You open the oyster and inside is a small black/white pearl which slips through your fingers and is lost!''<br />
|<br />
suggest_time=12:47, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Support! it also applies to the suggestion below, you could merge those two. --[[User:Lama|Lama]] 21:19, 27 September 2007 (UTC)<br><br />
:Ok I like the idea and the one below but I take it that this option is available to both outsiders and natives?--[[User:Etherdrifter|Etherdrifter]] 22:13, 29 September 2007 (UTC)<br />
::All classes, all ethnic backgrounds ;) --[[User:Skull Face|Skull Face]] 22:44, 29 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Pearls ===<br />
{{suggestion|<br />
suggest_type=Item|<br />
suggest_scope=All classes|<br />
suggest_description=A pearl would be a new item that takes up 1 inventory space. Pearls would only be found inside pearl-bearing oysters. Pearls would come in two flavours, white (19 out of 20) and black (1 out of 20). Traders would value white pearls at 1 times the cost of a gem and black pearls at approx 5 times the cost of a gem.<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Compass===<br />
{{suggestion|<br />
suggest_type=New Item|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new item, the humble compass. It would be found in the Weapons Hut and would occupy 1 inventory slot. If clicked (for 1 AP) the compass would report the approximate direction to [[Suggestions:Game_mechanics#Shartak_Mountain|Shartak Mountain]] provided that the jungle density does not block line-of-sight.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 12:26, 20 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Theodolite===<br />
{{suggestion|<br />
suggest_type=Item|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new item, the theodolite, to replace the GPS unit and provide a handwaving explanation for accurate surveying of Shartak by outsiders and pirates. It is a steampunk variant of [http://en.wikipedia.org/wiki/Theodolite the 18th/19th century surveyors' theodolite] and would be used to calculate vertical angles and aid in positional triangulation.<br />
<br />
In locations that do not block line-of-sight to the peak of [[Suggestions:Game_mechanics#Shartak_Mountain|Shartak Mountain]], the vertical inclination angle to the peak and the approximate known height of the peak would permit a rough calculation of the horizontal distance from the peak. This calculation would be refined by use of a barometer reading giving approximate current height above sea level. The distance from the peak alone is not sufficient to calculate location. The missing element would be the angular direction of the peak with respect to true N, obtained from a compass reading vs the angular scale on the theodolite. Thus the angular direction of the peak would be obtained. With this second item of information the approximate location on the island would be calculable.<br />
<br />
Unlike the automatic always-on GPS unit the standard theodolite must be clicked (for 1 AP) to give an approximate GPS locational reading. The theodolite would occupy 3 inventory slots (similar to a [[rifle]]) due to the need for the lens array, supporting tripod and chart. The theodolite would require solid ground and line-of-sight for accurate use and thus could not be used in [[Water (deep)#Water_.28deep.29|Deep Water]], higher density jungle or indoors. It would also be fragile and have a small (XX%) chance of being destroyed in a hostile attack.<br />
<br />
As an optional extra the location information provided by the theodolite may be subjected to error of 1 or 2 location squares. This error would be removed for the classes Explorer/Scout and Scientist. Multiple readings / APs may be needed if strict accuracy is required.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 12:26, 20 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
First, the GPS isn't really that useful anyway if you have either exploration or the ubermap. It's still worth the inventory space even if you have both (though the ubermap may tottally nerf it, I'm not sure...), though the gold is... debatable. But at 1AP, 3 inventory, increased area-restriction in use, chance to break when attacked and to be slightly off in location? Heck no. Just plain useless. On top of that, I actually think the GPS should stay- it gives the idea of a "lost island" rather than just "Hispaniola under a different name". So, uh, I'm thinking maybe not? --[[User:AlexanderRM|AlexanderRM]] 23:50, 15 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===fire and science===<br />
{{suggestion|<br />
suggest_type=new items, and the skills to support them|<br />
suggest_scope=everyone, but mainly scientists|<br />
suggest_description='''new items''':<br />
*'''charcoal''' (found in abandoned huts @ 10% chance):<br />
**can be combined with other ingredients to produce black powder.<br />
*'''saltpeter''' (found in swamp squares @ 10% chance):<br />
**can be combined with other ingredients to produce black powder.<br />
*'''sulfur''' (found in mountain caves @ 10% chance):<br />
**can be combined with other ingredients to produce black powder.<br />
*'''bottle/gourd of black powder''' (found in shipwreck armory @1% chance):<br />
**can be used to attack groups of players by way of area-of-effect damage.<br />
***base = 30% chance of 6dmg to target character + 15% chance of 2dmg to each of 10 random characters + 20% chance of 4dmg to user.<br />
<br />
'''new skills''':<br />
*'''basic chemistry''' (scientists):<br />
**allows a character possessing the proper ingredients to produce 'black powder'.<br />
*'''basic munitions''' (soldiers, pirates, warriors with outsider knowledge):<br />
**reduces risk to user to 10% chance of 2dmg & alters aoe to affect only characters matching the target's affiliation (eg. natives, outsiders, pirates).<br />
*'''advanced munitions''' (pirates):<br />
**reduces risk to user to 5% chance of 2dmg & alters aoe to include 15 characters & to exclude members of the user's clan.<br />
<br />
'''notes''':<br />
*player with 'basic chemistry' can only produce 'black powder' provided that character's inventory contains at least one each of 'charcoal', 'saltpeter', and 'sulfur' as well as one empty gourd or bottle.<br />
*character can only find 'black powder' in the shipwreck armory provided that inventory contains at least one empty gourd or bottle. otherwise, a message will occur indicating that 'black powder' was found, but lacking any means of containing it, the character was forced to leave it.<br />
*any use of 'black powder' triggers a message indicating said use to all players present, regardless of whether or not they fall within the area-of-effect.<br />
*when used in jungle squares, 'black powder' has a 1% chance of reducing jungle density by 1.|<br />
suggest_time=22:40, 29 September 2007 (UTC)|<br />
suggest_author=[[User:Zeek|Zeek]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I would suggest a small exp reward for making the powder but otherwise I like the general idea.--[[User:Etherdrifter|Etherdrifter]] 19:23, 1 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Suggestions:Skills&diff=16013Suggestions:Skills2007-10-13T01:58:56Z<p>AlexanderRM: /* Iron Constitution */</p>
<hr />
<div>{{Suggestions header|page_type=Skill}}<br />
<br />
==Skills==<br />
<br />
<br />
===Planting/agriculture===<br />
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)<br />
<br />
''Comments''<br />
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)<br />
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
:::There is now an extensive farm north of York, which makes me thing that players would like to engage in some sort of agricultural production. Rather than limit it to mangoes and bananas, why not have other tropical fruits (pineapples, guavas and pawpaws) and even outsider staples like potatoes and spinach? - [[FirstAmongstDaves]]<br />
----<br />
<br />
=== Religious Devotion ===<br />
Required to use "Holy Scriptures" --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
----<br />
<br />
=== Jungle Skills ===<br />
The jungle environment has great potential to add significant dynamic to this game. These could be a set of skills to reflect this.<br />
: Jungle Lore: Player has x% chance of discovering item/artifact. Might work in conjunction with search skill.<br />
: Make/Detect Traps: Spikes, Pits etc... Not sure this is possible and what would be need to time degrade this.[[User:Nankilstlas|Nankilstlas]]<br />
: Some kind of "hiding" skill where you can spend AP to conceal yourself in fauna, so you can't be seen by passersby. Visually, it could take the form of "reforesting" a block to dark green, and someone who chops through would "uncover" you, perhaps getting some XP? --[[User:Jackel|Jackel]] 19:34, 25 February 2006 (GMT)<br />
<br />
''Comments''<br />
:: A 'trapping' skill looks like it would be exploited by greifers (surrounding someone with traps, for example), but I like the 'Hiding' and 'Jungle Lore' ideas.--[[User:Grigoriy|Grigoriy]] 02:26, 26 February 2006 (GMT)<br />
:: The hiding skill shouldn't conceal you from animals or someone with the Sixth Sense, Exploration, or Jungle Lore skills, otherwise the player would be invincible.--[[User:Grigoriy|Grigoriy]] 21:15, 27 February 2006 (GMT)<br />
:::Agreed, hostile animals should be able to sniff out hidden players, and Sixth Sense makes sense as well. Hidden players have to remain motionless to stay hidden, using items, searching, etc, would "unhide" the person. I was also thinking how the "reforesting" aspect could be abused to create vast areas that needed to be chopped down, so maybe a player could only hide in an already dark green area, (getting a message like ''there is not enough foliage to suitable hide in'' when trying in a cleared area) limiting its effect somewhat, and creating a little extra tension when on the run from someone and trying to find an overgrown area to hide in. --[[User:Jackel|Jackel]] 22:37, 27 February 2006 (GMT)<br />
:::: I like the hiding skill, maybe with different AP required depending on jungle density. Also, first hidden could make you invisible from 2 squares away, while hiding further would hide you from any adjacent square, and a third hide would keep you hidden on the same square unless they chopped. --[[User:Qberry|Qberry]] 3/29/06<br />
::::like the hiding thing as well, maybe it could work in that if you use it then you are only visible if they are in the same square as you? it would certainly keep you quite hidden anyway. -- [[User: fitzcarraldo|fitzcarraldo]]|<sup>[[User talk:fitzcarraldo|T]]</sup> 15:42, 28 March 2006 (BST)<br />
:i think jungle skills could be great as class specific skills, so that only some of the classes can use them like perhaps explorers. Or maybe they could made to favor native classes (due their affinity for the land and what not) more so than the outsiders, thus making gameplay more interesting.--[[User:A for anarchy|A for anarchy]] 04:19, 22 July 2006 (UTC)<br />
<br />
----<br />
<br />
=== Skinning ===<br />
{{suggestion|<br />
suggest_type=Skill addition|<br />
suggest_scope=All classes|<br />
suggest_description=This is a skill that does not have a pre-requisite. Upon coming across an area where a dead animal is present, the player is given an opportunity to skin the animal. The process of skinning costs 1 AP and has a chance of producing items such as '''Animal Hide''' or '''Animal Tooth''' or '''Animal Feathers'''. These items can be traded to an NPC found in villages and exchanged for Gold Coins. This skill should be available to all classes to grant them all with an equal opportunity of earning Gold.<br />
* Extend skinning to killed players? No, that's just wrong. We are civilized.<br />
* Make skinning have a pre-requisite of '''Exploration'''? Perhaps.<br />
* Make skinning always produce an item, rather than chance? No, I like a good challenge.<br />
* Perhaps it could be tied to the Meat suggestion? Possibly.|<br />
suggest_time=21:48, 23 February 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Good idea, perhaps natives don't have a pre-requisite, but outsiders need exploration? *cough* --[[User:Grigoriy|Grigoriy]] 02:12, 26 February 2006 (GMT)<br />
** While that may be a more realistic way to handle it - since natives would conceivably be more experienced with such matters - I think that changing the skill tree for such a minor skill would upset the general sense of game balance between the two sides. --[[User:Lint|Lint]] 02:43, 26 February 2006 (GMT)<br />
***See the Meat and Pelts discussion in Skills. -[[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Animal Spirit ===<br />
(native only) Upon gaining this skill, an animal type is associated with the player. Any attacks by the player on that animal result in negative xp, but the animal is less likely to attack the player. Additionally, if the player dons the skin of the animal (perhaps via the Skinning skill) then a bonus is given to the player, such as faster movement, hit bonus, damage bonus. Bonus could be dependant on animal. Upon player death, there is a chance the player's animal spirit will change. --frisco<br />
<br />
''Comments''<br />
*Suggestions like this usually make me cringe. Can't really explain why. Could you elaborate, though, on the bonuses gained?--[[User:Wifey|Wifey]] 17:06, 3 May 2006 (BST)<br />
----<br />
<br />
=== Build Training ===<br />
(Outsiders only) They gain the ability to build walls around the outsider settlements. There would be different levels like reinforced, light, massive, etc. Whoever can attack them and destroy them. Maybe there would be a skill for building gates? --[[User:One of many doctors|One of many doctors]] 03:33, 1 March 2006 (GMT)<br />
<br />
''Comments''<br />
* Natives should be able to make walls too - think King Kong, plus if there are native ruins on this island, then they must still have some decent construction knowledge lingering around. However, Outsiders should have an "Advanced" skill that allows for stronger walls. --[[User:Frisco|Frisco]] 04:41, 1 March 2006 (GMT)<br />
:Yes, any human should be able to build, and they should ONLY be able to build in certain areas, so as not to have some group lay claim to a section of the island with key resources (assuming there are some). Also, it should take a LOT of AP. --[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)<br />
* If this is implemented, would there be holes/platforms to fire from? If so, there would need to be an alteration in rifles and blowguns, as those can be fired from said platforms, or they can be fired at defenders on said platforms. Initially, at least, it would be probably be best if the stockades acted like UD barricades. Those inside can't fire without going outside, but are safe until those outside break down the barricades. --[[User:Black Joe|Black Joe]] 12:41, 11 July 2006 (GMT)<br />
----<br />
=== Build - BOATS ===<br />
'''''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.''''' so basically this patch of beach screams out "search for driftwood and build a boat", so that is what i hhave been doing but i do not have the tools to build a boat or the skill to do so. so yeah. <br />
<br />
we need new skills. and pirates need boats for safe travel. i'm not saying a boat as big as the wreck. maybe a canoe, rowboat, or something that would take up a lot of inventory slots.--[[User:Badhammer|Badhammer]] 02:39, 21 September 2006 (UTC)<br />
<br />
=== Trap Laying ===<br />
(Native only) They can place one time use traps that dmg outsiders only. This skill can only be used in the jungle. Maybe a skill to be able to detect traps? --[[User:One of many doctors|One of many doctors]] 03:36, 1 March 2006 (GMT)<br />
<br />
''Comments''<br />
* Again i'm thinking Outsiders could make traps too - some of them must have been hunters in the Old Country - but perhaps an Advanced skill for natives, leading to higher success rate, since they are more used to the environment. This skill seems dangerous, though, possibly leading to clans just laying traps in every single square of jungle, making it ridiculous for the other side. Perhaps a trap can only be made in certain jungle types, and only lasts until the jungle changes in level (either growing up naturally or down by the same character type chopping it). --[[User:Frisco|Frisco]] 04:53, 1 March 2006 (GMT)<br />
:This was already proposed in the "jungle skills" section. I agree, it seem too easy to abuse by griefers.--[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)<br />
::It would be harder to abuse if it takes something like 50 AP to put down a trap. If you think about it, making traps large enough to hurt humans will take a long time. Since there aren't readymade bear traps these traps would have to be DIY traps made of the enviroment.<br />
----<br />
<br />
===Comment Cartography===<br />
Applies to Natives & Outsiders, most likely best applied only to the classes, scouts & explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|<sup>[[User talk:fitzcarraldo|T]]</sup> 17:05, 5 March 2006 (GMT)<br />
<br />
''Comments''<br />
*This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]]00:37, 10 March 2006 (GMT)<br />
<br />
*I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)<br />
<br />
*I've been spoiled by the GPS and haven't really found myself lost enough to need this skill. However, with the random revival change I can imagine that getting lost in the jungle is becoming frequently more common for new players. I had a difficult time accepting the point-and-click location feature. I'm not sure how that could be handled simply. I also considered allowing the player to input X and Y coordinates directly, but that seemed out of character for Natives. One possibility that I settled on was a simple "Add Location" button on map.cgi to document the current location. It would change that map.cgi square to a different color and prompt the player to input a description. Ten location points with unique colors and descriptions will be listed under the map to serve as a key. You could either make this listing a queue (pushing out the oldest entries) or locked at 10 until one of the locations are deleted by the player. --[[User:Lint|Lint]] 09:01, 11 May 2006 (BST)<br />
<br />
: In a way, this has been implemented through http://wiki.shartak.com/index.php/Suggestions:Implemented#Locations_List - would others agree? --[[User:Johan Crichton|Johan Crichton]] 02:05, 1 July 2007 (UTC)<br />
----<br />
<br />
=== Revive skill ===<br />
Applies to doctors and shamans, a skill to revive spirits, would require Sixth sense (obviously). It is simple enough premis: a skill that revives dead players similar to the regular shamans instead of requiring them to go to town shamans, the revive players aren't as skilled at the craft so the revived players would have only 80% of there hp when revived by other players. --[[User:Daylan|Daylan]] 00:43, 10 March 2006 (GMT)<br />
<br />
''Comments''<br />
* Does raise a risk of multi-abuse, but I agree that player shamen should have this ability. Maybe it requires a special powder or item in order to do?--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)<br />
* I am trying to think of some cost right now but can't decide. I do know that the xp gain rate should be comparable to fighting(and healing when there are more players) so players will want to be a revive player. --[[User:Daylan|Daylan]] 01:41, 10 March 2006 (GMT)<br />
*I don't like the idea of Doctors getting the ability to revive the dead, but that's definitely within the rights of a shaman. Sixth Sense as a requirement, and you must be standing in the same area as a spirit. Give either a 100% chance to work and a relatively high AP cost (10?) or a lower chance to work and lower AP cost. Blam. There you go. Player shamans can now do their part.--[[User:Wifey|Wifey]] 07:18, 28 March 2006 (BST)<br />
*Haven't been around in a bit..... anyways I was just thinking that it seems mighty easy to get levels by "camping" the "enemy" shamen and getting hordes of xp and tonnes of native/outsider kills this seems like an exploit of the current system of revives. If a player aided revive method is put into place the main shamans should be removed, or you can only be revived by your home shaman by the call shaman(or whatever it is called) button to prevent this xp farming. I thought of this because my level 3 pirate has got all his xp from doing this and it is mighty easy and with the Ubermap and stuff it is even easyer to do, though pirates will need a way to get revived by there own.....lol I just realized I put doctor instead of scientist doctor=scientist - [[User:Daylan|Daylan]] 02:51, 4 April 2006 (BST)<br />
----<br />
<br />
===Polymorph===<br />
Requires Animal Spirit. Allows character to take the form of an animal. Perhaps one skill per animal, and each transform requires the use of an (AP expensive) animal mask. Upon transforming, people around you cannot tell it is you. If you die as an animal, you turn back to human, having lost half the HP the animal lost. To allow polymorph for outsiders, maybe a skill like "Ancient Reading" with the presumption that this allows them to read the right glyphs in the ruins would give them the ability to learn this skill. --[[User:Frisco|Frisco]] 03:52, 10 March 2006 (GMT)<br />
<br />
''Comments''<br />
* I like the idea of having some kind of weird supernatural kind of skill for the natives... But, I think that if you get killed while in animal form, you should be dead and have to seek the assistance of a shaman. Because all the natives would do when logging out is morph into an elephant. That's a boat load of HP for someone to whittle down and kill, only to have the human pop out and have to be hacked away at. Granted, nobody will KNOW outright that the person has assumed the guise of an animal. Would you propose that if someone "kills" the animal form they get the XP bonus of killing an animal? -- [[User:Schmeckel|Schmeckel]] 06:09, 11 March 2006 (GMT)<br />
*Special masks that turn you into animals? They'd need to be quite hard to make, maybe special wood from a certain type of tree, a bit of the animal and something to stick it together. It'd have to be harder to get the ones for better animals. [[User:MorkaisChosen|MorkaisChosen]] 12:19, 11 March 2006 (GMT)<br />
----<br />
<br />
===Will o' the Wisp===<br />
{{suggestion|<br />
suggest_type=Skill addition|<br />
suggest_scope=Spirits (all classes)|<br />
suggest_description=Will o' the Wisp (can't think of another name) is a potentially simple skill to give a little more incentive to play as a spirit for a bit. It is a sub-skill of '''Ghostly whisper'''. If a player possesses this skill, then as a spirit they will have an option to "Wisp" for 30 AP. Wisping operates on a similar mechanic as the Flare guns and Feeding groans in Urban Dead. Any players posessing '''Sixth Sense''' within a 5x5 range of the spirit will be informed: ''A faint flicker of light catches your eye (x blocks east/west), (y blocks north/south). (timestamp)''.<br />
<br />
This skill also has the potential to stack. More spirits on the same square will produce a brighter effect. Possibly in base 5. Ranging from faint flicker, slight illumination, to brilliant flash.<br />
<br />
Fixes that I made last minute: reduced the Wisp range and upped the Wisp cost in an attempt to reduce spamming, also making Sixth Sense a prerequisite for recognizing Wisps as it would otherwise nerf the skill to a degree.|<br />
suggest_time=07:53, 25 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I like it. The AP cost might be a bit on the high side, but there may be other alternatives to reduce spamming. --[[User:Simon|Simon]] 10:44, 25 March 2006 (GMT)<br />
* What's the point of it? Or is there something I'm missing? I mean, is it just to light up for kicks? Wll o' the Wisps in folklore always attempted to lead travellers into dangerous parts of bogs, where they would find their doom. Since that isn't really an option (and since people, noticing this, would just stop paying attention to them), is there any practical use for this? Still neat, if there isn't, but better if there is.--[[User:Wifey|Wifey]] 07:25, 28 March 2006 (BST)<br />
** As a Shaman with Sixth Sense, I've only come across 1 spirit. I sought a means to encourage the realm of the living and the dead to interact more. It is admitedly mostly aimed towards flavor and roleplaying than mechanics. The most practical application would be to attract people to revive points (in the possibility that they are created). In retrospect, I now see that this suggestion overlaps with the '''Haunting Scream''' description to a fair degree. --[[User:Lint|Lint]] 08:33, 28 March 2006 (BST)<br />
::* Does it overlap? I haven't seen a Haunting Scream in action, yet. I'm all for flavor and RP skills, I just doubt that people woud bother with them too often without some mechanical benefit, which would be a shame. I'll admit, though, that I hadn't thought of attracting shamans to get yourself revived.--[[User:Wifey|Wifey]] 06:48, 29 March 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Construction===<br />
construction points, would be implemented and would act like exp, but players earn it by setting up camp, ex: 5exp everytime a player sets up his/her cabin, costs 10ap to set up, to keep from spamming and getting free exp.<br />
*'''construction'''allow players to build 1(one) single hut per GAME that is collapsable, non collapsable, players out in the jungle would have to cut down the jungle to re-construct the hut<br />
this would give players a reason to stay out in the jungle,<br />
<br />
simply what it says, first off, we could/should have different buildings because i find it annoying to have to look around at the same picture not knowing where the trading post is. im implying that new icons be put in for huts, like the pirate ship, have different pictures, ex:<br />
there is an armory hut, it's icon would be a hut with a silver tip/ sword on the roof<br />
and etc...<br />
<br />
SKILLS:<br />
*'''hut maitenance'''<br />
can change hut 1(one) time into another kind of hut ex: armory hut, extra chance of finding wpns etc<br />
**'''cupboard''' accesible inventory in hut that players can "lock" and recieve a "key" item, other players could break open the "lock" for x amount of AP<br />
*'''bed''' players in hut are shown the "get into bed" option which heals 2 hp every hour they arent logged in<br />
**'''fluffy bed''' heals and extra 1-2 hp<br />
*'''running water'''<br />
if the hut is within x amount of squares to water, they can refill gourds and bottles (i think someone suggested we keep empty bottles, this would require that to be implemented)<br />
*'''fire-pit''' players can cook meat (as suggested, only used if implemented)<br />
*'''craftmanship'''players can see the hut's creator, ex: Richard's Hut, if skill isnt aquired, players see the hut as "dishevelled hut" or "ragged hut" etc.<br />
*'''hut upgrade 1''' hut is given one extra ring of squares<br />
**'''hut upgrade 2''' hut is given extra floor<br />
***'''hut upgrade 3''' hut second floor is enlarged, door locks are given<br />
****'''hut upgrade 4''' hut is given a basement<br />
<br />
the use of hut upgrades is to help people hide, when upgrade 3 is given, and locks are attained, players can "lock" their houses up, requiring a devastating amount of AP to open, suggesting around 60-70 AP<br />
<br />
*'''house trap 1''' spike trap, inflicts 1 wound<br />
**'''house trap 2''' heavy spike trap, 1 wound and 3 dmg<br />
*'''house trap 3''' blast trap, 7 hp<br />
**'''house trap 4''' heavy blast trap 14 hp<br />
<br />
traps are triggered upon breaking into a house, players can attain a new skill:<br />
*'''lockpick''' breaking in only costs 30 AP<br />
with this skill, traps are disabled<br />
<br />
*'''animal cage'''<br />
if animal trapping were implemented, then this would keep them from running away when u died,<br />
**'''animal care''' animal care section of the house, determining your pet's status ex:<br />
Richard clicks the button "give pet food" mr whiskers smiles and gobbles it up. it could also just be flavor text, and a way to get rid of meat.<br />
*'''attack animal'''<br />
player buys skill animal now acts like trap, player types in names of people allowed to be in house, anyone not on the list is attacked by animal, animal is treated as "wild" to intruders, as per, it will follow them several blocks away from the house before returning, and can be killed, but is also agressive no matter what breed. ex: mr.parrot attack john doe for 2 dammage and returns home.<br />
**'''rabidity''' animal is now "rabid" and has a 20% chance of "infecting" (wound) the intruding player<br />
<br />
other tidings can be added, ex:<br />
*'''taxidermy''' players can pick up dead bodies and mount them in their house ex:<br />
in the second story of richard's hut is a grey elephant head, mounted on oak<br />
<br />
my finale,<br />
*'''garden''' allows players to plant a tree/ bush 1 square away from their house, planting requires, 5 of the said fruit and the plants disappear when the hut is packed up, players also have the ability to "kill" the plant and re-grow a different one.<br />
**'''green thumb''' allows players to garden for only 3 fruits<br />
**'''verdant thumb''' allows players to change to growths around their house, ex: a house surrounded by dirt can be changed to light undergrouwth or heavy forest<br />
**'''spade''' allows player to dig a "cellar" 1-3 squares away from house to "hide" or store items.<br />
skill also allows players to loacte any tunnels within 5X5 of the checked area. players can only check within a 3X3 area around the house<br />
<br />
house experience does not raise everytime a skill is bought, but the price is set at 100-200 (your choice)<br />
<br />
"comments Below"<br />
<br />
Sounds like it would be a good idea if the island was bigger but otherwise a 3x3 would be gigantic if everyone had one--[[User:Slith|Slith]] 21:40, 29 March 2006 (BST)<br />
*not really, but the huts are still the same single square size on the outside, it is the inside that changes. --[[User:Richard Rose|Richard Rose]]<br />
<br />
I think it would be better to implement this skill while implementing clans - i.e. having clan camps. One way to implement this would be to establish camp/ a hut automatically when a certain number of players from a given clan stand on a single square. This would reward organization and prevent individual players from spamming. In addition, I think that having all those additions as skills is unnessacary. I just adds uneeded complexity. Again, clan based operation seems to be the best way to do this.--[[User:Gandhi|Gandhi]] 00:47, 31 March 2006 (BST)<br />
<br />
Well, being able to go out into the jungle and making a little camp would be very interesting. With a clan feature you could set up small clan camps as Gandhi said as small towns perhaps. But one way to assure that it's not spammed is one per person not really clan needed. That way someone could have a small home if they wanted and people couldnt spam them but it would encourage clan building to have a variety of buildings. Of course the problem with a limit is dying then beiong far from your home and then a problem with replacing. But if its as an item in inventory when you die maybe that would work? Use to set up on a square. I personally am setting myself up in the jungle in an area clearing paths and what not but theres really not much for me to do. Construction would be wonderfull if a way is found ot properly manage it.--[[User:Dracul|Dracul]]<br />
----<br />
<br />
===Plunder===<br />
{{suggestion|<br />
suggest_time=07:15, 30 March 2006 (BST)|<br />
suggest_type=Skill|<br />
suggest_scope=Pirates|<br />
suggest_description=So. Pirates have been added, at long last. We all love pirates. They're swarthy, greedy people. Like mobsters, only with eyepatches, bandanas, peg legs, parrots, and the clap. There's something lacking in the pirates on Shartak, though. To get a better idea of this, let's look at the check list.<br />
<br />
[x] 1. Pirate ship<br />
<br />
[x] 2. Swarthy attitude<br />
<br />
[x] 3. Pirate lingo<br />
<br />
[x] 4. Murder<br />
<br />
[ ] 5. Plunder<br />
<br />
Aha! So we've identified the problem: a distinct lack of plunder. For this reason, I've come up with the idea for a plunderin' skill. Now, when you kill some poor sap, you take one coin out of his inventory per level--his level, that is. This keeps it a little balanced, in that you won't be taking away the life savings of some poor little level 1 when you kil him. Unless he happens to have only 1 coin, but that's neither here nor there. Now, of course, if you kill a level 5 who only has 4 coins, you'll only get those 4 coins. If he has 6 coins, however, you'll only get 5 of them.<br />
<br />
Is it overpowering pirates to give them this class-restricted skill? Not really. I mean, despite being a combat class, they can't really get any good with rifles. Pretty much all of their kills are made with a cutlass. And what's the real usage of the gold coins? Typically, to buy ammunition. Obviously, the pirates won't be using it on that, as they're terrible shots. They'll just buy themselves some medical supplies, some back-up weapons, and hoard the rest. I can't say I know that many players who hold onto the coins, anyways, though I'm sure there must be some. Still, they generally tend to be spent pretty quickly. Really, I just think that this could lend pirates a little more depth; sure, they're fellow outsiders, but can you trust them? How quickly will they cut your throat for you wallet?<br />
<br />
So... Thoughts? Agreement? Death threats?|<br />
suggest_author=[[User:Wifey|Wifey]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*'''Keep/Change''' (Yarr) I agree that this fits with theme and perhaps rightfully rewards Pirates in that they do not have a Trader NPC at the shipwreck (at least that was the case when I left it several days ago). And I'm glad that this is being presented as a purchasable skill (I believe?) rather than an inherent one.<br>I do generally follow one of the basic tenets of UD - "Don't <del>Tread On Me</del> Mess With My Inventory!" But gold appears to have become fairly plentiful with the Trader NPC; having more gold than your current level is a fairly easy feat and losing gold won't lead to an entirely unpleasant gaming experience. However, I would like a few more mechanics set in place to minimize the avenues to zerging, griefing, and general abuse that this suggestion would open up.<br>The only simple amendment I can think of may be to give '''Plunder''' a percent chance of success. Perhaps allowing for degrees of advanced plundering skills. --[[User:Lint|Lint]] 20:07, 30 March 2006 (BST)<br />
**'''RE:''' A very good point. Very good points from both of you. I had thought of a % chance when I was originally writing the suggestion, but I realized that the nwe'd be dealing with an X% chance to get Y% of the other player's coins, and I thought it might be a little more work on the server than necessary. I thought, perhaps a chence of getting only 1 coin, but that seemed just silly. Perhaps we could limit the pirate to only 1 plunder per day (or maybe a few more, if people feel that 1 is too few)? For example, if you killed John Smith the level 1 Explorer and took 1 coin from him, then killed Mr. Moneybags the level 16 with more coins than you can shake a stick at, you would get no coins from him. If you were to wait a day, though, and kill Mr. Moneybags ''then'', you would get 16 coins--and no more from anyone else for the rest of the day. Additionally, you would not be able ot get money from the same person twice in a row. So if, after killing Mr. Moneybags and taking half of his coins, you killed him the next day, you would get none. You might as well have gone for poor little John Smith. That eliminates griefing, and all it would need to do is keep track of the ID of the last person you killed, checking it the next time you kill someone 24+ hours later..--[[User:Wifey|Wifey]] 23:29, 30 March 2006 (BST)<br />
*i agree with both of them, and with you, id love to see this flavor added, and the trader NPC at the pirate camp has yet to be found, so they would have to go to another village to use it. the closest village (where my pirate is) is dalpok, which, is, as you know native. this hostility would mean pirates would REALLY have to work to hoard medical supplies and weapons, thusly this would be well balanced. i also want to discuss the % success rate. as pirates are VERY good at "plundering" the % chance success rate should start at a reasonably high %, such as 50% and above. as putting it any lower would simply be ridiculous. there could be several level ups to raise the % but if there are no advanced levels then i suggest putting the starting % at around 75%. --[[User:Richard Rose|Richard Rose]]<br />
<br />
*'''Plunder''' could be made a search skill (concievably the second skill in the plunder grouping). Rather than having it be merely equivalent to scavenging the plunder skill could only be used in villages (it wouldn't matter if they were native or outsider villages). Scavenging could similarly be changed to a jungle-only skill. Repeatedly plundering a square would deplete it much like chopping down a square of jungle, and squares would replenish over time much the same way. Whether this affects the search odds for other players is open to debate. I'd hate for the pirate class to be burning every other class in the game by plundering all the villages to the point nobody could find a rifle.<br>The odds of finding a broken item should increase while plundering. The more refined the item the greater the chance it would be broken when a pirate plunders it (GPS, first aid kits, rifles, dart guns and any other delicate manufactured items to come being more likely to be broken). It would give people on the island something to do other than filling out the map and hunting game. Since we could then expect groups of pirates moving from village to village it would also increase player interaction (violently or otherwise). Having a wider range of broken items could necessitate a repair skill for players or a similar service that could be provided by a trader adding another level to the game's economy. -[http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]<br />
<br />
*With the new "stuff breaks/crit hit" along with traders gold has a major use, instead of searching for that cutlass(or machete both break) you can go trade your hard earned gold coins for a weapon, why stop at just coins? pirates could get this skill and should just take away 1 random item (any item) plus a few gold coins, as we all know pirates didn't just take gold they took anything of value. Though level ones should be completly immune to this and the maximum value of the item you take(based on how many gold coins it takes to trade for the item) should be equal to there level, or some other method all I know is items should get stolen along with coins, you can only get killed once (as of right now) before going back to a village so it doesn't do too much, I mean 1 item? even if it was my machete(whom I call Mary) I wouldn't mind, sure my ghost would scream and haunt the bastard who took her away from me that would just add a new level of fun to the game. As a native(with a pirate alt) I support this skill, though it would entail a new top ten richest in the statistics page so the pirates would know who to hunt.... mwahaha -[[User:Daylan|Daylan]] 03:09, 4 April 2006 (BST)<br />
**Now there's an interesting idea. Perhaps, though, there should then be a hierarchy of items in the eyes of a pirate? For instance, you take 1 item (which might be a gold coin) and one gold coin on the side. The gold coins on the side would increase with one's level. What would the item be, though? Probably first would be a gem. They're shiny and valuable--a pirate's favorite words (aside from "Arrrr!")! Next? A gold coin. Not enough coins? Probably a cutlass or machete. None of those? Rifle. No? Rifle bullet, then. None of those, either? Probably go with a first aid kit. Ah, but those are out, too? Bottle of water. And so on down the list. Bottle of water -> bottle of rum -> gourd of water/banana/berries -> knife/dagger. I doubt a pirate would bother with a blowgun or darts, nor would he yearn for his enemies' driftwood. Once again, just throwing an idea out, though.--[[User:Wifey|Wifey]] 06:28, 4 April 2006 (BST)<br />
*** To a Pirate, Rum would be more interesting than Water...[[User:MorkaisChosen|MorkaisChosen]] 11:40, 28 May 2006 (BST)<br />
**I think plundering items crosses into making this skill much to powerful. It lessens the need for the Pirate class to spend AP searching. They may lose a cutlass or two choppping another player to bits, but then they earn a machete in the kill and can continue on their way. Gold coins can be argued to be powerful, but the lack of a Trader at the shipwreck means they have to make their way to other Villages in order to spend them. After some further thinking, I feel that there should be a plundering cap of 10 coins regardless of level (otherwise it would be unfair to classes with class-specific skills that make them a higher level than others). And it is random chance after the kill produces no coins or some coins or all coins. If the player doesn't have enough coins, the Pirate plunders what he can and is given extra flavor text to reward them on their evil little victory. "Yo ho ho! You have taken all (Player)'s booty." --[[User:Lint|Lint]] 07:00, 4 April 2006 (BST)<br />
<br />
*Plunder sounds nice. How about this formula: a pirate's chance of plundering someone equals 4 times the pirate's level minus 2 times the victim's level and always returns the lesser of half the victim's level in gold (rounded down) or all the victim's gold. In other words, if a level 10 pirate plunders a level 1 scientist with 10 gold, the pirate has a 38% chance of getting 0 gold, and if a level 10 pirate plunders a level 13 warrior with 2 gold, the pirate has a 14% chance of getting 2 gold. This simulates higher level non-pirates being more adept at hiding coin purses on their body, and prevents griefing on newbies. I agree with above comments that plunder should be a one time immediate event upon killing a character, based on a percentage chance, and limited to gold - anything else makes the skill too complex and/or powerful. --[[User:Frisco|Frisco]] 13:39, 4 April 2006 (BST)<br />
*I wouldn't support this unless pirates could be plundered ''from'', too, which kind of defeats the point. It's not like pirates are a weak class; the shipwreck has a trader now, and they start with 65 HP. I really like being able to count on having a static inventory while I'm logged out, and I think "Yarr, a pirate has killed you and plundered 1 gold coin" would get old very fast. I think it'd be quite cool if pirates were healed by 1 HP more for drinking beer or rum, but taking gold from their kills is too much. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:42, 28 May 2006 (BST)<br />
*Yarr and Keep. I say this is a good addition. I believe all the classes should have some skill specific to them. I have a pirate and a scientist, and neither of them have anywhere special go to in terms of skills, thus making the distinction of them being scientists and pirates useless. Especially the scientist... 10 gold coins? What the? --[[User:Rip Purr|Rip Purr]] 10:53, 30 May 2006 (BST)<br />
*Would it damage game balance much to have the pirate gain gold as described, but ''without'' taking gold from the victim? That way we have the benefits of the skill, without the annoyance of losing your gold. And it wouldnt be an easier way to get money than searching in huts, so it shouldnt unbalance the game too much. --Gitboy 17:26, 3 July 2006<br />
*I like the idea of plunder, and given that pirates don’t have class specific skill it would only be fitting to have it as our first. Rather then trying to create overly complicated system for plunder we should just follow in the tradition of final fantasy more specifically making plunder into a 3 level skill much in the vain of steal (a small chance of taking a random item from opponent’s inventory (maybe 5%)) rob (a greater of chance than the above (10%)) and finally mug (the same chance rating as “rob” with the addition of damage if successful(something like 2 or 3).--[[User:A for anarchy|A for anarchy]] 04:13, 22 July 2006 (UTC)<br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Diagnosis===<br />
{{suggestion|<br />
suggest_type=Skill addition, class-specific|<br />
suggest_scope=Shaman and Scientist|<br />
suggest_description=This is an attempt to create additional variety within the classes. Diagnosis would be a sub-skill of Triage available only to the Shaman and Scientist classes. It behaves much like Triage does, but it would detect Shark Bites and other possible future maladies and status ailments. Shark Bite victims could be identified with an asterisk next to their name.<br><br />
I believe that this skill's net benefits will be minimal. It would fit with the theme of the class, while not over-powering them. I also believe that since this is a sub-skill, that there should be additional class-specific skills for Shamans and Scientist.|<br />
suggest_time=18:21, 6 April 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* If Triage truly only does reveal one person's HP then the skill tree should be expanded for Advanced Triage as well. Where Advanced Triage would display the HP of everyone in the current area - rather than just the most wounded. --[[User:Lint|Lint]] 01:55, 29 April 2006 (BST)<br />
* Corrected usage of Doctor. I hope that this skill can still be considered in-character for Scientists. --[[User:Lint|Lint]] 23:11, 11 May 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Alchemy===<br />
{{suggestion|<br />
suggest_type=Skill addition, class-specific|<br />
suggest_scope=Scientists|<br />
suggest_description=Allows Scientists to convert seemingly useless items (such as driftwood) into valuables such as a gold coin. Another possibility is crabs into gems (don't ask). This would, of course, cost about 25 AP per use. This would give Scientists a key role in the game because they would be needed to convert intems.|<br />
suggest_time=23:24, 8 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*While I like the basic idea of this, it should be limited a little. That said, I don't know how one would appropriately limit its use. Perhaps you could turn a bottle of rum into a more refreshing bottle of water? How, precisely, would you envision the implementation of this?--[[User:Wifey|Wifey]] 01:18, 10 April 2006 (BST)<br />
*I like it! It gives us something unique to do as scientists! Would you make it so you turn a specific useless item into a specific useful item, or what?[[User:MorkaisChosen|MorkaisChosen]] 15:24, 10 April 2006 (BST)<br />
**I imagine that eventually every class will have atleast one unique skill to separate it from the others and give a reason for choosing that class. --[[User:One of many doctors|One of many doctors]] 01:30, 11 April 2006 (BST)<br />
*I could accept this if it was presented differently. As it stands, it sort of conflicts with my expectation that the Natives are the more mystically-inclined and the Outsiders are more advanced technologically. I just don't envision men and women of science practicing alchemy. I have no objection to the scientist manufacturing items, but not in this manner. --[[User:Lint|Lint]] 03:37, 11 April 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Spirit Substantiation===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Sprits (all classes)|<br />
suggest_description=The spirit has learned to partially substantiate its form, becoming more physical, and can now float on the winds to move at double the normal rate (i.e. .5 AP per move), but only in the direction that the wind is blowing. Note that this requires the game element of wind, which can either be a uni-directional constant (e.g. always blows west) or changes over time (perhaps dependant on location?). If wind direction changes, the game's user interface will need a mechanism to display wind direction, either via game.cgi or added to map.html.<br />
<br />
This could be the first in a series of new spirit skills. I see the aforementioned Will o' the Wisp being under this tree, as well as another skill to move .3 AP per move but still only in the direction of the wind. Perhaps some poltergeist type skills can be added as well - allow dead pirates to plunder, any spirit to write messages, any spirit to still map out the area, etc, etc.<br />
|<br />
suggest_time=16:40, 14 April 2006 (BST)|<br />
suggest_author=[[User:Frisco|Frisco]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Nice idea, what would happen to moving against the wind? Would that then require 2AP and 1 AP to move at 90 degrees to the wind direction :) --[[User:Simon|Simon]] 17:33, 14 April 2006 (BST)<br />
** I was thinking of substantiation as being a conceptual (not a user toggle switch, something the game system automatically determines) on/off capability of the ghost, so the ghost could have no form and thus no penalty for moving into the wind, then take form and move with the wind. But that's mostly because i don't like the idea of skills that negatively affect a character. I definitely think wind should adversely affect other things, like pigeons taking longer to deliver if the recipient is upwind. It's all more math for you! --[[User:Frisco|Frisco]] 17:49, 14 April 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Marksmanship===<br />
{{suggestion|<br />
suggest_type=Skill modification and new skill|<br />
suggest_scope=Anyone who uses a ranged weapon|<br />
suggest_description=A few problems that I see with regard to rifle use: 1) Non-soldiers' extremely low maximum rifle accuracy making rifles useless to non-soldiers, 2) Loading rifles takes up a tremendous amount of AP since it costs one AP to load one bullet, leading to a very low damage-to-total-AP-spent ratio, 3) A closely related problem to #2 is the fact that people are carrying around 20 or 30 rifles/blowpipes, which is ridiculous and unrealistic, and a by-product of the AP cost to load. I dont know if the following idea for a solution to both of these problems can realisitically be implemented, but here goes: Change the Advanced Rifle Training skill to make loading rifle bullets cost 0 AP (advanced training would thus mean the abiliy to load rifles very easily and quickly, as opposed to untrained people who take much longer. We are in the time period when it took a long time to load rifles after all). Institute a new skill called Marksmanship in the firearms skill tree, which gives +__% rifle accuracy <s>(I would say +30%). Let marksmanship be a skill that can be acquired by anyone, while rifle training and advanced rifle training remain soldier-exlcusive. If Marksmanship gives +30%, it will improve non-soldiers' maximum accuracy from 20% to 50%, knocking out problem #1 above. Soldiers with the entire proposed rifle skill tree would have max accuracy of 70% and would not have to waste an AP to load, knocking out problem #2. Natives would get the same changes for blowpipe<br />
note: It might be better to have two skills, Marksmanship and Expert Marksmaship, each giving +15% accuracy, and possibly make these two a seperate skill tree. If they were in the rifle training tree, they would have to come after the two rifle training skills, but non-soldiers cannot get rifle training, so it would look awkward.</s><br />
<br />
'''NOTE: [[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Revised proposal and statistical analysis of current vs. proposed damage-to-AP ratios, click here]]'''|<br />
suggest_time=05:34, 13 May 2006 (BST)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*From a gameplay point of view, i don't see that guns/blowpipes need to be any stronger. It's already possible to take someone out in one go, why the need to kill quicker? The proposed change means with one gun and a full load of bullets, one soldier in one day causes an average of 75 * .7 * 4 = 210 HP damage - that's 2.4 pirates with stamina, or 4.2 beginner shamans. It would make the game a lot less fun to be able to die that much quicker and that much more often. Maybe i wouldn't object as much if these old school guns were also subject to backfiring, causing them to blow up in the owner's hands and resulting in owner HP loss and gun destruction (similar to machete/cutlass blade snapping). By the way, elsewhere there's been debate on the timeperiod of the game since we also have GPS units. --[[User:Frisco|Frisco]] 20:00, 13 May 2006 (BST)<br />
::You are calculating ''combat'' damage-to-AP ratio, the proposed modification of the advanced rifle training skill would not affect combat-damage-to-AP ratio very much (it would affect it not at all for people with lots of rifles), it would only affect the rifle's currently very low total overall damage-inflicted-to-AP-spent ratio. (With 28 fully-loaded rifles a soldier can already kill two 85-HP pirates in only 56 AP.) The rifle's total-damage-to-AP ratio today is 0.48 by my calculation, the machete's is 1.35. With the proposed changes, the maximum total-damage-to-AP ratio for a rifle-wielding soldier would be 0.7 (still far lower than machete). Non-soldiers max rifle total damage-to-AP ratio would improve from 0.16 (weaker than a level 0 character with a blunt machete) to 0.4. I like your suggestion of rifles possibly blowing up too, Simon should definitely consider that. [[User:Arminius|Arminius]] 20:28, 13 May 2006 (BST)<br />
<br />
*I'm not sure how I feel about the skill yet, but I will correct you, Frisco, in that the GPS unit is not an adequate argument about the game's time period. Simon has already said that he doesn't like the name "GPS Unit" because it is anachronistic, and was considering another one.--[[User:Wifey|Wifey]] 01:03, 14 May 2006 (BST)<br />
<br />
* I don't quite see why rebuilding the skill tree is necessary. You could accomplish the same thing by introducing two new skills - one for accuracy which builds upon the existing accuracy skills and one for reloading. Make the first accuracy skill available to all classes (adjusting to 30%), but restrict the secondary accuracy skills to Warriors and Soldiers. But even then, I'm not completely sold on the fact that these skills are necessary. I have no problem with my non-Soldier not depending on a rifle. If I wanted to use a rifle, I can easily make a Soldier character. And while reducing reloading cost might bring rifles and blowpipes more evenly with machetes, increasing the damage or introducing the ranged attack suggestion might solve the problem without providing free lunches. --[[User:Lint|Lint]] 02:31, 15 May 2006 (BST)<br />
::Yes of course it's fine to make them new skills. I suggested it in the way I did because learning to load quickly would fall under rifle training I would say, and we already have the two rifle-training skills in the game. One of the accuracy-improving skills would fall under Marskmanship (or marskmanship/expert marksmanship). How they are added to the game is almost immaterial, the point is to let soldiers be able to acquire a skill which gets rid of their need to waste more than half their daily AP loading their 20 rifles, and get rid of the need to carry 20+ rifles in the first place. I dont see how a skill allowing for a 0 AP cost to load is a "free lunch" at all, it just reduces the price of a ridiculously high-priced lunch, i.e. 1 AP to load 1 bullet/dart (plus I feel it improves the realism of the game, in part by eliminating the need to carry around 25 rifles or blowpipes). The point of the Marksmanship skill (available to all) is not to put non-soldiers on the par with soldiers in firearms capability at all, but to make rifles non-worthless to everyone else. Currently non-soldiers are literally far better off ''punching'' enemies than using a rifle when it comes to damage-inflicted-per-AP-spent, which is just ridiculous. [[User:Arminius|Arminius]] 03:37, 15 May 2006 (BST)<br />
:::I do like the idea of making rifle and blowpipe usage more accessible to other character classes. But I continue to have a difficult time accepting the 0 AP reload cost. Currently there is no action in the game that costs 0 AP besides rejecting a trade, speaking in empty area, healing someone at full health, and dropping an item (all non-actions). Would 0.5 AP would be an acceptable change? But before it is considered, there must be other alternatives before lowering AP cost to make the ranged weapons more balanced. --[[User:Lint|Lint]] 22:27, 27 May 2006 (BST)<br />
::::How about this-- modify advanced rifle training skill so that instead of "Gain another 20% on firearms attacks", it says "lets soldiers load and fire faster" (0.5 AP to load and to fire with that skill), in other words a rifle version of trekking. This would cut down on the excessive AP costs of rifle usage and be an interesting skill to balance rifles rather than another "add 20% accuracy" or something like that. Then two new skills, Marksmanship (+10% accuracy), Expert Marskmanship (+20% accuracy), both of which would be available to all character classes. I would envision the two marskmanship skills as the first two skills in the firearms tree (the only two available to non-soldiers), and then the rifle training skills would come afterwards. -[[User:Arminius|Arminius]] 20:00, 30 May 2006 (BST)<br />
:::::'''UPDATE:''' To see a revised version of my suggestion '''[[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Click Here]].''' I worked out the current and proposed damage-to-AP ratios, and I invite everyone to take a look. It is far too long and complicated to copy here, so I wrote it up elsewhere. -[[User:Arminius|Arminius]] 01:44, 2 June 2006 (BST)<br />
:*As discussed elsewhere, ''carrying loaded rifles as backup allows you to lock in the kill bonus'' on a much wider range of (remaining-AP/remaining-victim-HP) situations. Since the '''kill bonus is more than a third of total XP for combat''', this throws the naive XP=damage comparisons way out of whack. Anecdotally at least, my Soldier has clearly done better than my other characters in jungle XP-harvesting, because kill-steals and dying while asleep are so common. So while the Rifle (and especially the Blowpipe) needs help, I think that nearly doubling combat-time damage to 2x 50% 5 damage for 1 AP (5.0) instead of 1x 60% 5 damage (3.0) is not an ideal way to proceed. I support Free Reload or Rapid Reload as a Soldier-Only Skill. I also think that an all-available accuracy upgrade for Rifle/Blowpipe (to at least better than Machete) would be great. For example: Base 20% (+General Accuracy +15%) (+Soldier-only Accuracy +15%) (+Soldier-only Accuracy +15%). Or maybe Base 10% (+General Accuracy +25%) (+Soldier-only Accuracy +25%) (+Soldier-only Rapid Reload), and increase Rifle Bullet base damage to 6. Two shots per AP just seems too big a jump to me; imho implementing true range (firing from adjacent square and/or without provoking return melee attacks) is a better way to proceed. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)<br />
::*Yes the blowpipe needs help even more than the rifle. That limited-AP poisoning skill, along with these proposed boosts to accuracy, would even things out there. I also like the idea of making ranged weapons truly ranged, but that seems difficult to implement and perhaps impractical (for one thing we cant see the names of people on adjacent squares). If any version of QBerry's "auto attack" is ever implemented for players, though it seems unlikely with so much opposition, the "range" of the ranged weapon could come into play by not allowing a person without ranged weapons/ammo to back. This was discussed on the forums in the "Aggressive Animals" thread. [[User:Arminius|Arminius]] 06:01, 2 June 2006 (BST)<br />
:*NB about Free Reload: Incidentally, Free Reload obviously solves the "realism problem" by allowing a Soldier to carry only one Rifle and a huge pile of Bullets, with '''no increase''' in Soldier combat-time damage-per-AP (still 3.0 max avg per AP) nor Soldier field-capacity damage-per-inventoryfull (still 72 shots) since 2 Bullets loose take up as much space as a Loaded Rifle. People who think that 0AP reload is imbalancing have been smoking too much of the dried herbs. As for realism of 0AP reload, the Soldier's "1AP to fire" accounts for time necessary to both reload and fire. I can discuss and reject 160 exchanges with the Trader and or attempt to heal a signpost in the same amount of time. The real-time form submission and IP hit creates a perceptible time-increment. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)<br />
<br />
After thinking about this, it seems to me that the best thing to do is as follows: No new skill, instead simply a change in the game mechanics so that all players take 0 AP to "load" by deafult. The AP cost to fire would thereby represent the time to load and fire, as Tycho44 said above. (Load was in quotation marks there because the load button in-game would thus really represent selecting the bullet to use, the actual action of loading would be included in the 1 AP to fire). This would eliminate the 30 rifles problem straight away (and for all character classes), it would ''not'' increase the combat damage-to-AP ratio at all, and it would be an interesting way to increase the damage-to-''total''-AP-spent ratio (which we need) without having to add any new skill. As for the accuracy boosts, those can be worked out later (non-soldiers need a boost in that department we all agree, perhaps soldiers merit a slight one), but 0 AP to "load" is definitely a sound change to make, I see no argument against it. [[User:Arminius|Arminius]] 23:11, 3 June 2006 (BST)<br />
<br />
The reason why I keep pressing for alternatives is because I never saw this as a solution in other browser-based games. Shouldn't the route be to increase the damage dealt to reduce the impact of the reload cost? --[[User:Lint|Lint]] 18:52, 14 June 2006 (BST)<br />
<br />
:My earlier arguments notwithstanding, I '''strongly oppose''' universal 0AP reload. A 0AP reload for everyone simply destroys the reloading game mechanism in its entirety, making the 2-bullet chamber of the rifle identical to the 1-dart chamber of the blowpipe identical to the 70-bullet drum of a hypothetical gatling gun. The blowpipe is distinguished by its Poison damage, which can in turn be offset by a Reload Penalty, if we keep that game mechanic. Keeping the reload mechanic enhances the separate-but-equal factions. In my humble and uninformed speculation, tweak up the accuracy on ranged weapons (say 20% base / 35% marksmanship-universal / 50% warrior-only / 65% advanced-warrior-only) and things will work fine. --[[User:Tycho44|Tycho44]] 23:54, 17 June 2006 (BST)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hut Construction (Simplified) ===<br />
{{suggestion|<br />
suggest_type=Skill, item, action|<br />
suggest_scope=Every player|<br />
suggest_description=This is a bit similar to the Construction suggestion, but much more simplified. I agree that we should be able to set up little camps, to have bases away from bases. I'll explain the flavour aspect after I've explained the mechanics.<br><br />
A skill can be purchased called, "Construction", which allows you to erect a hut on land that has been chopped down to 0 density. The hut would have a bit of AP weight to build, say 10ap cost so that full constuction on a 10 dense jungle sq would have a total of 20ap. The hut that you build is at first a regular empty hut. Once you have bought the second skill in the set, "Stock Hut" (or something like that), the hut becomes a mini trade-post, stocking no more than 5 types of items at any one point. The first 5 items are randomized, and then as people trade, they change. Thus, it's a mixed bag of what you could get. These artificially erected huts can be sacked and destroyed. Keep in mind I'm not a coder, so if you know what I'm describing is difficult, but know how to do something similar, please say so.<br><br />
Flavour: This gives people the feeling of being able to set up their own little base camp for their own clan, without making a whole new village. The fact that each hut can only stock a small number of items, and also that it can be destoryed, means things don't get out of hand and make the original villages defunct. Each hut can also be plauged with low-demand items like crabs or mangoes, making the idea even for grifers, natives, enemies, outsiders and pirates.|<br />
suggest_time=12:05, 3 June 2006 (BST)|<br />
suggest_author=[[User:Rip Purr|Rip Purr]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Building a hut could also require a certain number of driftwood pieces. --[[User:Rip Purr|Rip Purr]] 12:08, 3 June 2006 (BST)<br />
<br />
Ability to create minor base camps away from settlements is good (but for what practical purpose?), but the idea that the island would be flooded with "huts" all over, with the same icon and name as huts in settlements, I dont like that. This is supposed to a wild myseterious island, having huts all over would hurt that ambiance I think (Lower-tech base camps of some sort would not hurt it though.) If hut construction is implemented it would have to be very costly to avoid littering the entire map with them that's for sure. The other thing is, We have to be clear about what the purpose of these base camps would be, what practical benfit would they have. Would they have defense value? Could the builder elect to keep people out unless they are members of clan X or unless they are natives or unless they are Derbyites, etc? [[User:Arminius|Arminius]] 00:59, 4 June 2006 (BST)<br />
<br />
:I agree wholeheartedly with your points. It is indeed important to make it difficult to build huts. As I mentioned, the huts would have very small capabilities as a trade point, thus making them a tactical advantage in a seige. Allow me to explain; My clan wants to lay seige to Dalpok. We erect a small camp near the village and stock our huts with bullets through trading. Then we load up, attack, come back to our makeshift camp and take the bullets from our huts. As for the wild, mysterious island element, you're right, but is it not normal for humans to tame and civilise the jungle? And vice versa for humans to destroy one another's homes? With this new skill(s) we can simulate seiges and sackings, but still keep our 7 original villages/bases. I don't think you could exclude people from entering your hut. It's the luck of the draw, and if enemies infiltrate, too bad. makes it all the more exciting. I also agree that making a hut should be very costly, but that's up to Simon as to how he'd like to implement such a cost. Finally, the only variation I can see might be to make huts not a mini trade post, but maybe a small storage area of say 15 slots, to keep bullets or med kits from the main towns...? --[[User:Rip Purr|Rip Purr]] 02:30, 4 June 2006 (BST)<br />
<br />
:Here are my thoughts on the matter:<br />
:#To encourage clustering of huts (instead of unsightly and unrealistic random scattering), hut-builders should be required to chop the hut's eventual square ''and'' all surrounding squares (that don't have huts on them) to d0. After all, construction requires some space. This would encourage players to build next to existing huts, since every adjacent hut is a square that doesn't need chopping.<br />
:#For realism's sake, driftwood shouldn't be required to build or repair a hut, because it'd be silly to make a player in the middle of a huge jungle travel all the way to the beach to find wood. Jungle wood could be introduced as an item, but I think it's better to require AP alone.<br />
:#Hut health could be managed by giving each new hut 5 HP (Hut Points =)) and removing 1 HP every 24 hours (obliterating any hut that reaches 0 HP). A hut would require 50 AP to construct (in addition to AP for chopping the surrounding jungle) and 10 AP to repair by 1 HP. Repairs wouldn't require cleared jungle; once a hut is built, jungle growth outside doesn't matter.<br />
:#Special features for huts, such as trade and storage abilities, should be put on hold until buildable huts are already in the game. Not only do huts provide shelter from animals, they hide players inside from anyone not willing to spend a few AP to move to the hut and enter it, so additional features shouldn't be necessary to make hut-building worthwhile.<br />
:&mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:52, 4 June 2006 (BST)<br />
<br />
<br />
A side idea, that probably doesn't deserve a complete new suggestion. It would be interesting to have huts or lean-to shelter structures perhaps providing an extra 0.1 or 0.2 AP per an hour spent after the character has perhaps been idle for an hour or two. It would be something neat, not imbalancing, and wouldn't take away from player interaction with hp regeneration. [[User:Lexus|Lexus]] 01:06, 26 May 2007 (UTC)}}<br />
<br />
=== Spirit Transfer ===<br />
{{suggestion|<br />
suggest_type=Skill, action|<br />
suggest_scope=Warriors, Shamans|<br />
suggest_description= This suggerstion was inspired by polymorph. Warriors and Shamans can get a new skill that allows them to transfer their spirits into the bodies of a dead animal nearby. Animals won't be able to speak, use items, search, or use any human skills. The player will have the Hp and attack power of the type of animal you possessed. Other players on the map will see you as just another animal, not as a native. Transferring spirits will result in the death of their human form (if it is not already dead) but grants them access to the animal's innate abilities. Eg. Alligators can attack twice but have decreased movement through land, Monkeys can search and use some simple items, Parrots move faster throught all terrain. When the body of the animal possessed dies the player will be in spirit form but wont have a corpse. It will also be possible to leave the animal's body at any time but the trauma would be the same as having the body killed by an outside force. In order to not break the game, certain special animals can not be possessed ( like that giant squid )|<br />
<br />
suggest_time=11:37, 3 June 2006 (BST)|<br />
suggest_author=[[User:Stcfg|Stcfg]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
: I would like to suggest a skill for being able to detect possessed animals but that is for another day. --[[User:Stcfg|Stcfg]] 11:40, 3 June 2006 (BST)<br />
<br />
}}<br />
<br />
===Hunting Prowess===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Tracking skill tree|<br />
suggest_description=It would be interesting for serious trackers to be constantly aware of recent tracks without spending AP. I propose adding this skill after ''Expert Tracking''&mdash;it doesn't have to be called ''Hunting Prowess'' but that seemed like a fitting name. Players with this skill would still have to use the 'Look for tracks' button to see anything but the most recent tracks. One possible limitation is to apply this only to animal tracks, but I definitely intended to include player tracks as well.|<br />
suggest_time=13:17, 9 June 2006 (BST)|<br />
suggest_author=[[User:Vtbassmatt|VTBassMatt]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:Tracking is currently a bit weak. On the other hand, I don't mind seeing quite a few mild/weak skills, because some players are already looking for more ways to spend XP. Certainly Tracking should top out at stronger than 1AP per attempt. My suggestion was ''Master Tracking'' above ''Expert Tracking'' to reduce time to 0.5AP per attempt. I agree that it would be neat to have the skill ''Hunting Prowess'' as a 0AP ability for only the single most recent track, but I think this skill would be a prime candidate to limit to '''Explorer/Scout-only.''' (Sorry!) 1. Tracking perfectly fits the Explorer/Scout class archetype, 2. Shartak needs better class differentiation, 3. Explorer/Scout is a bit weak, 4. Explorer/Scout currently has no dedicated skills. --[[User:Tycho44|Tycho44]] 08:19, 15 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Give explorers/scouts their own tracking skill===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Explorers and scouts|<br />
suggest_description=While ''trailblazing'' has given explorers and scouts an edge over other players, they need more if they are to compete with the soldier, warrior and pirate classes for the attention of new players. I suggest that ''tracking mastery'' be combined into ''expert tracking'', which will be restricted to explorers and scouts. Any non-explorers/scouts with one or both of those skills would be refunded enough XP for their next skill (or two, if they have both) so they aren't punished. (The refund would occur ''after'' the skills were restricted and actively taken away from any non-explorers/scouts with them. This would let their levels and next-skill costs drop ''before'' the next-skill XP awards were given so that extra XP would not be accidentally awarded.) Full disclosure: I don't have any tracking skills, and I'm not sure how ''advanced tracking'' and ''expert tracking'' differ at the moment, but I think a good 1.5 AP tracking skill for everyone and an excellent 0.5 AP tracking skill for explorers and scouts will give those two classes a notable advantage in what should be one of their fortes. |<br />
suggest_time=22:29, 18 July 2006 (UTC)|<br />
suggest_author=[[User:Elembis|Elembis]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
: Shouldn't this be added to the "Hunting prowess" skill entry? http://wiki.shartak.com/index.php/Suggestions:Skills#Hunting_Prowess [[User:Black Joe|Black Joe]] 7:00, 19 July 2006<br />
:: Yep. ''Tracking mastery'' is kind of handy, but I still think that it should be a universal skill, and that ''hunting prowess'' should be the scout/explorer-only skill. ''Hunting prowess'', at the top of the tracking tree, would cause scouts to receive basic tracking information passively (for 0 AP) at every step. Oooo, neat. --[[User:Tycho44|Tycho44]] 17:30, 19 July 2006 (UTC)<br />
:::Tracking automatically for every move would add too much load on the server as the game becomes more popular. --[[User:Simon|Simon]] 00:11, 22 August 2006 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Melee buffs for intoxicated pirates===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Pirates under the influence|<br />
suggest_description=Pirates are traditionally portrayed as rum-guzzling brawlers, so it would be fitting to encourage pirate players to drink (and drink to excess). I think imbibing a beer or rum should give a pirate a 1 HP damage bonus for all melee attacks in their next 5 AP. A machete (or cutlass) hits 2.25 times in 5 AP, on average, for a skilled user, so drinking for 1 AP would translate to around 2.25 HP of damage beyond what a machete would normally do. This is comparable to the combat damage dealt by blowpipes (2.4 HP/AP) and rifles (3 HP/AP).<br />
<br />
Multiple drinks would extend the duration of the effect but not its intensity. To encourage actual drunkenness instead of casual beer-sipping, a drink taken by a pirate with beer already in their gut could give 7 more buffed AP instead of 5, which is effectively 6 AP (and 2.7 HP of damage) when you consider that 1 drunken AP must be wasted on taking another drink. The skill could be called ''brawling'' or ''drunken fist'' (which is the literal Chinese title of the classic Jackie Chan movie ''Drunken Master'') and would be placed with ''stamina'' under ''body building'' (to keep melee skills together and to avoid starting another tree).<br />
<br />
I'm proposing this cautiously because pirates are already tougher and more popular than any other class. However, considering that beer and rum are harder to find and more expensive than darts and bullets (and should probably be even more expensive if this skill is implemented), I don't think this skill would make pirates stronger than warriors and soldiers, and it would improve both the diversity of the classes and the depth of the game's theme.|<br />
suggest_time=06:24, 22 July 2006 (UTC)|<br />
suggest_author=[[User:Elembis|Elembis]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*RE: Beer and Rum becoming more expensive if the skill is implemented- I completely agree, and the increase in price would also represent supplies of booze at the pirate camp running out, which I guess would then lead to outsiders trading beer and rum with the pirates, and adding another dimension to gameplay- [[User:Peg-Hand Grimm|Peg-Hand Grimm]]<br />
<br />
*Nice idea. In general I like the idea of making items have some specific use rather than generic AP-insreasers. But how about making it a gamble to take a drink instead of a definite combat-booster. If a pirate were to drink a bottle of rum, his next 5 or 10 AP would either give him +1 damage for every hit (with "flavor text" to let him know he is getting a boost, e.g. "In a drunken rage you inflict more damage on your target"), or it would make him too disoriented and out of it to do anything, and every time he attacks it would give him flavor text telling him he is too uncoordinated to attack, and he stumbles around unable to do anything (he would stay in place, not respond to comannds to attack but waste an AP anyway) till the intoxication wears off in 5 or 10 AP. [[User:Arminius|Arminius]] 00:16, 27 August 2006 (UTC)<br />
**The goal is simply to encourage pirates to drink in combat. A chance of uncoordinated failure would be realistic, but it would also make things a little more complicated, so I'd let Simon make that decision if he decides to implement this suggestion. The effect of my original suggestion would be about the same (for fully skilled pirates) if drunk pirates had a damage bonus of +2 (instead of +1) and 10% less accuracy. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)<br />
<br />
*This doesn't make sense to me. When your drunk, your hand eye coordination GETS WORSE, not better! The only way I could see the idea working is if accuracy decreased as damage increased. Rewarding pirates for getting sloshed makes about as much sense as drunk driving. Another way to implement this would be to temporarily increase HP with rum ingestion, as this is at least slightly similar to the actual affects of alcohol (kind of like drunken boxing.) Otherwise, I don't see this working. [[User:Gandhi|Gandhi]] 04:20, 27 August 2006 (UTC)<br />
**The idea is to encourage pirates to drink like a pirate would (and in the situations a pirate would), even if doing so is a bad idea in real life. I'd be fine with lowering accuracy even while damage is increased, so long as the overall effect is the same, but that may be an unnecessary complication (my suggestion doesn't increase accuracy, only damage). Your point (that drinking impairs in real life) is a good one, but I think this is a case where the game would be more fun if it diverged slightly from real life. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Technical “spell” skills ===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Scientist/Shaman|<br />
suggest_description=I would like to see the introduction of “tech spells” to the “magician class” of Shartak (scientist/shaman) much like the blue magic of final fantasy XII which rather than doing out right damage produces technical effects like haste, poison or blind. An illustration of this would be giving the shaman class an AP cost skill (let’s call it curse) that produces the same effect as wounded/bleeding (1HP loss per action) on their opponent. But given the nature of such spells the percentage chance of success should be inversely proportional to the strength of the spell or have their effects tuned down, so to retain fairness. As side note I like to see this skill given to NPC shamans to discourage people from attacking them.|<br />
suggest_time=09:33, 22 July 2006 (UTC)|<br />
suggest_author=[[User:A for anarchy|A for anarchy]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
"curse" might be confused with what the ancestors spirits do to zergers. This causes actions to cost more AP than normal. I would imagine that this would be a shaman only skill as scientists don't have magical powers! --[[User:Simon|Simon]] 22:35, 23 July 2006 (UTC)<br />
*i agree with the statement that scientist don't and shouldn't have magic powers, so how about this instead; give them "tech" skills but have them named within a scientific context, for instance the above "wounding" spell could be named "drug" or "poison" instead of say "curse" or whatever. --[[User:A for anarchy|A for anarchy]] 04:01, 24 July 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
<br />
===FAK/Healing Herb Manufacturing Skills===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Scientists and Shamans|<br />
suggest_description=Perhaps the most in-demand items are healing herbs and first aid kits. They can only be used once, but they're used quite freely. This means that a lot of people must spend a lot of time searching medical huts for FAKs (for the duration of this suggestion, assume that FAK refers to both first aid kits and healing herbs). Meanwhile, we have two classes that don't have much of an advantage: the scientist and the shaman. Perhaps these two classes could learn a skill allowing them to produce their culture's version of the FAK. This would make these classes useful while also increasing the supply of FAKs. Additionally, these two classes are the most likely to know how to do this. <br />
<br />
As for how the skill would work, I would recommend having a "Make FAK" button. They would then have a chance of successfully producing an FAK. These FAKs could then either be used (providing a source of XP besides killing things) or could be sold to the trader (since FAKs are always in demand). This would encourage the development of a "healer" class in Shartak, while also giving shamans and scientists useful special skills. I suppose scientists/shamans could be required to find raw materials before manufacturing, but that would just force people to continue the rather tedious and hit-or-miss tactic of farming huts/jungles.|<br />
suggest_time=14:28 31 July 2006 (GMT)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* '''Oppose'''. I agree that shamans and scientists should be best at healing and should have useful special skills, but I don't like this specific suggestion (as well-thought-out as it is) for two reasons: First, I think the jungle should be inhospitable, and turning shamans and scientists into herb farms and kit factories (yes, I'm exaggerating) would work against that. Second, I think the ability to make items is a complication that should be avoided if we can accomplish the same goal in other ways, which we can. I recommend three of the suggestions for shaman/scientist healing on [[Talk:Game design#Scientist and shaman|Talk:Game design]]: (1) give shamans access to ''first aid'' and scientists access to ''natural medicine'', (2) let shamans/scientists see the health of all wounded players on their side, not just the most wounded one, and (3) let shamans/scientists see whether players on their side are suffering from shark bites or poison. (I'd actually make 3 apply to all players, not just those on the player's side, because it wouldn't really be advantageous in combat to notice shark bites and the effects of poison.) 2 and 3 could be smoothly combined into one "Diagnosis" skill that would give these two classes a useful (if minor) healing edge over the others. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 06:10, 1 August 2006 (UTC)<br />
**First, let me thank you for responding. I appreciate any and all input. I've taken some time to think about your objections and prepare my responses. May I propose an alteration? Perhaps, instead of my original suggestion, this "Make FAK" button would (as far as the programming is concerned) serve as a second "search area" button, but one that only produces FAK's, and has a significantly higher chance of producing one than a regular search. Additionally, it would only function in areas where an FAK can be found, as that is where the scientist/shaman would find the raw materials in the first place. This would be similar to UD's "shopping" and "bargain hunting" skills, in that it lets you search for a specific item and gives a boost to the probability of success. Additionally, it would only work in certain areas, like the shopping skill. The difference would be that it only produce FAK's. This would ensure that FAK's aren't simply produced out of mid-air (which is rather unrealistic, now that I think about it) while also giving scientists and shamans a dedicated and valuable healing-related skill. [[User:Black Joe|Black Joe]] 10:44, 1 August 2006 (GMT) Edited: 16:44, 1 August 2006 (GMT)<br />
**How about having the skill function in a similar manner to the "Manufacture Syringe" skill on UD, thus powering-down the effect by requiring that the healer be in a Medical Hut and use multiple AP? --[[User:Gitboy|Less Than Lethal]] 17:03, 1 August 2006 (UTC)<br />
***I haven't played UD since that was added; that being said, it certainly sounds good to me. Requiring that the healer be in the medical hut was essentially what I had in mind when I proposed it only work for certain locations. As for requiring multiple AP, I suppose that would have the same long-term effect as searching, while simultaneously being less tedious for the healer. Tell me, would this always produce an FAK or would it just offer a chance of doing so? I certainly like the sound of this suggestion. [[User:Black Joe|Black Joe]] 18:03, 1 August 2006 (GMT)<br />
****What we have now, then, is a skill which would essentially give scientists better search odds for kits in medical huts (and likewise for shamans). Limiting this skill to players in villages is a step in the right direction, and giving it the form of greater search odds makes some sense, too: healers would look especially hard for healing items. But I'm still not persuaded, mainly because the skill's effects seem inconsistent to me. If healers have better search odds (in effect) for healing items, shouldn't fighters have better search odds for weapons and ammunition, and likewise for pirates finding rum and gold? The implications of the original idea could become very messy in practice. Also, wouldn't a pirate bleeding from a shark bite with just 10 HP remaining look even harder for a kit than a healer merely stocking up on supplies? The goal is allow healers to spend more time in the field and less in the hut, but I think we still lack a solution which makes sense. Here's a more realistic and less far-reaching idea which might work: shamans and scientists are given a skill which lets them heal 5 extra HP with a kit or herb if they're healing someone else. Anyone who's ever tried to remove a bullet from their back, bandage their gaping head wound, set their broken bone, or frantically stop their own bleeding will attest to the fact that medical care is most effective when someone else is administering it. This would let scientists use fewer kits in the field without making them better at healing themselves (which I think would be ''too'' useful). As a result, they wouldn't need to spend as much time in medical huts, which I think is the whole idea. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:28, 2 August 2006 (UTC)<br />
This should be indented, since it's a response to Elembis's post. However, it would be rather crowded if I did that, so here you go. With that out of the way, on to business. You're correct that part of the reason for this suggestion is to reduce the amount of time spent in healing huts. It's also intended to boost the supply of FAK's. Your suggestion would somewhat reduce the demand, which would have essentially the same effect.<br />
<br />
As for the inconsistency, that's part of why I suggested calling it "Make FAK." If you've ever spent the night in a healing hut while wounded, you know that SOMEBODY is going to heal you up while you're gone. However, the way I see it, they aren't going to use everything in that kit. Cutlass wounds require different treatment than poison dart wounds, for instance. That means there's going to be a lot of unused medical material around. Realistically speaking, there's probably also going to be some medical supplies that aren't part of a kit. By calling it "make FAK," you can get a message saying, "Using spare supplies, you cobble together a first aid kit." Now, the shaman is slightly different but the result is the same. The medical hut message says there are many herbs hanging up to dry. The shaman could get a message saying, "After looking through the herbs in the hut, you find a healing herb that is ready for use." <br />
<br />
Also, I don't want you to think I'm ignoring your suggestion about the extra five HP healing. I definitely agree that it's more realistic to have a healer be better at healing others than themselves. I'd be happy to see it as one of the skills (maybe split that into a seperate discussion?). However, I'm not sure that's enough of a bonus by itself to tempt people to play the rather underplayed scientist class. Warriors and soldiers have extremely helpful skill; I think the other classes should as well. And as always, I appreciate your input, Elembis and LtL. [[User:Black Joe|Black Joe]] 6:11 2 August 2006<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
<br />
===Require Help===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=All players|<br />
suggest_description=''Allow you to scream to require help when you are in danger.''<br />
<br />
Cost 5APs to prevent your "race" (Outsiders, Natives or Pirates) you are in danger at 5 cases in all directions|<br />
suggest_time=17:17, 8 September 2006 (UTC)|<br />
suggest_author=[[User:Ownslaught|Ownslaught]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Forensic Analysis/Advanced Seance===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Scientists, Shamans, Warriors, Soldiers, Pirates|<br />
suggest_description=Allows the character to determine whose body is lying on the ground and the cause of death. Would require 1 or .5 AP to use, similar to tracking, and would say something like "It looks like Dim Mak is lying on the ground, clawed to death by a parrot." or "Barbarossa is dead on the ground, seems he ate the wrong berries."<br />
<br />
Soldiers, Warriors and Pirates would understand forensics as they are used to seeing dead bodies, Scientists because they can think critically to determine the cause of death, and Shamans would hold an advanced seance with the spirits in the area to ask what happened (and perhaps get different flavour text).<br />
<br />
There may also be an advanced form of this skill (Advanced Forensic Analysis/Expert Seance) which would indicate approximate time as well as the direction the culprit left, if a PC/NPC did the killing and the character also has the tracking skill - "frisco is shot dead on the ground, his body dead for a while. Tracks show the shooter went southwest recently."<br />
<br />
A further advanced form (Expert Forensic Analysis/Seance Mastery) would provide info about who did other actions, like note writing/signposting - "Scribbled in the sand is 'Arrrgh!!!'. It looks like Barbarossa's handwriting."<br />
<br />
This skill may help bounty hunters, pk hunters, clan warfare, provide warning information for everyone, and help combat note spamming.<br />
|<br />
suggest_time=16:50, 11 September 2006 (UTC)|<br />
suggest_author=[[User:Frisco|Frisco]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Good suggestion! I support this idea, I think the skill would be a good addition to the game. I can't really see anything wrong with this skill unless theres a technical reason why it can't be implemented. Seems like a good way to combat spammers as well... [[User:Zeff|Zeff]] 10:06, 12 September 2006 (UTC)<br />
<br />
I support this idea to ! [[User:Ownslaught|Ownslaught]] 00:30, 13 September 2006 (Paris)<br />
<br />
I always wanted to know how those people died. Perhaps this should be part of the tracking skill tree.[[User:Darkferret|Darkferret]] 11:02, 17 September 2006 (UTC)<br />
: Yes, this would be ultimate scout explorer skill. I like it a lot [[User:Lama|Lama]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Fishing===<br />
{{suggestion|<br />
suggest_type=New skills|<br />
suggest_scope=Evreyone|<br />
suggest_description=<br />
<br />
With the ''Fishing'' skill, you can catch fish and use them to heal yourself. There are thee types of fish you can catch: '''Minnows''', '''Bass''', and '''Large Catfish''', each with diffrent dificulty levels and skills required to catch them. Here are the skills:<br />
<br />
*'''Basic Fishing'''- ''Able to catch Minnows''<br />
**'''Intermediate Fishing'''- ''Able to catch Bass''<br />
***'''Advanced Fishing'''- ''Able to catch Large Catfish''<br />
*'''Fisherman's Luck'''- ''Better chance of cating a fish''<br />
*'''Fisherman's Lure'''- ''EXP gained is doubled while catching fish''<br />
''(also see belong for precentages on catcing fish)''<br />
<br />
If you wanted to fish, you would have to have a '''fishing pole''' ''(new item)'' that could easily be bought at the trading post for 1-5 gold. You would then head out to a body of water (river, lake, ocean) and cast your line. Depending on if you have "Patience" or not and what Fishing skill you had, you'll have the chance of catching a fish. If you've only got '''Basic Fishing''', you can catch Minnows, if you have '''Internediate Fishing''' you have an equal shot at catching Bass or Minnows, and if you have '''Advanced Fishing''' you have an equal chance of catching Minnows, Bass, or L. Catfish. <br />
<br />
The fish will also be able to heal a certain number of HP. Here is what the fish will heal:<br />
<br />
*'''Minnows'''- ''2 HP''<br />
**'''Bass'''- ''5 HP''<br />
***'''Large Catfish'''- ''7 HP''<br />
<br />
Also, when you catch a fish, you will gain EXP. Here is what each fish will earn EXP-wise:<br />
<br />
*'''Minnows'''- ''2 EXP''<br />
**'''Bass'''- ''5 EXP''<br />
***'''Large Catfish'''- ''12 EXP''<br />
<br />
As with evreything in Shartak, when you do something, the action has a description. Here are the discriptions for catching fish:<br />
<br />
*You cast your line... but don't get even a nibble.<br />
*You cast your line... and catch a Minnow!<br />
*You cast your line... and catch a Bass!<br />
*You cast your line... and catch a Large Catfish!<br />
<br />
Percentages to catch fish:<br />
<br />
*With '''Beginner Fishing'''- 10% chance to catch fish<br />
**With '''Intermediate Fishing'''- 25% to catch fish<br />
***With '''Expert Fishing'''- 40% to catch fish<br />
****With '''Fisherman's Luck'''- +25% to catch fish|<br />
suggest_time=01:54, 24 September 2006 (UTC)|<br />
suggest_author=[[User:Che|Che]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* How about the "patience" aspect being the maximum number of AP you're willing to 'wait' after casting your line... eg [Fish for] <1/2/5/10> minutes. where each minute is the number of AP that you expend. The number of minutes would be a dropdown list, just like targets for attacks. Every minute that you fish for is a separate roll of the dice so you might fish for 10 minutes and not catch anything, or you could fish for 10 minutes and catch something after just 3 minutes. I'm not into fishing so perhaps someone who is can say if those times are wildly inaccurate or not. --[[User:Simon|Simon]] 10:21, 24 September 2006 (UTC)<br />
<br />
I really don't know myself. I've fished once before in my life. All the ideas I got from the Wikipedia article on [http://en.wikipedia.org/wiki/Fishing fishing]. -[[User:Che|Che]] 06:46, 31 December 2006 (UTC)<br />
<br />
I think this is a brilliant idea. Perhaps some parts of the ocean or sections of rivers and lakes have a higher yield rate. - [[FirstAmongstDaves]]<br />
<br />
Whenever I go fishing it takes a while to get something. On good days I can get a fish once every 30 minutes. It should take AP to cast your line and reel in the fish but it shouldn't cost AP to wait for a bite.<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Cutlass mastery ===<br />
{{suggestion|<br />
suggest_type= a skill to add 10% to any player who uses a cutlass|<br />
suggest_scope= Pirates mostly but any native or outsider group.|<br />
suggest_description= at the end of the close quarters combat tree this skill would appear. Buy it and the character gains an extra 10% when attackin with a cutlass, Short simple and sweet. Helps out all non-marksman classes have an edge in dishing out damage.|<br />
suggest_time=23:56, 12 November 2006 (UTC)|<br />
suggest_author=[[User:Michael edwards|Michael edwards]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I think it's brilliant, because we could (i know i keep going on about them) still get flintlocks and nobody would be able to complain because they can master cutlasses too. We'd have nobody whining that pirates could now 'own' anyone. [[User:Rozen|Rozen]]<br />
<br />
*I'm all for it, except it should be something more piratey- like Bellyslitting or Gutwrenching or something. Perhaps apply the bonus to knives too (but not other swords). --[[User:Odysseus|Odysseus]] 22:14, 18 February 2007 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== First Aid tweak ===<br />
{{suggestion|<br />
suggest_type= A tweak to First Aid, the skill that follows from Triage|<br />
suggest_scope= All classes|<br />
suggest_description= When you have the First Aid skill and you hover your curser over a guy in the distance (to see their name) you will also see a summary of their HP. Either healthy, injured, or dying. This would save you some AP whilst looking for people to patch up.|<br />
suggest_time=00:50, 04 December 2006 (EST)|<br />
suggest_author=[[User:Aco|Aco]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Make it for Advanced Triage. Good, though. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:14, 23 February 2007 (UTC)<br />
:What Mark said.--[[User:Skull Face|Skull Face]] 22:50, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Triage Change===<br />
{{suggestion|<br />
suggest_type=Triage Improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=Currently, the triage skill works by giving you the lowest HP of an injured person in the room. For example, if there were two people in a space, one who's HP is 49 out of 50, another 50 out of 80, you will only be able to see the HP of the first. This is rather unrealistic and annoying. For the guy with 50 max HP, the 1 damage that took him to 49 is just a scratch, while for the guy with 80 max HP, him being at 50 is a very critical wound. The end result is that you waste a FAK on the 49 HP guy, when it could have done much more good for the 50 HP guy.<br />
<br />
So, I would suggest that the system be revised, and instead of working on lowest HP number, work on a fractional basis. So now, some one with 60 out of 80 HP is at 3/4 health, and so you would see his HP rather than the guy who is at 49 out of 50 HP, which is only 98%.|<br />
<br />
suggest_time=15:41, 19 December 2006 (UTC)|<br />
suggest_author=[[User:Tintin|Tintin]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
As a healer, i wholeheartedly support this idea, and can't think of anything that could make it better. [[User:Rozen|Rozen]]<br />
<br />
Same here. Very idea :) [[User:Lama|Lama]]<br />
<br />
Yup, very good idea --[[User:Htkl|Htkl]] 00:09, 24 April 2007 (UTC)<br />
<br />
: Sounds ok, but why not just show the person needing the most healing by calculating (max hp - current hp) instead of a percentage? --[[User:Johan Crichton|Johan Crichton]] 04:45, 24 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Mining.===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Mining for multiple resources depending upon skill and location. Ie: Stone for walls, roads. Metal ore for weapons and equipment. Gold is also possible, but might make more sense in panning on the rivers.|<br />
suggest_description=I first thought of this when I saw the mountain and was getting tired of the jungle growing back in areas. I wondered if it might be possible to mine for rock to build roads in the jungle. These roads would naturally last longer than ordinarily cleared jungle but would eventually be reclaimed by it if not maintained. Mining could be its own skill tree with multiple types of mining yielding different resources. Similarly, only certain areas on the map could be mined and not all types of mining could be done at the same location. Tools of various sorts would probably also be required which would eventually break and need to be replaced.|<br />
suggest_time=14:51, 26 January 2007 (UTC)|<br />
suggest_author=[[User:GreyA2|Grey]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
=== Policy Discussion ===<br />
{{suggestion|<br />
suggest_type=Discussion of policy|<br />
suggest_scope=Suggestions page|<br />
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|<br />
suggest_time=13:07, 3 March 2007 (UTC)|<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!<br />
}}<br />
<br />
===Yelling===<br />
{{suggestion|<br />
suggest_type=New skill|<br />
suggest_scope=All Classes|<br />
suggest_description=This was a random idea, but it might work. This skill allows a person to project their voice over several squares, at the expense of additional AP. Now, for specifics.<br />
<br />
This skill creates a new button next to the Talk button, labeled "Yell". For 3 AP, a person can yell something with a length equivalent to normal speech, with a range of seven squares. However, as distance increases, so does difficulty hearing it.<br />
<br />
1 block away has hearing similar to normal. 2-3 blocks away has hearing similar to having Advanced Language. 4-5 blocks away has hearing similar to Basic Language. 6-7 blocks away has hearing similar to having no language skills. Also, each block away adds a 5% chance for a word not to be heard.<br />
<br />
The hearer would receive a message similar to this: You hear a voice coming from 1 block to the East, "This is Mark D. Stroyer. Can you hear ... now? Good!" The ... indicates a word that isn't heard.<br />
<br />
Also, if you're inside a building, you would simply see, "You hear someone yelling off to the (insert compass direction here, such as East)." Also, if you are between 7-9 squares away, there is a 40% chance that "You hear someone yelling off to the (compass direction)."<br />
|<br />
suggest_time=16:09, 21 May 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Taxidermy===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=All classes|<br />
suggest_description= The taxidermy skill could possibly be followed by advanced taxidermy. The skill involves taking corpses (animal, human, etc) and stuffing them. This may require some form of filling and would create stuffed corpse items, which could be used for decoration. Obviously, larger animals such as elephants would take more AP to stuff than a parrot. Small items could be carried and added to the description but larger animals would not be easy to carry and therefore would be set up at a location and the head could be cut off as a trophy which might be placed in an empty hut. All of the animals could be decapitated, with a knife or dagger for small ones and a machete or cutlass for larger ones. Removing the head would create two items: '''Head of a/n <animal>''' and '''Headless <animal>'''. In areas with a corpse there could be an option reading "''stuff corpse''" and a dropdown menu with "''place on floor''", "''mount on wall''"(only available in locations inside or directly outside a hut) and "''seperate head''" could appear once it is in the inventory. |<br />
suggest_time=01:35, 9 June 2007 (UTC)|<br />
suggest_author=[[User:Jenerix|Jenerix]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I'd like to see this implemented, we often stuff corpses in York, it'd be nice to see it added properly, maybe with some XP given for successful completion? --[[User:Htkl|Htkl]] 02:34, 9 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Skills for Pirates===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Pirate|<br />
suggest_description= Piratesare the hack and slash characters of Shartak. Pirates need to reinforce this image. I propose three ideas.<br />
<br />
1. Pirates love their melee weapons so they must always be cleaning them and keeping them battle ready. So why not include a skill to decrease the chance of their weapons breaking or becoming blunt. Skill name: Weapon Upkeep. Re: Weapon maintenance ( thanks Johan Crichton) <br />
<br />
2. Pirates are fueled by rum and that makes them unpredictable. Adding a temporary 5%- 10% attack increase whan a pirate has consumed a bottle of beer or rum. After 10 to 15 attacks the effects wears off and attack goes back to normal. This could also increase the chance of dealing an extra point damage. Skill name: Battle Craze (or Bottle Craze).<br />
<br />
3. Pirates are . They could duel wield melee weapons dealing one point less damage with the off hand. Of course you need Also you would have to decrease both weapons chance to hit. 10% with average hand and 20% with the other hand. You could add another skill that lets you increase the chance to hit with both hands. 5% on average hand and 10% on the off hand. This would only be used with a machete or cutlass just to keep things clear. Skill name: Duel wield and Advance Duel Wield.<br />
<br />
These skills could make pirates more interesting, without destroying fair gameplay or filling the land with pirates. Of course you could just make a skill that gives pirates a 10% increase in attack.|<br />
suggest_time= 0:17 EST July 5, 2007|<br />
suggest_author=[[USER:Crazy Ian|Crazy Ian]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
As a long-time campaigner for new pirate skills or bonuses, I'm interested in these. Dual wielding and rum, not so much, but weapon upkeep is great, and historically accurate. --[[User:Rozen|Rozen]] 23:41, 5 July 2007 (UTC)<br />
<br />
Thanks for the input and maybe we should look into the history of pirates for inspiration. --[[User:Crazy Ian|Crazy Ian]] 00:57, 6 July 2007 (UTC)<br />
<br />
A couple of comments:<br />
* Could you provide an argument for pirates being the 'hack and slash' characters of Shartak?<br />
* I'd suggest 'Weapon maintenance' might be a better name that 'Weapon upkeep' - and it should be a skill open to Warriors and Soldiers as well<br />
* Alcohol isn't likely to make you hit things more accurately - it's more likely to allow you to take more damage (you don't notice it due to the inebriation) or do more (the sugar gets burnt to energy) - I don't like the idea of alcohol giving a % increase in this way.<br />
* Dual wielding - again, this is a skill that should be available (if introduced) to all martial characters (and it's dual wield, not duel wield). Can you provide the maths on expected damage from having this as an option/skill?<br />
--[[User:Johan Crichton|Johan Crichton]] 01:22, 6 July 2007 (UTC)<br />
<br />
Yeah good point about the alcohol I should have though that through a bit more. Also Thanks for pointing out that grammatical error. I don't have the formula on the ratio, I'll add it in once I get the formula and figure it out. Pirates are the hack and slash characters because they don't have any special skill just for them. It's pretty much grab a cutlass or a machete and get at it. Of you could also look at like there beginners class for people to get a hold of game and learn it's mechanics (of course experienced players can be pirates too). --[[User:Crazy Ian|Crazy Ian]] 04:01, 6 July 2007 (UTC) <br />
<br />
I think pirates need something that's just for pirates, Johan. Currently, they're unbalanced. Everyone's got a skill of thier own, soldiers have the rifle and warriors have a blowpipe, but pirates only have 5 more HP. Some minor skill that benefits them, even if it benefits other people, but benefits pirates more...i just forgot what i was going to say. Screw it. --[[User:Rozen|Rozen]] 08:36, 6 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Brute strength===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Pirates|<br />
suggest_description=An offshoot of Body building, Brute strength adds 1 extra damage for attacks under 3HP. This eliminates the need for cutlasses (other than deforestation) except when combined with Balanced stance for a 2HP glancing blow.|<br />
suggest_time=00:44, 17 July 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:This does seem a little excessive, effectively doubling the effect of blows via Balanced Stance. Why would this apply only to Pirates? Wouldn't it also be appropriate for well-fed Warriors and hulking Soldiers? --[[User:Skull Face|Skull Face]] 16:05, 14 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Iron Constitution===<br />
{{suggestion|<br />
suggest_type=Skill / balance change|<br />
suggest_scope=Pirate Class|<br />
suggest_description=Why do pirates have access to the First Aid skill? Medicine of the pirate era was notoriously dodgy and ship's carpenters, cooks and barbers often doubled as the ship's surgeon. This is why pirates are so often depicted as scarred and missing limbs, teeth, eyes et al.<br />
<br />
This suggestion is for a unique skill called ''Iron Constitution'' which allows pirates to gain extra HP from all sources (beer, rum, water, fruit, herbs and FAKs) over and above the base HP gain rate for the item. A pirate with ''Iron Constitution'' will gain +1 HP for consuming fruit, water, and fruit juices, +2 HP for consuming rum and beer, and +2 HP for using FAKs or Herbs on himself. The skill does not affect FAKs or Herbs applied to others.<br />
<br />
This skill is intended to provide a touch of character and make things a little easier around the resource-scarce shipwreck. My suggestion (possibly controversial) is that pirates be allowed to choose either Iron Constitution or First Aid but not both. Hard men would take Iron Constitution as their defining skill whilst wussy gentrified pirates would take First Aid. If implemented, existing players of pirates would be given a one-time opportunity to trade their First Aid skill for Iron Constitution.<br />
|<br />
suggest_time=22:33, 13 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Man, for a second there I thought you said Iron ''Construction.'' Holds promise methinks. --[[User:Wulla-mullung|Wulla-mullung]] 23:39, 13 September 2007 (UTC)<br />
:Woops! Edited to categorize beer and rum together, originally had beer in the +1 HP category with water! --[[User:Skull Face|Skull Face]] 10:29, 14 September 2007 (UTC)<br />
:: the FAK/herb effect should work for FAKs and Herbs used on others, but based on the person healed and not on the healer, and it should only give the healer one additional XP instead of two. --[[User:AlexanderRM|AlexanderRM]] 01:58, 13 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Spirit Usage Skills===<br />
<br />
This suggestion has several skills that are usable by natives that use spirits in some way. Some are benign and do not effect the spirits in any way others exorcise the spirit as well as the skills other effects.<br />
<br />
'''War Prayer''' {Warrior Only}<br><br />
Requires sixth sense. When used on a tile with spirits present gives a 5% bonus to hit with blowpipe attacks, the duration is 1 attack per native spirit present. This skill does not effect the spirits in any way. It costs 5 ap to use. This skill can only be used again one its effects are exhausted.<br />
:'''Ancestral Chant''' {Warrior Only}<br />
:Requires War Prayer. Increases the duration to 2 attacks per native spirit and reduces the ap cost to 3. This skill does not effect the spirits in any way. This skill can only be used again one its effects are exhausted.<br />
<br />
'''Spirit Strike''' {Shaman Only}<br><br />
Requires Exorcism. When used on a tile with spirits present uses a spirit as a weapon, dealing 6 damage with a 40% accuracy. This skill costs 3 ap to use and exorcises the spirit but the spirit also gains exp for the damage done. Can only use native spirits<br />
:'''Necromancy/Voodoo''' {Shaman Only}<br />
:Requires Spirit Strike. Increases the accuracy by 20% (so overall the accuracy is 60%) and increases the damage done by 2 (so 8 damage). Can use all spirits<br />
<br />
'''Fertility Ritual''' {Villager Only}<br><br />
When used on a tile with spirits present this skill gives a 10% bonus to finding any food item for 3 searches per native spirit present. Does not harm the spirits in any way. Costs 3 ap to use. This skill can only be used again one its effects are exhausted.<br />
<br />
'''Spirit Guide''' {Scout Only}<br><br />
When used on a tile with spirits present the scout gains 3 free moves per native spirit present. This skill can only be used again one its effects are exhausted.<br />
<br />
That's about it really. What do you think?--[[User:Etherdrifter|Etherdrifter]] 14:02, 20 September 2007 (UTC)<br />
<br />
''Comments''<br />
<br />
No. Some are overpowered, others are useless. And also, there's not very much reasoning or sense for them. And furthermore, it's unbalanced. Outsiders get absolutely nothing concerned with spirits. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 16:12, 20 September 2007 (UTC)<br />
:Stick to established chronology? Older suggestions at top, new suggestions to the bottom? I've corrected that for you. Regards the actual skills I think they are unbalancing as they affect only natives and give nothing to outsiders. Don't get me wrong, killing outsiders makes me happy but there has to be something for everyone. Sadly I don't think they fit with outsiders. And as per previous comments some seem overpowered (e.g. Spirit Guide) whilst others seem underpowered (e.g. Fertility Ritual)--[[User:Skull Face|Skull Face]] 16:58, 20 September 2007 (UTC).<br />
::Well originally only the shaman skills were presant but I thought that would overpower the shaman class by quite alot. Still I can see what you mean by overpowered, why if for some odd reason tribal shamans did not exorcise spirits on sight and there was a build up of spirits in one location the amount of power available would be phenominal...--[[User:Etherdrifter|Etherdrifter]] 20:22, 30 September 2007 (UTC)<br />
<br />
----<br />
<br />
=== Shallow Diving ===<br />
{{suggestion|<br />
suggest_type=Skill / additional mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=The new ability to shallow dive in [[Water]] locations would be made available to all classes for free. It would permit characters to dive to seabed ([[Water]]) or riverbed ([[Water#River|River]], [[Water#Lake|Lake]], [[Water#Pool|Pool]] or [[Water#Waterfall|Waterfall]]) locations only. This ability would not apply to [[Water (deep)#Water_.28deep.29|Deep Water]], that would require a separate skill.<br />
<br />
Diving in [[Water]] locations would require 1 APs to get down, 1 APs to surface and 1 APs per 10 second search conducted. When in the appropriate location a button labelled 'Dive' with a pull-down menu of dive times (10 secs to 120 secs) would be made available to those with this skill. Maximum total expenditure for one dive is 14 APs. Shallow diving in [[Water]] carries no risks at this time.<br />
<br />
Searches during a dive would be conducted in the same manner as those in land-based locations and would have an YY% chance of finding something as determined by the actual location (e.g. [[Suggestions:Game_mechanics#Oyster_Bed|oyster bed]], [[Suggestions:Game_mechanics#Sunken_Wreck|sunken wreck]]) and [[Scavenging]] would increase the chance of a successful search. In the event that the character maxes out their inventory partway through a diving search, the dive is finished early and the character is forced to the surface; no APs are spent on searches that would be futile but the costs and risks associated with dive and surface are still incurred.<br />
|<br />
suggest_time=12:47, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I don't quite get the dive time idea tbh. Maybe underwater search should take more ap (similar to searching in the swamps) and if you ap-out underwater, you simply drown? Apart from that I love both your diving skills suggestions. Support! --[[User:Lama|Lama]] 21:16, 27 September 2007 (UTC)<br />
:I'll try to clarify dive times. Before diving you decide how many searches you want to conduct i.e. how many APs you will spend on the dive. If you want to do 10 searches you have to dive for 10 x 10 = 100 seconds. And a 100 second dive will require 12 APs (1 to dive, 10 to search, 1 to surface). The idea of 1 search per 1 AP = 10 seconds is descriptive only, based on real world breath-holding being around 2 minutes maximum for most people. After you press 'Dive' you are presented with the results of your searches, you are not moved into an underwater realm. This mechanism of selecting dive times is based on Simon's suggestion of simplifing diving into APs spent underwater rather than programming a whole new underwater environment. --[[User:Skull Face|Skull Face]] 12:15, 28 September 2007 (UTC)<br />
<br />
:...which would be truly awesome; anyway, I think it could be achieved by hitting "dive" button and then "search". After each search you would get the info - you can hold up your breath for ''some time'' more, where ''some time'' would be a measure similar to the one you get using saved map locations. To surface, simply hit the button "surface" (it could be the same one with changed text or maybe just marked "dive/surface"). The point I am trying to make is that we don't have time in Shartak, and these seconds things are a bit out of place in my opinion.--[[User:Lama|Lama]] 12:29, 30 September 2007 (UTC)<br />
::I'm not proposing that the player actually sits at the keyboard waiting for 100 seconds if he does a 100 second / 10 search dive. How about if the button said 'Dive for' and then had a pull-down menu of dive times expressed in number of searches (1 search to 12 searches)? --[[User:Skull Face|Skull Face]] 22:14, 30 September 2007 (UTC)<br />
:::that sounds totally reasonable --[[User:Lama|Lama]] 00:00, 1 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Free Diving ===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=All classes|<br />
suggest_description=The new Free Diving skill would be a sub-skill of Swimming. It would permit characters to dive to seabed locations in [[Water (deep)#Water_.28deep.29|Deep Water]] as well as increasing maximum bottom time for shallow dives.<br />
<br />
Diving in [[Water (deep)#Water_.28deep.29|Deep Water]] would require 2 APs to get down, 2 APs to surface and 1 APs per 10 second search conducted. When in the appropriate location a button labelled 'Dive' with a pull-down menu of dive times (10 secs to 160 secs) would be made available to those with this skill. Maximum total expenditure for one dive is 20 APs. Diving in [[Water (deep)#Water_.28deep.29|Deep Water]] carries a similar risk of shark attacks as swimming there i.e. XX% chance of a bite assessed per AP spent on a dive.<br />
<br />
Improved diving in [[Water]] locations would require 1 APs to get down, 1 APs to surface and 1 APs per 10 second search conducted. When in the appropriate location a button labelled 'Dive' with a pull-down menu of dive times (10 secs to 180 secs) would be made available to those with this skill. Maximum total expenditure for one dive is 20 APs. Shallow diving in [[Water]] carries no risks at this time.<br />
<br />
Searches during a dive would be conducted in the same manner as those in land-based locations and would have an YY% chance of finding something as determined by the actual location (e.g. [[Suggestions:Game_mechanics#Oyster_Bed|oyster bed]], [[Suggestions:Game_mechanics#Sunken_Wreck|sunken wreck]], [[Suggestions:Game_mechanics#Submerged_Ruins|submerged ruins]]) and [[Scavenging]] would increase the chance of a successful search. In the event that the character maxes out their inventory partway through a diving search, the dive is finished early and the character is forced to the surface; no APs are spent on searches that would be futile but the costs and risks associated with dive and surface are still incurred.<br />
|<br />
suggest_time=12:47, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hide in Like, You Know, Trees and Stuff===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=Most non combat centric classes|<br />
suggest_description=*'''basic camouflage''' (scouts, explorers, villagers, settlers, scientists, shaman, pirates):<br />
**allows player to 'hide' in jungle squares such that they cannot be seen from two squares away.<br />
*'''advanced camouflage''' (scouts, explorers, villagers, settlers):<br />
**allows player to 'hide' in jungle squares such that they cannot be seen from adjacent squares or farther.<br />
*'''masterful camouflage''' (scouts, explorers):<br />
**allows player to 'hide' in jungle squares such that they cannot be seen at all until their 'hidden' status is revoked<br />
<br />
'''notes''': <br />
*chance of successful 'hiding' is based on jungle density: d0=0%, d10=10%, d20=20%, ect. <br />
*character's 'hidden' status is revoked if they preform any action or are attacked. and may be revoked if the jungle is cleared, or searched. <br />
*character has a chance of remaining 'hidden' if the jungle is searched, based on it's level: d10=100%, d9=90%, d8=80%, ect. <br />
*character has a chance of remaining 'hidden' if the jungle is cleared, based on how much is left: d9=90%, d8=80%, d7=70%, ect. <br />
*character can be seen/smelled by animals regardless of 'hidden' status. <br />
|<br />
suggest_time=22:30, 29 September 2007 (UTC)|<br />
suggest_author=[[User:Zeek|Zeek]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Psychic Link===<br />
{{suggestion|<br />
suggest_type=Skill|<br />
suggest_scope=All classes (spirits)|<br />
suggest_description=This suggestion is for a new ability that aids a spirit in haunting the last person who murderered him or her. With this ability the spirit of the recently deceased gets a compass that points in the direction of the person who killed them. The compass would work in the same manner as the current [[Exploration]] and [[Cartography]] locations ability that points a traveller towards a target location. Spirits with this ability also get a 'Haunt' button which teleports them to the current location of their murderer at a cost of 25 APs.<br />
<br />
The haunting ability remains in effect until either the spirit chooses to be revived by a shaman (the ability does not carry over into life) or the spirit is exorcised by a shaman (exorcism breaks the bond between murderer and victim). If a character dies at the hands of an NPC (e.g. squid, shark, wandering shaman) or by suicide then the haunting features remain inactive when the dead character assumes spirit form.<br />
<br />
Relative placement on the spirit skill tree is suggested at the same level as [[Shocking shriek]] (i.e. [[Haunting scream]] is a prerequisite). This placement is open for debate, as is the actal name of the ability e.g. psychic link, haunt, curse etc.<br />
<br />
I make this suggestion even though my main character is a confirmed headhunter. This skill is intended to improve roleplaying / gameplay by giving spirits a reason (a slim one granted) to be in places other than the medical hut. And it would result in killers being haunted by their victims. Those who police the settlements against murderers might themselves be haunted in turn but other innocents would be safe from the murderers... for a while at least... --[[User:Skull Face|Skull Face]] 21:41, 1 October 2007 (UTC)<br />
|<br />
suggest_time=21:41, 1 October 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Don't destory the naturally occouring necromantic system that is the spirit hut! On a less self centered note it is a good idea though I would say death should remove the haunting status, you got your vengence now leave the poor git alone.--[[User:Etherdrifter|Etherdrifter]] 14:31, 2 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Fireball casting===<br />
{{suggestion|<br />
suggest_type=Shamanic offensive skill|<br />
suggest_scope=Shamans|<br />
suggest_description=Idea of fireball is simple. You cast a hot fiery projectile at your enemy, doing some damage. At doubled attack AP cost fireball would do from 1 to 10 damage, with the highest chance in the mid range (4-6 dmg), diminishing when going to the both ends of the scale (for example, 5% for 1 or 10 dmg, 10% for 2 or 9 dmg, 15% for 3 or 6 dmg, 25% for 5 dmg and 45% for 4 dmg). If you feel the idea of fireballs is out of place on Shartak, name it "using tiny little blowpipes with shamanic mixture of poisonous powder made of berries and herbs" or anything more fitting the game set-up. I mean - this mechanics for ranged attack is serious. Not as serious as Sam, but still serious. I would love to see some comments on this.|<br />
suggest_time=00:05, 4 October 2007 (UTC)|<br />
suggest_author=[[User:Lama|Lama]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
OK I'll go first. I dislike the idea of fireballs as it sounds too much like D&D. I have questions. Is the range the same range as a blowpipe or rifle? If so, what would the %age hit chances be and what makes this different from using a blowgun or rifle (or even better than whacking someone with a machete)? Do we want shamen to replace warriors? What is the ammunition for a fireaball? As suggested on the forums, I do like the idea of a shamanic curse and the voodoo dolls idea seems to fit the character class. Maybe I'll work something up... --[[User:Skull Face|Skull Face]] 14:01, 4 October 2007 (UTC)<br />
*Here go answers:<br />
- let's call it touch of curse then.<br />
<br />
- range is the same as with any other weapon in-game.<br />
<br />
- for percentages, read it once again :) the difference is you can wield 10 dmg for 2 AP if you are lucky. Which, in terms of statistics is not really useful (most chances are you get 1 dmg for 1 AP spent), but it adds nice offensive skill for not so offensive class, definitely not replacing warriors or soldiers. <br />
<br />
- Shamans would be much better to role-play, if they could use some sort of magic to hurt peoples (refer to any kind of literature, I visualized this myself after last reading R.E.Howard's short novels about Conan.)<br />
<br />
- there's no ammunition for psychic-power skills other than AP.<br />
<br />
- and thanks for commenting, I hope I made it clearer --[[User:Lama|Lama]] 09:17, 8 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Bodyguard===<br />
{{suggestion|<br />
suggest_type=New Skill|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new skill called Bodyguard, to be placed on the Close Quarter Combat skill tree at the same level as Balanced Stance. When in the presence of another player or an NPC, characters with his skill would have access to a 'Guard' button with two adjacent pull-down menus. The first would be a pull-down menu of APs to be used, minimum of 1, maximum of 10. The second would be a pull-down menu of the current characters (AKA victims) at the location (c.f. the 'Attack' menu). The player would thus spend 1 to 10 APs to act as a bodyguard for a chosen victim. For each AP thus spent the player would automatically be the target of one attack directed at the victim.<br />
<br />
<br />
If the attack would have been a hit with a ranged weapon, i.e. blowpipe or rifle, the bodyguard takes the hit instead of the victim only 50% of the time (the other 50% of the time the victim is still hit). Bullets and blowpipes fired by trained soldiers and warriors are much harder to defend against than melee attacks. Flavour text would be as follows:<br />
:Attacker text - ''You attack Blue Hummingbird. Raffles interposes himself. You hit Raffles for 4 HP damage.''<br />
:Bodyguard text - ''A Rat attacks Blue Hummingbird. You interpose yourself. You take 4 HP damage.'' <br />
:Victim text - ''A Rat attacks you. Raffles bravely interposes himself. He is hit for 4 HP damage.''<br />
<br />
<br />
If the attack would have been a hit, the bodyguard takes the hit instead of the victim. Flavour text would be as follows:<br />
:Attacker text - ''You attack Blue Hummingbird. Raffles interposes himself. You hit Raffles for 3 HP damage.''<br />
:Bodyguard text - ''A Rat attacks Blue Hummingbird. You interpose yourself. You take 3 HP damage.'' <br />
:Victim text - ''A Rat attacks you. Raffles bravely interposes himself. He is hit for 3 HP damage.''<br />
<br />
<br />
If the attack would have resulted in a glancing blow with a melee weapon, the target is hit as normal. Flavour text would be as follows:<br />
:Attacker text - ''You attack Blue Hummingbird. Raffles interposes himself. You recover your balance and hit Blue Hummingbird for 3 HP damage.''<br />
:Bodyguard text - ''A Rat attacks Blue Hummingbird. You interpose yourself. The attacker slips past your guard and hits Blue Hummingbird for 3 HP damage.'' <br />
:Victim text - ''A Rat attacks you. Raffles bravely interposes himself. The attacker slips past Raffles and you take 3 HP damage.''<br />
<br />
<br />
If the attack would have been a miss, the bodyguard is missed rather than the target. Flavour text would be as follows:<br />
:''Attacker text - You attack Blue Hummingbird. Raffles interposes himself. Your attack misses.''<br />
:''Bodyguard text - A Rat attacks Blue Hummingbird. You interpose yourself. The attack misses.'' <br />
:''Victim text - A Rat attacks you. Raffles bravely interposes himself. The attack misses.''<br />
<br />
<br />
Players using the Bodyguard ability must have sufficient unused APs to allocate towards the defence of the target i.e. they cannot deliberately go into negative APs when setting out to bodyguard. In the event that multiple players choose to bodyguard the same victim at a location, one of the bodyguards is selected randomly for each attack before the results are calculated. In the event that the nominated victim leaves the location before bodyguard APs are used up, any unused APs are lost and not returned to the bodyguard.<br />
<br />
This skill would permit a group of players to defend a potential victim. Examples would be villagers defending a [[shaman]] who is exorcising a healer's hut, or an [[SPF]] activist attempting to save an elephant from a hunter's rifle.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]]|<br />
suggest_author=[[User:Skull Face|Skull Face]] 14:58, 9 October 2007 (UTC)|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment: <br />
<br />
Zergers could abuse this horribly. Beyond that, I think it's overpowered. It would make it impossible to kill someone being bodyguarded. Maybe instead of an automatic success it would only have like a 10-15% chance, and a character can only be bodyguarded by 1 player at a time.<br />
<br />
I assume while bodyguarding it would be impossible to perform any other actions (since all your focus would have to be on who you're bodyguarding).<br />
<br />
But I like the idea! It would open up a lot of new avenues for play (Bodygaurd companies/clans, loyal friends, your example in the Court of Raktam, etc.) [[User:Blahmicho|Blahmicho]] 19:05, 9 October 2007 (UTC)<br />
<br />
:I'm not sure that we could do anything against zergers that the game engine doesn't already do. Bodyguarding your own alt should theoretically have the same result as attacking or healing your alt i.e. the Curse of Shartak gets you. It wouldn't be impossible to kill someone unless multiple people were bodyguarding the intended victim. The maximum spend of 10 AP means that a bodyguard can only get in the way of 10 attacks, everything thereafter automatically targets the victim as normal unless there are more bodyguards. That figure of 10 could be altered. I guess that a limit could also be placed on the number of active bodyguards for one character. Any bodyguard who took an action before his 10 APs were used would automatically cancel the bodyguard effect and lose any APs spent. --[[User:Skull Face|Skull Face]] 22:04, 9 October 2007 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Requests_for_information&diff=15960Requests for information2007-10-06T22:01:41Z<p>AlexanderRM: /* "elf" */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
'''Requests for information''' are welcomed on this wiki. Any player with a question about the game should ask it '''on this page''' if articles like [[Gameplay]], [[Character classes]], [[Items]] and [[Skills]] don't have the answer.<br />
<br />
== About the wiki ==<br />
This wiki can be used as a reference guide as you explore the island of Shartak. Players are constantly adding and improving information about all aspects of life on Shartak, but it is always possible for information to be incomplete or out of date. All visitors are invited to [[Special:Userlogin|create an account]], '''read [[Help:Editing]]''', and improve the wiki along with us. The [[Main Page]] has a list of pages and projects you can contribute to.<br />
<br />
== Vital statistics ==<br />
<br />
=== Hit Points (HP) ===<br />
:''See [[Gameplay#Hit Points]].''<br />
<br />
=== Action Points (AP) ===<br />
:''See [[Gameplay#Action Points]].''<br />
<br />
=== Experience Points (XP) ===<br />
:''See [[Gameplay#Experience Points]] and [[XP]].''<br />
<br />
== Death ==<br />
:''See [[Death]].''<br />
<br />
=== Staying alive ===<br />
Q. How can one avoid being hunted down when logged out? --[[User:LouisB3|LouisB3]] 00:19, 16 May 2006 (BST)<br />
<br />
A. See [[Tips and tricks#Staying alive]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:33, 19 July 2006 (UTC)<br />
<br />
=== NPC (Non-Player Character) deaths ===<br />
Q. The 'statistics on kills' page [http://www.shartak.com/statkills.html] shows each group has killed a shaman numerous times. As I understand, there is always 1 shaman in each town/village. What are the consequences of this? Unable to be revived until one respawns? -[[User:Jackel|Jackel]]<br />
<br />
A. If the shaman of your town/village dies, you cannot be revived. Attempting to contact the shaman of your town/village while he "a spirit" yields this message: ''You sense that XX wishes you to be patient and ask again later as he is a spirit as well and is trying to return to his body so he can help others.'' It is unknown how long it takes for a shaman to be revived.<br />
<br />
Q. Do animals have a players killed listing page, where the rabid tiger of raktam can compete for top billing with the brutal biter of bonobo? --[[User:Tycho44|Tycho44]] 09:05, 13 May 2006 (BST)<br />
<br />
A. No. Animal kills are not reported. &mdash; [[User:Elembis|Elembis]] 02:14, 25 May 2006 (BST)<br />
<br />
==Items==<br />
:''See [[Items]].''<br />
<br />
Q. Can items that you are carrying be destroyed or damaged? Specifically, can a machete ever be broken or become dull with use requiring sharpening? Is there any reason to carry around more than one machete? -[[User:Arminius|Arminius]] 01:59, 24 February 2006 (GMT)<br />
<br />
A. Yes, [[Items#Melee_Weapons|melee weapons]] can be damaged and destroyed. Machetes can be dulled by chopping at the jungle (but sharpened again with a [[Items#Sharpening_Stone|sharpening stone]], and any bladed weapon can be broken in an attempted attack on a person or animal. or broken by attacking a person or animal. The chances of a blade breaking or becoming dull are rare but relatively unknown (see [[Special weapon event odds]]). &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)<br />
<br />
Q. I would like to ask for everyones help in finding more about the elusive heavy sword, like what density of jungle did you find them in, is there a hut underneath the jungle or was it a jungle square with a hut? Or if you actually find them in the jungle? THe info on them right now is shaky. Im currently going on a search-a-thon but help is greatly appreciated.<br />
:Please feel free to add some data to [[Search odds]] or [[Search odds condensed]] to help in the effort to work out where to find this item and others! -- [[User:Fitzcarraldo|Fitzcarraldo]] 10:27, 26 February 2006 (GMT)<br />
<br />
Q. Ok so ive just joined and im hacking away at a parrot for some xp. Then for some unkown reason the parrot says "i know where to find the heavy sword, follow me" unfortunately that was the last thing it ever did as i was clicking attack systematically. Does this happen a lot and more to the point is the deceased parrot genuine in its statement and would have shown me if i hadnt macheted it into a fine paste. cheers --[[User:Deckard|Deckard]] 09:56, 12 July 2007 (UTC)<br />
A. Parrots occasionally say something - it is very doubtful that a Parrot will lead you to a Heavy Sword --[[User:Johan Crichton|Johan Crichton]] 10:07, 12 July 2007 (UTC)<br />
<br />
Q. Do poison darts poison?<br />
<br />
A. Yes; see [[Items#Ranged weapons and ammunition]]. &mdash; [[User:Elembis|Elembis]] 00:34, 19 June 2006 (BST)<br />
<br />
Q. Are poisionous berries useful for anything, such as the making of poison darts?<br />
<br />
A. All you can do is eat them and [[XP|gain experience]] for doing so. This is actually rather common, especially among players who role-play (play their characters as they would be played in real life; a scientist, for example, would not attack other people unless provoked). &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST) (Note that an empty bottle/gourd for salt water is now more efficient than a poisonberry bush. --[[User:Tycho44|Tycho44]] 05:22, 10 July 2006 (UTC))<br />
<br />
==Skills==<br />
:''See [[Skills]].''<br />
<br />
===''Clan leadership''===<br />
:''Moved from [[Game design]] on 22:44, 18 July 2006 (UTC).<br />
i needed to state this here it's the most related subject,why isn't clan leadership on the skills page?. {{unsigned|Eminem1|07:40, July 6, 2006}}<br />
:Simon and I recently discussed setting a level requirement for ''[[clan leadership]]'', and I suggested level 5. It may be that he's implemented this without anyone noticing before now. (By the way, questions like this are what the [[Requests for information]] page is for.) &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 08:39, 6 July 2006 (UTC)<br />
ok,thanks elembis :) [[User:Eminem1|Eminem1]] 11:11, 6 July 2006 (UTC)<br />
<br />
===''Inviting People''===<br />
Q: How do you invite people into a clan? --[[User:Moctezuma|Moctezuma]] 13:47, 15 September 2007 (UTC)<br />
<br />
A. Log in with the character who is admin of the clan, go to the clan page and click on the "view membership" button. There you will find an option to invite (and ban) people. --[[User:Oktavius|Oktavius]] 14:13, 16 September 2007 (UTC)<br />
:Thanks a lot, Oktavius, I really appreciate your help. --[[User:Moctezuma|Moctezuma]] 14:41, 16 September 2007 (UTC)<br />
<br />
===''Scavenging''===<br />
Q. The scanvenging skill for settlers and villagers says that it "Assists in finding things within certain areas." What are these 'certain areas', and how much does having the skill improve your search odds? [[User:Arminius|Arminius]] 03:31, 24 April 2006 (BST)<br />
<br />
A. I don't know! Please post your Search Data to [[Search odds condensed]] or [[Search odds]], and help us find out. You don't need to be a Scavenger to post your Search Data -- we need more data to determine the baseline search odds. --[[User:Tycho44|Tycho44]] 08:46, 29 April 2006 (BST)<br />
: It appears that, in herbal huts, settlers with scavenging have a one-in-two total find rate and a healing herb find rate of one-in-three, while people without scavenging have a one-in-three total find rate and a healing herb find rate of only one-in-five. (this info was recently added to [[Search odds condensed]]) [[User:Arminius|Arminius]] 21:14, 30 April 2006 (BST)<br />
<br />
===''In-game clan data''===<br />
Q. Can the in-game clan page (the one you are sent to when you click "form a clan" be edited after writing? I would assume the answear is yes but wanted to make sure. --[[User:AlexanderRM|AlexanderRM]] 8:26 PM, 25 Febuary 2007 (EST)<br />
<br />
A. I got tired of waiting for an answear and created VLN anyway... turns out the answear is yes. --[[User:AlexanderRM|AlexanderRM]] 3:09 PM, 11 March 2007 (EST)<br />
<br />
===''Exorcism''===<br />
Q. So I've exorcised once before, and it worked. Next time I tried it though, I got a message saying it failed and maybe there wasn't any spirits nearby. I check my location and there was one spirit. Is there a failure rate, or is this a bug? --[[User:Wulla-mullung|Wulla-mullung]] 17:54, 17 May 2007 (UTC)<br />
<br />
A. No bugs, Its like exorcism is a weapon and you just missed. You spilled your holy water or snapped your magic stick --[[User:Rozen|Rozen]] 07:39, 18 May 2007 (UTC)<br />
:Ah I see. Thank you kind sir. Perhaps the failure rate should be lower, though.--[[User:Wulla-mullung|Wulla-mullung]] 17:51, 18 May 2007 (UTC)<br />
<br />
==Locations==<br />
:''See [[Locations]].''<br />
<br />
==General gameplay==<br />
<br />
Q. What time period is the game based in? Excepting the GPS, the choice of items available impies anywhere from the 1600's to the early 1900's. The GPS unit seems a little out of place but implies that the time period has to be present day. Maybe i missed some other items or note about the date? --[[User:Frisco|Frisco]] 21:52, 26 February 2006 (GMT)<br />
<br />
A1. I'm not sure there is really an answer to this as such.. or perhaps many answers.. but.. the whole thing has a kinda lost world feel to it I think. Natives cut off from civilisation. Outsiders from the modern world stranded. Such an idea could explain almost any range of technology, except something like a satellite dish or long range radio transmitters that would allow outsiders to broadcast their distress and get rescued of course.<br />
<br />
Q. Today my level 7 soldier attacked a parrot with a machete (normally 3 damage) and got the following message:<br />
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''<br />
:''You attack the parrot for 5 damage. It dies.''<br />
Is this new, or just very uncommon?--[[User:Frisco|Frisco]] 16:26, 16 March 2006 (GMT)<br />
<br />
A. It's an uncommon bonus. Another uncommon event resulting from an attack is that a melee weapon will break and become useless. See [[Special weapon event odds]] for more information. &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)<br />
<br />
Q. Has anyone experienced the luck/skill effect while using their fists?<br />
<br />
A. Well, there we go. My lucky hit dealt a target 4 damage (with Body Building). --[[User:Lint|Lint]] 00:23, 23 May 2006 (BST)<br />
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''<br />
:''You attack the elephant for 4 damage. It drops to 41 HP.''<br />
::Good thing you didn't break your fists! --[[User:Tycho44|Tycho44]] 18:16, 31 May 2006 (BST)<br />
<br />
Q. Has anyone experienced the luck/skill effect while using a rifle or blowpipe?<br />
:Yes. --[[User:Skull Face|Skull Face]] 15:51, 11 September 2007 (UTC)<br />
<br />
Q. Are knives and daggers breakable?<br />
:Yes. --[[User:Skull Face|Skull Face]] 15:51, 11 September 2007 (UTC)<br />
<br />
Q. Is there a way to make the curse thing go away?<br />
<br />
A. Yes: if you don't continue to anger the spirits they will lift the curse after a few days. See also the [http://www.shartak.com/faq.html#curse FAQ]. A curse will wear off automatically unless the zerging continues. <br />
<br />
Q. How do I get rid of my cursed accounts? Can I delete my zerged characters? <br />
<br />
A. If you want to remove a character from Shartak, stop logging in to that character. After a week, that character will become inactive, and will essentially disappear from the Shartak world. If you want to keep using a character but free yourself from the ancients' curse, simply move that character away from all your other accounts. It is rumored that mild curses will disappear in a couple of days. Be patient.<br />
<br />
:Thank you very much who ever you are i will use your advise very wisely!<br />
<br />
Q. How heavy are heavy swords? Do they dull or break?<br />
<br />
A. Heavy swords are notorious at breaking much quicker than your average machete. They do not dull because they are not used to chop jungle. And I believe that they use one inventory slot, just like a machete or cutlass, although I could be wrong on that. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 00:37, 28 July 2007 (UTC)<br />
<br />
== Animals ==<br />
:''See [[Animals]].''<br />
<br />
=== Easy elephant ===<br />
Q. Are elephants easier to hit? I attacked and killed one with it's full 60 hp and missed only once. I have a 45% hit rate with my machete and deal 3 dmg per succesful blow. I did not get one of those flavour texts and did 3 dmg each time. --[[User:One of many doctors|One of many doctors]] 02:15, 21 March 2006 (GMT)<br />
<br />
A. There's no way that an elephant would have been that easy to kill.. 21 attacks with only 1 miss is 95% hit and you certainly don't get that! I guess the RNG (Random Number God) smiled on you. --[[User:Simon|Simon]] 14:44, 21 March 2006 (GMT)<br />
<br />
==="Shargle"===<br />
Not sure if this goes here, but that's really what I'm asking... In the weapon hut in raktam:<br />
<br />
Also here is the body of a shargle.<br />
<br />
Very simple question: what's a shargle? --[[User:AlexanderRM|AlexanderRM]] 23:25, 3 July 2007 (UTC)<br />
: Oh, oddly enough, the etching for that area was “You can find Shargle Eggs up the mountain”. Is it maybe that giant bird thing from awhile back?--[[User:AlexanderRM|AlexanderRM]] 23:27, 3 July 2007 (UTC)<br />
<br />
A: See [[Shargle]]. The body is probably from an egg that was brought down from the mountain and hatched. --[[User:Wulla-mullung|Wulla-mullung]] 01:57, 4 July 2007 (UTC)<br />
<br />
=== "elf" ===<br />
On the total kills stat page, one of the sections is "elf". They appear to be/have been very rare (6 outsider kills, 3rd lowest, and 2 native kills, all-out lowest), but apart from that, all I can tell is that they aren't/weren't natives/outsiders/"special" animals. So, uh... --[[User:AlexanderRM|AlexanderRM]] 00:07, 21 September 2007 (UTC)<br />
: When the ? called Santa visited the Island last December 25, he came with a number of elves. Some visited Santa to receive a gift when perhaps they should have been given a lump of coal - as there purpose was to test these elves in combat. --[[User:Johan Crichton|Johan Crichton]] 01:50, 21 September 2007 (UTC)<br />
:: In addition to elves you will also see Easter bunnies and undead stags / deer. They are all unique NPCs / animals that pop up on special occasions.--[[User:Skull Face|Skull Face]] 14:53, 21 September 2007 (UTC)<br />
::: Don't forget about giant squids. I've read the animals page and was even here for easter, but elves weren't on the list. Hmm... yeah, elves wouldn't go on the animal page, but they're NPCs. Where should they go? --[[User:AlexanderRM|AlexanderRM]] 23:14, 5 October 2007 (UTC)<br />
:::: And also, one of them apparently had the purpose to test Santa himself in combat. --[[User:AlexanderRM|AlexanderRM]] 22:01, 6 October 2007 (UTC)<br />
<br />
=== Werewolf ===<br />
Not again... someone on the top killers list has 1 werewolf kill. Is this another halloween event that people forgot to mention? Hmm... looking further, 1 Santa kill, 2 more werewolves... and that's all for the top killers. --[[User:AlexanderRM|AlexanderRM]] 18:14, 6 October 2007 (UTC)<br />
<br />
== Common edits ==<br />
<br />
=== Clan pages ===<br />
<br />
Q. How do I make a clan page?<br />
<br />
A. In the search box on the left side of the page, enter your clan's name and click "Go". If the page doesn't exist, you will then see a notice at the top of the page that reads "No page with this exact title exists". Clicking on "this exact title" will allow you to edit that page, and when you save your edit the page will be created.<br />
<br />
Please '''categorize your clan''' by including <!-- You don't need the nowiki tags, they are just there to prevent linking this page as a Clan -->"<nowiki>[[Category:Clans]]</nowiki>" (no quotes) somewhere on the page, as well as "<nowiki>[[Category:Clans for outsiders]]</nowiki>", "<nowiki>[[Category:Clans for natives]]</nowiki>" or "<nowiki>[[Category:Clans for both]]</nowiki>" so people will know who your clan accepts as members. Clans are strongly encouraged to use the [[Template talk:Clanbox|Clanbox template]] to present their information in an orderly fashion.<br />
<br />
=== Linking profiles ===<br />
<br />
Q. How can I link my game profile?<br />
<br />
A. If you know your ID number (which is at the end of the URL of your profile) you can use [[Template:Profile]] to link to your profile. Simply enter <nowiki>{{profile|6|Example}}</nowiki>, where "6" is your ID and "Example" is your name, to get {{profile|6|Example}} as the result.<br />
<br />
=== Creating Templates ===<br />
<br />
Q. How do you make templates, like the [[Template:IdentifyFriendOrFoe|IFF template]]?<br />
<br />
A. It can be complicated. For those who don't know, putting <nowiki>{{ExampleTemplate}}</nowiki> on a page results in that text being replaced by the content of Template:ExampleTemplate. Wikimedia's [http://meta.wikimedia.org/wiki/Help:A_quick_guide_to_templates quick guide to templates] is a good starting point for people making templates, and I can be contacted with specific questions. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:55, 1 September 2006 (UTC)</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Requests_for_information&diff=15959Requests for information2007-10-06T18:15:26Z<p>AlexanderRM: /* "elf" */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
'''Requests for information''' are welcomed on this wiki. Any player with a question about the game should ask it '''on this page''' if articles like [[Gameplay]], [[Character classes]], [[Items]] and [[Skills]] don't have the answer.<br />
<br />
== About the wiki ==<br />
This wiki can be used as a reference guide as you explore the island of Shartak. Players are constantly adding and improving information about all aspects of life on Shartak, but it is always possible for information to be incomplete or out of date. All visitors are invited to [[Special:Userlogin|create an account]], '''read [[Help:Editing]]''', and improve the wiki along with us. The [[Main Page]] has a list of pages and projects you can contribute to.<br />
<br />
== Vital statistics ==<br />
<br />
=== Hit Points (HP) ===<br />
:''See [[Gameplay#Hit Points]].''<br />
<br />
=== Action Points (AP) ===<br />
:''See [[Gameplay#Action Points]].''<br />
<br />
=== Experience Points (XP) ===<br />
:''See [[Gameplay#Experience Points]] and [[XP]].''<br />
<br />
== Death ==<br />
:''See [[Death]].''<br />
<br />
=== Staying alive ===<br />
Q. How can one avoid being hunted down when logged out? --[[User:LouisB3|LouisB3]] 00:19, 16 May 2006 (BST)<br />
<br />
A. See [[Tips and tricks#Staying alive]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:33, 19 July 2006 (UTC)<br />
<br />
=== NPC (Non-Player Character) deaths ===<br />
Q. The 'statistics on kills' page [http://www.shartak.com/statkills.html] shows each group has killed a shaman numerous times. As I understand, there is always 1 shaman in each town/village. What are the consequences of this? Unable to be revived until one respawns? -[[User:Jackel|Jackel]]<br />
<br />
A. If the shaman of your town/village dies, you cannot be revived. Attempting to contact the shaman of your town/village while he "a spirit" yields this message: ''You sense that XX wishes you to be patient and ask again later as he is a spirit as well and is trying to return to his body so he can help others.'' It is unknown how long it takes for a shaman to be revived.<br />
<br />
Q. Do animals have a players killed listing page, where the rabid tiger of raktam can compete for top billing with the brutal biter of bonobo? --[[User:Tycho44|Tycho44]] 09:05, 13 May 2006 (BST)<br />
<br />
A. No. Animal kills are not reported. &mdash; [[User:Elembis|Elembis]] 02:14, 25 May 2006 (BST)<br />
<br />
==Items==<br />
:''See [[Items]].''<br />
<br />
Q. Can items that you are carrying be destroyed or damaged? Specifically, can a machete ever be broken or become dull with use requiring sharpening? Is there any reason to carry around more than one machete? -[[User:Arminius|Arminius]] 01:59, 24 February 2006 (GMT)<br />
<br />
A. Yes, [[Items#Melee_Weapons|melee weapons]] can be damaged and destroyed. Machetes can be dulled by chopping at the jungle (but sharpened again with a [[Items#Sharpening_Stone|sharpening stone]], and any bladed weapon can be broken in an attempted attack on a person or animal. or broken by attacking a person or animal. The chances of a blade breaking or becoming dull are rare but relatively unknown (see [[Special weapon event odds]]). &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)<br />
<br />
Q. I would like to ask for everyones help in finding more about the elusive heavy sword, like what density of jungle did you find them in, is there a hut underneath the jungle or was it a jungle square with a hut? Or if you actually find them in the jungle? THe info on them right now is shaky. Im currently going on a search-a-thon but help is greatly appreciated.<br />
:Please feel free to add some data to [[Search odds]] or [[Search odds condensed]] to help in the effort to work out where to find this item and others! -- [[User:Fitzcarraldo|Fitzcarraldo]] 10:27, 26 February 2006 (GMT)<br />
<br />
Q. Ok so ive just joined and im hacking away at a parrot for some xp. Then for some unkown reason the parrot says "i know where to find the heavy sword, follow me" unfortunately that was the last thing it ever did as i was clicking attack systematically. Does this happen a lot and more to the point is the deceased parrot genuine in its statement and would have shown me if i hadnt macheted it into a fine paste. cheers --[[User:Deckard|Deckard]] 09:56, 12 July 2007 (UTC)<br />
A. Parrots occasionally say something - it is very doubtful that a Parrot will lead you to a Heavy Sword --[[User:Johan Crichton|Johan Crichton]] 10:07, 12 July 2007 (UTC)<br />
<br />
Q. Do poison darts poison?<br />
<br />
A. Yes; see [[Items#Ranged weapons and ammunition]]. &mdash; [[User:Elembis|Elembis]] 00:34, 19 June 2006 (BST)<br />
<br />
Q. Are poisionous berries useful for anything, such as the making of poison darts?<br />
<br />
A. All you can do is eat them and [[XP|gain experience]] for doing so. This is actually rather common, especially among players who role-play (play their characters as they would be played in real life; a scientist, for example, would not attack other people unless provoked). &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST) (Note that an empty bottle/gourd for salt water is now more efficient than a poisonberry bush. --[[User:Tycho44|Tycho44]] 05:22, 10 July 2006 (UTC))<br />
<br />
==Skills==<br />
:''See [[Skills]].''<br />
<br />
===''Clan leadership''===<br />
:''Moved from [[Game design]] on 22:44, 18 July 2006 (UTC).<br />
i needed to state this here it's the most related subject,why isn't clan leadership on the skills page?. {{unsigned|Eminem1|07:40, July 6, 2006}}<br />
:Simon and I recently discussed setting a level requirement for ''[[clan leadership]]'', and I suggested level 5. It may be that he's implemented this without anyone noticing before now. (By the way, questions like this are what the [[Requests for information]] page is for.) &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 08:39, 6 July 2006 (UTC)<br />
ok,thanks elembis :) [[User:Eminem1|Eminem1]] 11:11, 6 July 2006 (UTC)<br />
<br />
===''Inviting People''===<br />
Q: How do you invite people into a clan? --[[User:Moctezuma|Moctezuma]] 13:47, 15 September 2007 (UTC)<br />
<br />
A. Log in with the character who is admin of the clan, go to the clan page and click on the "view membership" button. There you will find an option to invite (and ban) people. --[[User:Oktavius|Oktavius]] 14:13, 16 September 2007 (UTC)<br />
:Thanks a lot, Oktavius, I really appreciate your help. --[[User:Moctezuma|Moctezuma]] 14:41, 16 September 2007 (UTC)<br />
<br />
===''Scavenging''===<br />
Q. The scanvenging skill for settlers and villagers says that it "Assists in finding things within certain areas." What are these 'certain areas', and how much does having the skill improve your search odds? [[User:Arminius|Arminius]] 03:31, 24 April 2006 (BST)<br />
<br />
A. I don't know! Please post your Search Data to [[Search odds condensed]] or [[Search odds]], and help us find out. You don't need to be a Scavenger to post your Search Data -- we need more data to determine the baseline search odds. --[[User:Tycho44|Tycho44]] 08:46, 29 April 2006 (BST)<br />
: It appears that, in herbal huts, settlers with scavenging have a one-in-two total find rate and a healing herb find rate of one-in-three, while people without scavenging have a one-in-three total find rate and a healing herb find rate of only one-in-five. (this info was recently added to [[Search odds condensed]]) [[User:Arminius|Arminius]] 21:14, 30 April 2006 (BST)<br />
<br />
===''In-game clan data''===<br />
Q. Can the in-game clan page (the one you are sent to when you click "form a clan" be edited after writing? I would assume the answear is yes but wanted to make sure. --[[User:AlexanderRM|AlexanderRM]] 8:26 PM, 25 Febuary 2007 (EST)<br />
<br />
A. I got tired of waiting for an answear and created VLN anyway... turns out the answear is yes. --[[User:AlexanderRM|AlexanderRM]] 3:09 PM, 11 March 2007 (EST)<br />
<br />
===''Exorcism''===<br />
Q. So I've exorcised once before, and it worked. Next time I tried it though, I got a message saying it failed and maybe there wasn't any spirits nearby. I check my location and there was one spirit. Is there a failure rate, or is this a bug? --[[User:Wulla-mullung|Wulla-mullung]] 17:54, 17 May 2007 (UTC)<br />
<br />
A. No bugs, Its like exorcism is a weapon and you just missed. You spilled your holy water or snapped your magic stick --[[User:Rozen|Rozen]] 07:39, 18 May 2007 (UTC)<br />
:Ah I see. Thank you kind sir. Perhaps the failure rate should be lower, though.--[[User:Wulla-mullung|Wulla-mullung]] 17:51, 18 May 2007 (UTC)<br />
<br />
==Locations==<br />
:''See [[Locations]].''<br />
<br />
==General gameplay==<br />
<br />
Q. What time period is the game based in? Excepting the GPS, the choice of items available impies anywhere from the 1600's to the early 1900's. The GPS unit seems a little out of place but implies that the time period has to be present day. Maybe i missed some other items or note about the date? --[[User:Frisco|Frisco]] 21:52, 26 February 2006 (GMT)<br />
<br />
A1. I'm not sure there is really an answer to this as such.. or perhaps many answers.. but.. the whole thing has a kinda lost world feel to it I think. Natives cut off from civilisation. Outsiders from the modern world stranded. Such an idea could explain almost any range of technology, except something like a satellite dish or long range radio transmitters that would allow outsiders to broadcast their distress and get rescued of course.<br />
<br />
Q. Today my level 7 soldier attacked a parrot with a machete (normally 3 damage) and got the following message:<br />
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''<br />
:''You attack the parrot for 5 damage. It dies.''<br />
Is this new, or just very uncommon?--[[User:Frisco|Frisco]] 16:26, 16 March 2006 (GMT)<br />
<br />
A. It's an uncommon bonus. Another uncommon event resulting from an attack is that a melee weapon will break and become useless. See [[Special weapon event odds]] for more information. &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)<br />
<br />
Q. Has anyone experienced the luck/skill effect while using their fists?<br />
<br />
A. Well, there we go. My lucky hit dealt a target 4 damage (with Body Building). --[[User:Lint|Lint]] 00:23, 23 May 2006 (BST)<br />
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''<br />
:''You attack the elephant for 4 damage. It drops to 41 HP.''<br />
::Good thing you didn't break your fists! --[[User:Tycho44|Tycho44]] 18:16, 31 May 2006 (BST)<br />
<br />
Q. Has anyone experienced the luck/skill effect while using a rifle or blowpipe?<br />
:Yes. --[[User:Skull Face|Skull Face]] 15:51, 11 September 2007 (UTC)<br />
<br />
Q. Are knives and daggers breakable?<br />
:Yes. --[[User:Skull Face|Skull Face]] 15:51, 11 September 2007 (UTC)<br />
<br />
Q. Is there a way to make the curse thing go away?<br />
<br />
A. Yes: if you don't continue to anger the spirits they will lift the curse after a few days. See also the [http://www.shartak.com/faq.html#curse FAQ]. A curse will wear off automatically unless the zerging continues. <br />
<br />
Q. How do I get rid of my cursed accounts? Can I delete my zerged characters? <br />
<br />
A. If you want to remove a character from Shartak, stop logging in to that character. After a week, that character will become inactive, and will essentially disappear from the Shartak world. If you want to keep using a character but free yourself from the ancients' curse, simply move that character away from all your other accounts. It is rumored that mild curses will disappear in a couple of days. Be patient.<br />
<br />
:Thank you very much who ever you are i will use your advise very wisely!<br />
<br />
Q. How heavy are heavy swords? Do they dull or break?<br />
<br />
A. Heavy swords are notorious at breaking much quicker than your average machete. They do not dull because they are not used to chop jungle. And I believe that they use one inventory slot, just like a machete or cutlass, although I could be wrong on that. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 00:37, 28 July 2007 (UTC)<br />
<br />
== Animals ==<br />
:''See [[Animals]].''<br />
<br />
=== Easy elephant ===<br />
Q. Are elephants easier to hit? I attacked and killed one with it's full 60 hp and missed only once. I have a 45% hit rate with my machete and deal 3 dmg per succesful blow. I did not get one of those flavour texts and did 3 dmg each time. --[[User:One of many doctors|One of many doctors]] 02:15, 21 March 2006 (GMT)<br />
<br />
A. There's no way that an elephant would have been that easy to kill.. 21 attacks with only 1 miss is 95% hit and you certainly don't get that! I guess the RNG (Random Number God) smiled on you. --[[User:Simon|Simon]] 14:44, 21 March 2006 (GMT)<br />
<br />
==="Shargle"===<br />
Not sure if this goes here, but that's really what I'm asking... In the weapon hut in raktam:<br />
<br />
Also here is the body of a shargle.<br />
<br />
Very simple question: what's a shargle? --[[User:AlexanderRM|AlexanderRM]] 23:25, 3 July 2007 (UTC)<br />
: Oh, oddly enough, the etching for that area was “You can find Shargle Eggs up the mountain”. Is it maybe that giant bird thing from awhile back?--[[User:AlexanderRM|AlexanderRM]] 23:27, 3 July 2007 (UTC)<br />
<br />
A: See [[Shargle]]. The body is probably from an egg that was brought down from the mountain and hatched. --[[User:Wulla-mullung|Wulla-mullung]] 01:57, 4 July 2007 (UTC)<br />
<br />
=== "elf" ===<br />
On the total kills stat page, one of the sections is "elf". They appear to be/have been very rare (6 outsider kills, 3rd lowest, and 2 native kills, all-out lowest), but apart from that, all I can tell is that they aren't/weren't natives/outsiders/"special" animals. So, uh... --[[User:AlexanderRM|AlexanderRM]] 00:07, 21 September 2007 (UTC)<br />
: When the ? called Santa visited the Island last December 25, he came with a number of elves. Some visited Santa to receive a gift when perhaps they should have been given a lump of coal - as there purpose was to test these elves in combat. --[[User:Johan Crichton|Johan Crichton]] 01:50, 21 September 2007 (UTC)<br />
:: In addition to elves you will also see Easter bunnies and undead stags / deer. They are all unique NPCs / animals that pop up on special occasions.--[[User:Skull Face|Skull Face]] 14:53, 21 September 2007 (UTC)<br />
::: Don't forget about giant squids. I've read the animals page and was even here for easter, but elves weren't on the list. Hmm... yeah, elves wouldn't go on the animal page, but they're NPCs. Where should they go? --[[User:AlexanderRM|AlexanderRM]] 23:14, 5 October 2007 (UTC)<br />
:::: And also, one of them had the purpose to test Santa himself in combat.<br />
<br />
=== Werewolf ===<br />
Not again... someone on the top killers list has 1 werewolf kill. Is this another halloween event that people forgot to mention? Hmm... looking further, 1 Santa kill, 2 more werewolves... and that's all for the top killers. --[[User:AlexanderRM|AlexanderRM]] 18:14, 6 October 2007 (UTC)<br />
<br />
== Common edits ==<br />
<br />
=== Clan pages ===<br />
<br />
Q. How do I make a clan page?<br />
<br />
A. In the search box on the left side of the page, enter your clan's name and click "Go". If the page doesn't exist, you will then see a notice at the top of the page that reads "No page with this exact title exists". Clicking on "this exact title" will allow you to edit that page, and when you save your edit the page will be created.<br />
<br />
Please '''categorize your clan''' by including <!-- You don't need the nowiki tags, they are just there to prevent linking this page as a Clan -->"<nowiki>[[Category:Clans]]</nowiki>" (no quotes) somewhere on the page, as well as "<nowiki>[[Category:Clans for outsiders]]</nowiki>", "<nowiki>[[Category:Clans for natives]]</nowiki>" or "<nowiki>[[Category:Clans for both]]</nowiki>" so people will know who your clan accepts as members. Clans are strongly encouraged to use the [[Template talk:Clanbox|Clanbox template]] to present their information in an orderly fashion.<br />
<br />
=== Linking profiles ===<br />
<br />
Q. How can I link my game profile?<br />
<br />
A. If you know your ID number (which is at the end of the URL of your profile) you can use [[Template:Profile]] to link to your profile. Simply enter <nowiki>{{profile|6|Example}}</nowiki>, where "6" is your ID and "Example" is your name, to get {{profile|6|Example}} as the result.<br />
<br />
=== Creating Templates ===<br />
<br />
Q. How do you make templates, like the [[Template:IdentifyFriendOrFoe|IFF template]]?<br />
<br />
A. It can be complicated. For those who don't know, putting <nowiki>{{ExampleTemplate}}</nowiki> on a page results in that text being replaced by the content of Template:ExampleTemplate. Wikimedia's [http://meta.wikimedia.org/wiki/Help:A_quick_guide_to_templates quick guide to templates] is a good starting point for people making templates, and I can be contacted with specific questions. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:55, 1 September 2006 (UTC)</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Requests_for_information&diff=15958Requests for information2007-10-06T18:14:09Z<p>AlexanderRM: /* Animals */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
'''Requests for information''' are welcomed on this wiki. Any player with a question about the game should ask it '''on this page''' if articles like [[Gameplay]], [[Character classes]], [[Items]] and [[Skills]] don't have the answer.<br />
<br />
== About the wiki ==<br />
This wiki can be used as a reference guide as you explore the island of Shartak. Players are constantly adding and improving information about all aspects of life on Shartak, but it is always possible for information to be incomplete or out of date. All visitors are invited to [[Special:Userlogin|create an account]], '''read [[Help:Editing]]''', and improve the wiki along with us. The [[Main Page]] has a list of pages and projects you can contribute to.<br />
<br />
== Vital statistics ==<br />
<br />
=== Hit Points (HP) ===<br />
:''See [[Gameplay#Hit Points]].''<br />
<br />
=== Action Points (AP) ===<br />
:''See [[Gameplay#Action Points]].''<br />
<br />
=== Experience Points (XP) ===<br />
:''See [[Gameplay#Experience Points]] and [[XP]].''<br />
<br />
== Death ==<br />
:''See [[Death]].''<br />
<br />
=== Staying alive ===<br />
Q. How can one avoid being hunted down when logged out? --[[User:LouisB3|LouisB3]] 00:19, 16 May 2006 (BST)<br />
<br />
A. See [[Tips and tricks#Staying alive]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:33, 19 July 2006 (UTC)<br />
<br />
=== NPC (Non-Player Character) deaths ===<br />
Q. The 'statistics on kills' page [http://www.shartak.com/statkills.html] shows each group has killed a shaman numerous times. As I understand, there is always 1 shaman in each town/village. What are the consequences of this? Unable to be revived until one respawns? -[[User:Jackel|Jackel]]<br />
<br />
A. If the shaman of your town/village dies, you cannot be revived. Attempting to contact the shaman of your town/village while he "a spirit" yields this message: ''You sense that XX wishes you to be patient and ask again later as he is a spirit as well and is trying to return to his body so he can help others.'' It is unknown how long it takes for a shaman to be revived.<br />
<br />
Q. Do animals have a players killed listing page, where the rabid tiger of raktam can compete for top billing with the brutal biter of bonobo? --[[User:Tycho44|Tycho44]] 09:05, 13 May 2006 (BST)<br />
<br />
A. No. Animal kills are not reported. &mdash; [[User:Elembis|Elembis]] 02:14, 25 May 2006 (BST)<br />
<br />
==Items==<br />
:''See [[Items]].''<br />
<br />
Q. Can items that you are carrying be destroyed or damaged? Specifically, can a machete ever be broken or become dull with use requiring sharpening? Is there any reason to carry around more than one machete? -[[User:Arminius|Arminius]] 01:59, 24 February 2006 (GMT)<br />
<br />
A. Yes, [[Items#Melee_Weapons|melee weapons]] can be damaged and destroyed. Machetes can be dulled by chopping at the jungle (but sharpened again with a [[Items#Sharpening_Stone|sharpening stone]], and any bladed weapon can be broken in an attempted attack on a person or animal. or broken by attacking a person or animal. The chances of a blade breaking or becoming dull are rare but relatively unknown (see [[Special weapon event odds]]). &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)<br />
<br />
Q. I would like to ask for everyones help in finding more about the elusive heavy sword, like what density of jungle did you find them in, is there a hut underneath the jungle or was it a jungle square with a hut? Or if you actually find them in the jungle? THe info on them right now is shaky. Im currently going on a search-a-thon but help is greatly appreciated.<br />
:Please feel free to add some data to [[Search odds]] or [[Search odds condensed]] to help in the effort to work out where to find this item and others! -- [[User:Fitzcarraldo|Fitzcarraldo]] 10:27, 26 February 2006 (GMT)<br />
<br />
Q. Ok so ive just joined and im hacking away at a parrot for some xp. Then for some unkown reason the parrot says "i know where to find the heavy sword, follow me" unfortunately that was the last thing it ever did as i was clicking attack systematically. Does this happen a lot and more to the point is the deceased parrot genuine in its statement and would have shown me if i hadnt macheted it into a fine paste. cheers --[[User:Deckard|Deckard]] 09:56, 12 July 2007 (UTC)<br />
A. Parrots occasionally say something - it is very doubtful that a Parrot will lead you to a Heavy Sword --[[User:Johan Crichton|Johan Crichton]] 10:07, 12 July 2007 (UTC)<br />
<br />
Q. Do poison darts poison?<br />
<br />
A. Yes; see [[Items#Ranged weapons and ammunition]]. &mdash; [[User:Elembis|Elembis]] 00:34, 19 June 2006 (BST)<br />
<br />
Q. Are poisionous berries useful for anything, such as the making of poison darts?<br />
<br />
A. All you can do is eat them and [[XP|gain experience]] for doing so. This is actually rather common, especially among players who role-play (play their characters as they would be played in real life; a scientist, for example, would not attack other people unless provoked). &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST) (Note that an empty bottle/gourd for salt water is now more efficient than a poisonberry bush. --[[User:Tycho44|Tycho44]] 05:22, 10 July 2006 (UTC))<br />
<br />
==Skills==<br />
:''See [[Skills]].''<br />
<br />
===''Clan leadership''===<br />
:''Moved from [[Game design]] on 22:44, 18 July 2006 (UTC).<br />
i needed to state this here it's the most related subject,why isn't clan leadership on the skills page?. {{unsigned|Eminem1|07:40, July 6, 2006}}<br />
:Simon and I recently discussed setting a level requirement for ''[[clan leadership]]'', and I suggested level 5. It may be that he's implemented this without anyone noticing before now. (By the way, questions like this are what the [[Requests for information]] page is for.) &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 08:39, 6 July 2006 (UTC)<br />
ok,thanks elembis :) [[User:Eminem1|Eminem1]] 11:11, 6 July 2006 (UTC)<br />
<br />
===''Inviting People''===<br />
Q: How do you invite people into a clan? --[[User:Moctezuma|Moctezuma]] 13:47, 15 September 2007 (UTC)<br />
<br />
A. Log in with the character who is admin of the clan, go to the clan page and click on the "view membership" button. There you will find an option to invite (and ban) people. --[[User:Oktavius|Oktavius]] 14:13, 16 September 2007 (UTC)<br />
:Thanks a lot, Oktavius, I really appreciate your help. --[[User:Moctezuma|Moctezuma]] 14:41, 16 September 2007 (UTC)<br />
<br />
===''Scavenging''===<br />
Q. The scanvenging skill for settlers and villagers says that it "Assists in finding things within certain areas." What are these 'certain areas', and how much does having the skill improve your search odds? [[User:Arminius|Arminius]] 03:31, 24 April 2006 (BST)<br />
<br />
A. I don't know! Please post your Search Data to [[Search odds condensed]] or [[Search odds]], and help us find out. You don't need to be a Scavenger to post your Search Data -- we need more data to determine the baseline search odds. --[[User:Tycho44|Tycho44]] 08:46, 29 April 2006 (BST)<br />
: It appears that, in herbal huts, settlers with scavenging have a one-in-two total find rate and a healing herb find rate of one-in-three, while people without scavenging have a one-in-three total find rate and a healing herb find rate of only one-in-five. (this info was recently added to [[Search odds condensed]]) [[User:Arminius|Arminius]] 21:14, 30 April 2006 (BST)<br />
<br />
===''In-game clan data''===<br />
Q. Can the in-game clan page (the one you are sent to when you click "form a clan" be edited after writing? I would assume the answear is yes but wanted to make sure. --[[User:AlexanderRM|AlexanderRM]] 8:26 PM, 25 Febuary 2007 (EST)<br />
<br />
A. I got tired of waiting for an answear and created VLN anyway... turns out the answear is yes. --[[User:AlexanderRM|AlexanderRM]] 3:09 PM, 11 March 2007 (EST)<br />
<br />
===''Exorcism''===<br />
Q. So I've exorcised once before, and it worked. Next time I tried it though, I got a message saying it failed and maybe there wasn't any spirits nearby. I check my location and there was one spirit. Is there a failure rate, or is this a bug? --[[User:Wulla-mullung|Wulla-mullung]] 17:54, 17 May 2007 (UTC)<br />
<br />
A. No bugs, Its like exorcism is a weapon and you just missed. You spilled your holy water or snapped your magic stick --[[User:Rozen|Rozen]] 07:39, 18 May 2007 (UTC)<br />
:Ah I see. Thank you kind sir. Perhaps the failure rate should be lower, though.--[[User:Wulla-mullung|Wulla-mullung]] 17:51, 18 May 2007 (UTC)<br />
<br />
==Locations==<br />
:''See [[Locations]].''<br />
<br />
==General gameplay==<br />
<br />
Q. What time period is the game based in? Excepting the GPS, the choice of items available impies anywhere from the 1600's to the early 1900's. The GPS unit seems a little out of place but implies that the time period has to be present day. Maybe i missed some other items or note about the date? --[[User:Frisco|Frisco]] 21:52, 26 February 2006 (GMT)<br />
<br />
A1. I'm not sure there is really an answer to this as such.. or perhaps many answers.. but.. the whole thing has a kinda lost world feel to it I think. Natives cut off from civilisation. Outsiders from the modern world stranded. Such an idea could explain almost any range of technology, except something like a satellite dish or long range radio transmitters that would allow outsiders to broadcast their distress and get rescued of course.<br />
<br />
Q. Today my level 7 soldier attacked a parrot with a machete (normally 3 damage) and got the following message:<br />
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''<br />
:''You attack the parrot for 5 damage. It dies.''<br />
Is this new, or just very uncommon?--[[User:Frisco|Frisco]] 16:26, 16 March 2006 (GMT)<br />
<br />
A. It's an uncommon bonus. Another uncommon event resulting from an attack is that a melee weapon will break and become useless. See [[Special weapon event odds]] for more information. &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)<br />
<br />
Q. Has anyone experienced the luck/skill effect while using their fists?<br />
<br />
A. Well, there we go. My lucky hit dealt a target 4 damage (with Body Building). --[[User:Lint|Lint]] 00:23, 23 May 2006 (BST)<br />
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''<br />
:''You attack the elephant for 4 damage. It drops to 41 HP.''<br />
::Good thing you didn't break your fists! --[[User:Tycho44|Tycho44]] 18:16, 31 May 2006 (BST)<br />
<br />
Q. Has anyone experienced the luck/skill effect while using a rifle or blowpipe?<br />
:Yes. --[[User:Skull Face|Skull Face]] 15:51, 11 September 2007 (UTC)<br />
<br />
Q. Are knives and daggers breakable?<br />
:Yes. --[[User:Skull Face|Skull Face]] 15:51, 11 September 2007 (UTC)<br />
<br />
Q. Is there a way to make the curse thing go away?<br />
<br />
A. Yes: if you don't continue to anger the spirits they will lift the curse after a few days. See also the [http://www.shartak.com/faq.html#curse FAQ]. A curse will wear off automatically unless the zerging continues. <br />
<br />
Q. How do I get rid of my cursed accounts? Can I delete my zerged characters? <br />
<br />
A. If you want to remove a character from Shartak, stop logging in to that character. After a week, that character will become inactive, and will essentially disappear from the Shartak world. If you want to keep using a character but free yourself from the ancients' curse, simply move that character away from all your other accounts. It is rumored that mild curses will disappear in a couple of days. Be patient.<br />
<br />
:Thank you very much who ever you are i will use your advise very wisely!<br />
<br />
Q. How heavy are heavy swords? Do they dull or break?<br />
<br />
A. Heavy swords are notorious at breaking much quicker than your average machete. They do not dull because they are not used to chop jungle. And I believe that they use one inventory slot, just like a machete or cutlass, although I could be wrong on that. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 00:37, 28 July 2007 (UTC)<br />
<br />
== Animals ==<br />
:''See [[Animals]].''<br />
<br />
=== Easy elephant ===<br />
Q. Are elephants easier to hit? I attacked and killed one with it's full 60 hp and missed only once. I have a 45% hit rate with my machete and deal 3 dmg per succesful blow. I did not get one of those flavour texts and did 3 dmg each time. --[[User:One of many doctors|One of many doctors]] 02:15, 21 March 2006 (GMT)<br />
<br />
A. There's no way that an elephant would have been that easy to kill.. 21 attacks with only 1 miss is 95% hit and you certainly don't get that! I guess the RNG (Random Number God) smiled on you. --[[User:Simon|Simon]] 14:44, 21 March 2006 (GMT)<br />
<br />
==="Shargle"===<br />
Not sure if this goes here, but that's really what I'm asking... In the weapon hut in raktam:<br />
<br />
Also here is the body of a shargle.<br />
<br />
Very simple question: what's a shargle? --[[User:AlexanderRM|AlexanderRM]] 23:25, 3 July 2007 (UTC)<br />
: Oh, oddly enough, the etching for that area was “You can find Shargle Eggs up the mountain”. Is it maybe that giant bird thing from awhile back?--[[User:AlexanderRM|AlexanderRM]] 23:27, 3 July 2007 (UTC)<br />
<br />
A: See [[Shargle]]. The body is probably from an egg that was brought down from the mountain and hatched. --[[User:Wulla-mullung|Wulla-mullung]] 01:57, 4 July 2007 (UTC)<br />
<br />
=== "elf" ===<br />
On the total kills stat page, one of the sections is "elf". They appear to be/have been very rare (6 outsider kills, 3rd lowest, and 2 native kills, all-out lowest), but apart from that, all I can tell is that they aren't/weren't natives/outsiders/"special" animals. So, uh... --[[User:AlexanderRM|AlexanderRM]] 00:07, 21 September 2007 (UTC)<br />
: When the ? called Santa visited the Island last December 25, he came with a number of elves. Some visited Santa to receive a gift when perhaps they should have been given a lump of coal - as there purpose was to test these elves in combat. --[[User:Johan Crichton|Johan Crichton]] 01:50, 21 September 2007 (UTC)<br />
:: In addition to elves you will also see Easter bunnies and undead stags / deer. They are all unique NPCs / animals that pop up on special occasions.--[[User:Skull Face|Skull Face]] 14:53, 21 September 2007 (UTC)<br />
::: Don't forget about giant squids. I've read the animals page and was even here for easter, but elves weren't on the list. Hmm... yeah, elves wouldn't go on the animal page, but they're NPCs. Where should they go? --[[User:AlexanderRM|AlexanderRM]] 23:14, 5 October 2007 (UTC)<br />
<br />
=== Werewolf ===<br />
Not again... someone on the top killers list has 1 werewolf kill. Is this another halloween event that people forgot to mention? Hmm... looking further, 1 Santa kill, 2 more werewolves... and that's all for the top killers. --[[User:AlexanderRM|AlexanderRM]] 18:14, 6 October 2007 (UTC)<br />
<br />
== Common edits ==<br />
<br />
=== Clan pages ===<br />
<br />
Q. How do I make a clan page?<br />
<br />
A. In the search box on the left side of the page, enter your clan's name and click "Go". If the page doesn't exist, you will then see a notice at the top of the page that reads "No page with this exact title exists". Clicking on "this exact title" will allow you to edit that page, and when you save your edit the page will be created.<br />
<br />
Please '''categorize your clan''' by including <!-- You don't need the nowiki tags, they are just there to prevent linking this page as a Clan -->"<nowiki>[[Category:Clans]]</nowiki>" (no quotes) somewhere on the page, as well as "<nowiki>[[Category:Clans for outsiders]]</nowiki>", "<nowiki>[[Category:Clans for natives]]</nowiki>" or "<nowiki>[[Category:Clans for both]]</nowiki>" so people will know who your clan accepts as members. Clans are strongly encouraged to use the [[Template talk:Clanbox|Clanbox template]] to present their information in an orderly fashion.<br />
<br />
=== Linking profiles ===<br />
<br />
Q. How can I link my game profile?<br />
<br />
A. If you know your ID number (which is at the end of the URL of your profile) you can use [[Template:Profile]] to link to your profile. Simply enter <nowiki>{{profile|6|Example}}</nowiki>, where "6" is your ID and "Example" is your name, to get {{profile|6|Example}} as the result.<br />
<br />
=== Creating Templates ===<br />
<br />
Q. How do you make templates, like the [[Template:IdentifyFriendOrFoe|IFF template]]?<br />
<br />
A. It can be complicated. For those who don't know, putting <nowiki>{{ExampleTemplate}}</nowiki> on a page results in that text being replaced by the content of Template:ExampleTemplate. Wikimedia's [http://meta.wikimedia.org/wiki/Help:A_quick_guide_to_templates quick guide to templates] is a good starting point for people making templates, and I can be contacted with specific questions. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:55, 1 September 2006 (UTC)</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=User:AlexanderRM&diff=15952User:AlexanderRM2007-10-05T23:16:15Z<p>AlexanderRM: </p>
<hr />
<div>Character: http://www.shartak.com/profile.cgi?id=8094<br />
<br />
UDwiki: http://wiki.urbandead.com/index.php/User:AlexanderRM<br />
<br />
HRwiki: http://wiki.hellrising.com/index.php?title=User:Al_exanderRM</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Requests_for_information&diff=15951Requests for information2007-10-05T23:14:26Z<p>AlexanderRM: /* "elf" */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
'''Requests for information''' are welcomed on this wiki. Any player with a question about the game should ask it '''on this page''' if articles like [[Gameplay]], [[Character classes]], [[Items]] and [[Skills]] don't have the answer.<br />
<br />
== About the wiki ==<br />
This wiki can be used as a reference guide as you explore the island of Shartak. Players are constantly adding and improving information about all aspects of life on Shartak, but it is always possible for information to be incomplete or out of date. All visitors are invited to [[Special:Userlogin|create an account]], '''read [[Help:Editing]]''', and improve the wiki along with us. The [[Main Page]] has a list of pages and projects you can contribute to.<br />
<br />
== Vital statistics ==<br />
<br />
=== Hit Points (HP) ===<br />
:''See [[Gameplay#Hit Points]].''<br />
<br />
=== Action Points (AP) ===<br />
:''See [[Gameplay#Action Points]].''<br />
<br />
=== Experience Points (XP) ===<br />
:''See [[Gameplay#Experience Points]] and [[XP]].''<br />
<br />
== Death ==<br />
:''See [[Death]].''<br />
<br />
=== Staying alive ===<br />
Q. How can one avoid being hunted down when logged out? --[[User:LouisB3|LouisB3]] 00:19, 16 May 2006 (BST)<br />
<br />
A. See [[Tips and tricks#Staying alive]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:33, 19 July 2006 (UTC)<br />
<br />
=== NPC (Non-Player Character) deaths ===<br />
Q. The 'statistics on kills' page [http://www.shartak.com/statkills.html] shows each group has killed a shaman numerous times. As I understand, there is always 1 shaman in each town/village. What are the consequences of this? Unable to be revived until one respawns? -[[User:Jackel|Jackel]]<br />
<br />
A. If the shaman of your town/village dies, you cannot be revived. Attempting to contact the shaman of your town/village while he "a spirit" yields this message: ''You sense that XX wishes you to be patient and ask again later as he is a spirit as well and is trying to return to his body so he can help others.'' It is unknown how long it takes for a shaman to be revived.<br />
<br />
Q. Do animals have a players killed listing page, where the rabid tiger of raktam can compete for top billing with the brutal biter of bonobo? --[[User:Tycho44|Tycho44]] 09:05, 13 May 2006 (BST)<br />
<br />
A. No. Animal kills are not reported. &mdash; [[User:Elembis|Elembis]] 02:14, 25 May 2006 (BST)<br />
<br />
==Items==<br />
:''See [[Items]].''<br />
<br />
Q. Can items that you are carrying be destroyed or damaged? Specifically, can a machete ever be broken or become dull with use requiring sharpening? Is there any reason to carry around more than one machete? -[[User:Arminius|Arminius]] 01:59, 24 February 2006 (GMT)<br />
<br />
A. Yes, [[Items#Melee_Weapons|melee weapons]] can be damaged and destroyed. Machetes can be dulled by chopping at the jungle (but sharpened again with a [[Items#Sharpening_Stone|sharpening stone]], and any bladed weapon can be broken in an attempted attack on a person or animal. or broken by attacking a person or animal. The chances of a blade breaking or becoming dull are rare but relatively unknown (see [[Special weapon event odds]]). &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)<br />
<br />
Q. I would like to ask for everyones help in finding more about the elusive heavy sword, like what density of jungle did you find them in, is there a hut underneath the jungle or was it a jungle square with a hut? Or if you actually find them in the jungle? THe info on them right now is shaky. Im currently going on a search-a-thon but help is greatly appreciated.<br />
:Please feel free to add some data to [[Search odds]] or [[Search odds condensed]] to help in the effort to work out where to find this item and others! -- [[User:Fitzcarraldo|Fitzcarraldo]] 10:27, 26 February 2006 (GMT)<br />
<br />
Q. Ok so ive just joined and im hacking away at a parrot for some xp. Then for some unkown reason the parrot says "i know where to find the heavy sword, follow me" unfortunately that was the last thing it ever did as i was clicking attack systematically. Does this happen a lot and more to the point is the deceased parrot genuine in its statement and would have shown me if i hadnt macheted it into a fine paste. cheers --[[User:Deckard|Deckard]] 09:56, 12 July 2007 (UTC)<br />
A. Parrots occasionally say something - it is very doubtful that a Parrot will lead you to a Heavy Sword --[[User:Johan Crichton|Johan Crichton]] 10:07, 12 July 2007 (UTC)<br />
<br />
Q. Do poison darts poison?<br />
<br />
A. Yes; see [[Items#Ranged weapons and ammunition]]. &mdash; [[User:Elembis|Elembis]] 00:34, 19 June 2006 (BST)<br />
<br />
Q. Are poisionous berries useful for anything, such as the making of poison darts?<br />
<br />
A. All you can do is eat them and [[XP|gain experience]] for doing so. This is actually rather common, especially among players who role-play (play their characters as they would be played in real life; a scientist, for example, would not attack other people unless provoked). &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST) (Note that an empty bottle/gourd for salt water is now more efficient than a poisonberry bush. --[[User:Tycho44|Tycho44]] 05:22, 10 July 2006 (UTC))<br />
<br />
==Skills==<br />
:''See [[Skills]].''<br />
<br />
===''Clan leadership''===<br />
:''Moved from [[Game design]] on 22:44, 18 July 2006 (UTC).<br />
i needed to state this here it's the most related subject,why isn't clan leadership on the skills page?. {{unsigned|Eminem1|07:40, July 6, 2006}}<br />
:Simon and I recently discussed setting a level requirement for ''[[clan leadership]]'', and I suggested level 5. It may be that he's implemented this without anyone noticing before now. (By the way, questions like this are what the [[Requests for information]] page is for.) &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 08:39, 6 July 2006 (UTC)<br />
ok,thanks elembis :) [[User:Eminem1|Eminem1]] 11:11, 6 July 2006 (UTC)<br />
<br />
===''Inviting People''===<br />
Q: How do you invite people into a clan? --[[User:Moctezuma|Moctezuma]] 13:47, 15 September 2007 (UTC)<br />
<br />
A. Log in with the character who is admin of the clan, go to the clan page and click on the "view membership" button. There you will find an option to invite (and ban) people. --[[User:Oktavius|Oktavius]] 14:13, 16 September 2007 (UTC)<br />
:Thanks a lot, Oktavius, I really appreciate your help. --[[User:Moctezuma|Moctezuma]] 14:41, 16 September 2007 (UTC)<br />
<br />
===''Scavenging''===<br />
Q. The scanvenging skill for settlers and villagers says that it "Assists in finding things within certain areas." What are these 'certain areas', and how much does having the skill improve your search odds? [[User:Arminius|Arminius]] 03:31, 24 April 2006 (BST)<br />
<br />
A. I don't know! Please post your Search Data to [[Search odds condensed]] or [[Search odds]], and help us find out. You don't need to be a Scavenger to post your Search Data -- we need more data to determine the baseline search odds. --[[User:Tycho44|Tycho44]] 08:46, 29 April 2006 (BST)<br />
: It appears that, in herbal huts, settlers with scavenging have a one-in-two total find rate and a healing herb find rate of one-in-three, while people without scavenging have a one-in-three total find rate and a healing herb find rate of only one-in-five. (this info was recently added to [[Search odds condensed]]) [[User:Arminius|Arminius]] 21:14, 30 April 2006 (BST)<br />
<br />
===''In-game clan data''===<br />
Q. Can the in-game clan page (the one you are sent to when you click "form a clan" be edited after writing? I would assume the answear is yes but wanted to make sure. --[[User:AlexanderRM|AlexanderRM]] 8:26 PM, 25 Febuary 2007 (EST)<br />
<br />
A. I got tired of waiting for an answear and created VLN anyway... turns out the answear is yes. --[[User:AlexanderRM|AlexanderRM]] 3:09 PM, 11 March 2007 (EST)<br />
<br />
===''Exorcism''===<br />
Q. So I've exorcised once before, and it worked. Next time I tried it though, I got a message saying it failed and maybe there wasn't any spirits nearby. I check my location and there was one spirit. Is there a failure rate, or is this a bug? --[[User:Wulla-mullung|Wulla-mullung]] 17:54, 17 May 2007 (UTC)<br />
<br />
A. No bugs, Its like exorcism is a weapon and you just missed. You spilled your holy water or snapped your magic stick --[[User:Rozen|Rozen]] 07:39, 18 May 2007 (UTC)<br />
:Ah I see. Thank you kind sir. Perhaps the failure rate should be lower, though.--[[User:Wulla-mullung|Wulla-mullung]] 17:51, 18 May 2007 (UTC)<br />
<br />
==Locations==<br />
:''See [[Locations]].''<br />
<br />
==General gameplay==<br />
<br />
Q. What time period is the game based in? Excepting the GPS, the choice of items available impies anywhere from the 1600's to the early 1900's. The GPS unit seems a little out of place but implies that the time period has to be present day. Maybe i missed some other items or note about the date? --[[User:Frisco|Frisco]] 21:52, 26 February 2006 (GMT)<br />
<br />
A1. I'm not sure there is really an answer to this as such.. or perhaps many answers.. but.. the whole thing has a kinda lost world feel to it I think. Natives cut off from civilisation. Outsiders from the modern world stranded. Such an idea could explain almost any range of technology, except something like a satellite dish or long range radio transmitters that would allow outsiders to broadcast their distress and get rescued of course.<br />
<br />
Q. Today my level 7 soldier attacked a parrot with a machete (normally 3 damage) and got the following message:<br />
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''<br />
:''You attack the parrot for 5 damage. It dies.''<br />
Is this new, or just very uncommon?--[[User:Frisco|Frisco]] 16:26, 16 March 2006 (GMT)<br />
<br />
A. It's an uncommon bonus. Another uncommon event resulting from an attack is that a melee weapon will break and become useless. See [[Special weapon event odds]] for more information. &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)<br />
<br />
Q. Has anyone experienced the luck/skill effect while using their fists?<br />
<br />
A. Well, there we go. My lucky hit dealt a target 4 damage (with Body Building). --[[User:Lint|Lint]] 00:23, 23 May 2006 (BST)<br />
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''<br />
:''You attack the elephant for 4 damage. It drops to 41 HP.''<br />
::Good thing you didn't break your fists! --[[User:Tycho44|Tycho44]] 18:16, 31 May 2006 (BST)<br />
<br />
Q. Has anyone experienced the luck/skill effect while using a rifle or blowpipe?<br />
:Yes. --[[User:Skull Face|Skull Face]] 15:51, 11 September 2007 (UTC)<br />
<br />
Q. Are knives and daggers breakable?<br />
:Yes. --[[User:Skull Face|Skull Face]] 15:51, 11 September 2007 (UTC)<br />
<br />
Q. Is there a way to make the curse thing go away?<br />
<br />
A. Yes: if you don't continue to anger the spirits they will lift the curse after a few days. See also the [http://www.shartak.com/faq.html#curse FAQ]. A curse will wear off automatically unless the zerging continues. <br />
<br />
Q. How do I get rid of my cursed accounts? Can I delete my zerged characters? <br />
<br />
A. If you want to remove a character from Shartak, stop logging in to that character. After a week, that character will become inactive, and will essentially disappear from the Shartak world. If you want to keep using a character but free yourself from the ancients' curse, simply move that character away from all your other accounts. It is rumored that mild curses will disappear in a couple of days. Be patient.<br />
<br />
:Thank you very much who ever you are i will use your advise very wisely!<br />
<br />
Q. How heavy are heavy swords? Do they dull or break?<br />
<br />
A. Heavy swords are notorious at breaking much quicker than your average machete. They do not dull because they are not used to chop jungle. And I believe that they use one inventory slot, just like a machete or cutlass, although I could be wrong on that. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 00:37, 28 July 2007 (UTC)<br />
<br />
== Animals ==<br />
:''See [[Animals]].''<br />
<br />
=== Easy elephant ===<br />
Q. Are elephants easier to hit? I attacked and killed one with it's full 60 hp and missed only once. I have a 45% hit rate with my machete and deal 3 dmg per succesful blow. I did not get one of those flavour texts and did 3 dmg each time. --[[User:One of many doctors|One of many doctors]] 02:15, 21 March 2006 (GMT)<br />
<br />
A. There's no way that an elephant would have been that easy to kill.. 21 attacks with only 1 miss is 95% hit and you certainly don't get that! I guess the RNG (Random Number God) smiled on you. --[[User:Simon|Simon]] 14:44, 21 March 2006 (GMT)<br />
<br />
==="Shargle"===<br />
Not sure if this goes here, but that's really what I'm asking... In the weapon hut in raktam:<br />
<br />
Also here is the body of a shargle.<br />
<br />
Very simple question: what's a shargle? --[[User:AlexanderRM|AlexanderRM]] 23:25, 3 July 2007 (UTC)<br />
: Oh, oddly enough, the etching for that area was “You can find Shargle Eggs up the mountain”. Is it maybe that giant bird thing from awhile back?--[[User:AlexanderRM|AlexanderRM]] 23:27, 3 July 2007 (UTC)<br />
<br />
A: See [[Shargle]]. The body is probably from an egg that was brought down from the mountain and hatched. --[[User:Wulla-mullung|Wulla-mullung]] 01:57, 4 July 2007 (UTC)<br />
<br />
=== "elf" ===<br />
On the total kills stat page, one of the sections is "elf". They appear to be/have been very rare (6 outsider kills, 3rd lowest, and 2 native kills, all-out lowest), but apart from that, all I can tell is that they aren't/weren't natives/outsiders/"special" animals. So, uh... --[[User:AlexanderRM|AlexanderRM]] 00:07, 21 September 2007 (UTC)<br />
: When the ? called Santa visited the Island last December 25, he came with a number of elves. Some visited Santa to receive a gift when perhaps they should have been given a lump of coal - as there purpose was to test these elves in combat. --[[User:Johan Crichton|Johan Crichton]] 01:50, 21 September 2007 (UTC)<br />
:: In addition to elves you will also see Easter bunnies and undead stags / deer. They are all unique NPCs / animals that pop up on special occasions.--[[User:Skull Face|Skull Face]] 14:53, 21 September 2007 (UTC)<br />
::: Don't forget about giant squids. I've read the animals page and was even here for easter, but elves weren't on the list. Hmm... yeah, elves wouldn't go on the animal page, but they're NPCs. Where should they go? --[[User:AlexanderRM|AlexanderRM]] 23:14, 5 October 2007 (UTC)<br />
<br />
== Common edits ==<br />
<br />
=== Clan pages ===<br />
<br />
Q. How do I make a clan page?<br />
<br />
A. In the search box on the left side of the page, enter your clan's name and click "Go". If the page doesn't exist, you will then see a notice at the top of the page that reads "No page with this exact title exists". Clicking on "this exact title" will allow you to edit that page, and when you save your edit the page will be created.<br />
<br />
Please '''categorize your clan''' by including <!-- You don't need the nowiki tags, they are just there to prevent linking this page as a Clan -->"<nowiki>[[Category:Clans]]</nowiki>" (no quotes) somewhere on the page, as well as "<nowiki>[[Category:Clans for outsiders]]</nowiki>", "<nowiki>[[Category:Clans for natives]]</nowiki>" or "<nowiki>[[Category:Clans for both]]</nowiki>" so people will know who your clan accepts as members. Clans are strongly encouraged to use the [[Template talk:Clanbox|Clanbox template]] to present their information in an orderly fashion.<br />
<br />
=== Linking profiles ===<br />
<br />
Q. How can I link my game profile?<br />
<br />
A. If you know your ID number (which is at the end of the URL of your profile) you can use [[Template:Profile]] to link to your profile. Simply enter <nowiki>{{profile|6|Example}}</nowiki>, where "6" is your ID and "Example" is your name, to get {{profile|6|Example}} as the result.<br />
<br />
=== Creating Templates ===<br />
<br />
Q. How do you make templates, like the [[Template:IdentifyFriendOrFoe|IFF template]]?<br />
<br />
A. It can be complicated. For those who don't know, putting <nowiki>{{ExampleTemplate}}</nowiki> on a page results in that text being replaced by the content of Template:ExampleTemplate. Wikimedia's [http://meta.wikimedia.org/wiki/Help:A_quick_guide_to_templates quick guide to templates] is a good starting point for people making templates, and I can be contacted with specific questions. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:55, 1 September 2006 (UTC)</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Requests_for_information&diff=15803Requests for information2007-09-21T00:07:27Z<p>AlexanderRM: /* Animals */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
'''Requests for information''' are welcomed on this wiki. Any player with a question about the game should ask it '''on this page''' if articles like [[Gameplay]], [[Character classes]], [[Items]] and [[Skills]] don't have the answer.<br />
<br />
== About the wiki ==<br />
This wiki can be used as a reference guide as you explore the island of Shartak. Players are constantly adding and improving information about all aspects of life on Shartak, but it is always possible for information to be incomplete or out of date. All visitors are invited to [[Special:Userlogin|create an account]], '''read [[Help:Editing]]''', and improve the wiki along with us. The [[Main Page]] has a list of pages and projects you can contribute to.<br />
<br />
== Vital statistics ==<br />
<br />
=== Hit Points (HP) ===<br />
:''See [[Gameplay#Hit Points]].''<br />
<br />
=== Action Points (AP) ===<br />
:''See [[Gameplay#Action Points]].''<br />
<br />
=== Experience Points (XP) ===<br />
:''See [[Gameplay#Experience Points]] and [[XP]].''<br />
<br />
== Death ==<br />
:''See [[Death]].''<br />
<br />
=== Staying alive ===<br />
Q. How can one avoid being hunted down when logged out? --[[User:LouisB3|LouisB3]] 00:19, 16 May 2006 (BST)<br />
<br />
A. See [[Tips and tricks#Staying alive]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:33, 19 July 2006 (UTC)<br />
<br />
=== NPC (Non-Player Character) deaths ===<br />
Q. The 'statistics on kills' page [http://www.shartak.com/statkills.html] shows each group has killed a shaman numerous times. As I understand, there is always 1 shaman in each town/village. What are the consequences of this? Unable to be revived until one respawns? -[[User:Jackel|Jackel]]<br />
<br />
A. If the shaman of your town/village dies, you cannot be revived. Attempting to contact the shaman of your town/village while he "a spirit" yields this message: ''You sense that XX wishes you to be patient and ask again later as he is a spirit as well and is trying to return to his body so he can help others.'' It is unknown how long it takes for a shaman to be revived.<br />
<br />
Q. Do animals have a players killed listing page, where the rabid tiger of raktam can compete for top billing with the brutal biter of bonobo? --[[User:Tycho44|Tycho44]] 09:05, 13 May 2006 (BST)<br />
<br />
A. No. Animal kills are not reported. &mdash; [[User:Elembis|Elembis]] 02:14, 25 May 2006 (BST)<br />
<br />
==Items==<br />
:''See [[Items]].''<br />
<br />
Q. Can items that you are carrying be destroyed or damaged? Specifically, can a machete ever be broken or become dull with use requiring sharpening? Is there any reason to carry around more than one machete? -[[User:Arminius|Arminius]] 01:59, 24 February 2006 (GMT)<br />
<br />
A. Yes, [[Items#Melee_Weapons|melee weapons]] can be damaged and destroyed. Machetes can be dulled by chopping at the jungle (but sharpened again with a [[Items#Sharpening_Stone|sharpening stone]], and any bladed weapon can be broken in an attempted attack on a person or animal. or broken by attacking a person or animal. The chances of a blade breaking or becoming dull are rare but relatively unknown (see [[Special weapon event odds]]). &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)<br />
<br />
Q. I would like to ask for everyones help in finding more about the elusive heavy sword, like what density of jungle did you find them in, is there a hut underneath the jungle or was it a jungle square with a hut? Or if you actually find them in the jungle? THe info on them right now is shaky. Im currently going on a search-a-thon but help is greatly appreciated.<br />
:Please feel free to add some data to [[Search odds]] or [[Search odds condensed]] to help in the effort to work out where to find this item and others! -- [[User:Fitzcarraldo|Fitzcarraldo]] 10:27, 26 February 2006 (GMT)<br />
<br />
Q. Ok so ive just joined and im hacking away at a parrot for some xp. Then for some unkown reason the parrot says "i know where to find the heavy sword, follow me" unfortunately that was the last thing it ever did as i was clicking attack systematically. Does this happen a lot and more to the point is the deceased parrot genuine in its statement and would have shown me if i hadnt macheted it into a fine paste. cheers --[[User:Deckard|Deckard]] 09:56, 12 July 2007 (UTC)<br />
A. Parrots occasionally say something - it is very doubtful that a Parrot will lead you to a Heavy Sword --[[User:Johan Crichton|Johan Crichton]] 10:07, 12 July 2007 (UTC)<br />
<br />
Q. Do poison darts poison?<br />
<br />
A. Yes; see [[Items#Ranged weapons and ammunition]]. &mdash; [[User:Elembis|Elembis]] 00:34, 19 June 2006 (BST)<br />
<br />
Q. Are poisionous berries useful for anything, such as the making of poison darts?<br />
<br />
A. All you can do is eat them and [[XP|gain experience]] for doing so. This is actually rather common, especially among players who role-play (play their characters as they would be played in real life; a scientist, for example, would not attack other people unless provoked). &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST) (Note that an empty bottle/gourd for salt water is now more efficient than a poisonberry bush. --[[User:Tycho44|Tycho44]] 05:22, 10 July 2006 (UTC))<br />
<br />
==Skills==<br />
:''See [[Skills]].''<br />
<br />
===''Clan leadership''===<br />
:''Moved from [[Game design]] on 22:44, 18 July 2006 (UTC).<br />
i needed to state this here it's the most related subject,why isn't clan leadership on the skills page?. {{unsigned|Eminem1|07:40, July 6, 2006}}<br />
:Simon and I recently discussed setting a level requirement for ''[[clan leadership]]'', and I suggested level 5. It may be that he's implemented this without anyone noticing before now. (By the way, questions like this are what the [[Requests for information]] page is for.) &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 08:39, 6 July 2006 (UTC)<br />
ok,thanks elembis :) [[User:Eminem1|Eminem1]] 11:11, 6 July 2006 (UTC)<br />
<br />
===''Inviting People''===<br />
Q: How do you invite people into a clan? --[[User:Moctezuma|Moctezuma]] 13:47, 15 September 2007 (UTC)<br />
<br />
A. Log in with the character who is admin of the clan, go to the clan page and click on the "view membership" button. There you will find an option to invite (and ban) people. --[[User:Oktavius|Oktavius]] 14:13, 16 September 2007 (UTC)<br />
:Thanks a lot, Oktavius, I really appreciate your help. --[[User:Moctezuma|Moctezuma]] 14:41, 16 September 2007 (UTC)<br />
<br />
===''Scavenging''===<br />
Q. The scanvenging skill for settlers and villagers says that it "Assists in finding things within certain areas." What are these 'certain areas', and how much does having the skill improve your search odds? [[User:Arminius|Arminius]] 03:31, 24 April 2006 (BST)<br />
<br />
A. I don't know! Please post your Search Data to [[Search odds condensed]] or [[Search odds]], and help us find out. You don't need to be a Scavenger to post your Search Data -- we need more data to determine the baseline search odds. --[[User:Tycho44|Tycho44]] 08:46, 29 April 2006 (BST)<br />
: It appears that, in herbal huts, settlers with scavenging have a one-in-two total find rate and a healing herb find rate of one-in-three, while people without scavenging have a one-in-three total find rate and a healing herb find rate of only one-in-five. (this info was recently added to [[Search odds condensed]]) [[User:Arminius|Arminius]] 21:14, 30 April 2006 (BST)<br />
<br />
===''In-game clan data''===<br />
Q. Can the in-game clan page (the one you are sent to when you click "form a clan" be edited after writing? I would assume the answear is yes but wanted to make sure. --[[User:AlexanderRM|AlexanderRM]] 8:26 PM, 25 Febuary 2007 (EST)<br />
<br />
A. I got tired of waiting for an answear and created VLN anyway... turns out the answear is yes. --[[User:AlexanderRM|AlexanderRM]] 3:09 PM, 11 March 2007 (EST)<br />
<br />
===''Exorcism''===<br />
Q. So I've exorcised once before, and it worked. Next time I tried it though, I got a message saying it failed and maybe there wasn't any spirits nearby. I check my location and there was one spirit. Is there a failure rate, or is this a bug? --[[User:Wulla-mullung|Wulla-mullung]] 17:54, 17 May 2007 (UTC)<br />
<br />
A. No bugs, Its like exorcism is a weapon and you just missed. You spilled your holy water or snapped your magic stick --[[User:Rozen|Rozen]] 07:39, 18 May 2007 (UTC)<br />
:Ah I see. Thank you kind sir. Perhaps the failure rate should be lower, though.--[[User:Wulla-mullung|Wulla-mullung]] 17:51, 18 May 2007 (UTC)<br />
<br />
==Locations==<br />
:''See [[Locations]].''<br />
<br />
==General gameplay==<br />
<br />
Q. What time period is the game based in? Excepting the GPS, the choice of items available impies anywhere from the 1600's to the early 1900's. The GPS unit seems a little out of place but implies that the time period has to be present day. Maybe i missed some other items or note about the date? --[[User:Frisco|Frisco]] 21:52, 26 February 2006 (GMT)<br />
<br />
A1. I'm not sure there is really an answer to this as such.. or perhaps many answers.. but.. the whole thing has a kinda lost world feel to it I think. Natives cut off from civilisation. Outsiders from the modern world stranded. Such an idea could explain almost any range of technology, except something like a satellite dish or long range radio transmitters that would allow outsiders to broadcast their distress and get rescued of course.<br />
<br />
Q. Today my level 7 soldier attacked a parrot with a machete (normally 3 damage) and got the following message:<br />
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''<br />
:''You attack the parrot for 5 damage. It dies.''<br />
Is this new, or just very uncommon?--[[User:Frisco|Frisco]] 16:26, 16 March 2006 (GMT)<br />
<br />
A. It's an uncommon bonus. Another uncommon event resulting from an attack is that a melee weapon will break and become useless. See [[Special weapon event odds]] for more information. &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)<br />
<br />
Q. Has anyone experienced the luck/skill effect while using their fists?<br />
<br />
A. Well, there we go. My lucky hit dealt a target 4 damage (with Body Building). --[[User:Lint|Lint]] 00:23, 23 May 2006 (BST)<br />
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''<br />
:''You attack the elephant for 4 damage. It drops to 41 HP.''<br />
::Good thing you didn't break your fists! --[[User:Tycho44|Tycho44]] 18:16, 31 May 2006 (BST)<br />
<br />
Q. Has anyone experienced the luck/skill effect while using a rifle or blowpipe?<br />
:Yes. --[[User:Skull Face|Skull Face]] 15:51, 11 September 2007 (UTC)<br />
<br />
Q. Are knives and daggers breakable?<br />
:Yes. --[[User:Skull Face|Skull Face]] 15:51, 11 September 2007 (UTC)<br />
<br />
Q. Is there a way to make the curse thing go away?<br />
<br />
A. Yes: if you don't continue to anger the spirits they will lift the curse after a few days. See also the [http://www.shartak.com/faq.html#curse FAQ]. A curse will wear off automatically unless the zerging continues. <br />
<br />
Q. How do I get rid of my cursed accounts? Can I delete my zerged characters? <br />
<br />
A. If you want to remove a character from Shartak, stop logging in to that character. After a week, that character will become inactive, and will essentially disappear from the Shartak world. If you want to keep using a character but free yourself from the ancients' curse, simply move that character away from all your other accounts. It is rumored that mild curses will disappear in a couple of days. Be patient.<br />
<br />
:Thank you very much who ever you are i will use your advise very wisely!<br />
<br />
Q. How heavy are heavy swords? Do they dull or break?<br />
<br />
A. Heavy swords are notorious at breaking much quicker than your average machete. They do not dull because they are not used to chop jungle. And I believe that they use one inventory slot, just like a machete or cutlass, although I could be wrong on that. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 00:37, 28 July 2007 (UTC)<br />
<br />
== Animals ==<br />
:''See [[Animals]].''<br />
<br />
=== Easy elephant ===<br />
Q. Are elephants easier to hit? I attacked and killed one with it's full 60 hp and missed only once. I have a 45% hit rate with my machete and deal 3 dmg per succesful blow. I did not get one of those flavour texts and did 3 dmg each time. --[[User:One of many doctors|One of many doctors]] 02:15, 21 March 2006 (GMT)<br />
<br />
A. There's no way that an elephant would have been that easy to kill.. 21 attacks with only 1 miss is 95% hit and you certainly don't get that! I guess the RNG (Random Number God) smiled on you. --[[User:Simon|Simon]] 14:44, 21 March 2006 (GMT)<br />
<br />
==="Shargle"===<br />
Not sure if this goes here, but that's really what I'm asking... In the weapon hut in raktam:<br />
<br />
Also here is the body of a shargle.<br />
<br />
Very simple question: what's a shargle? --[[User:AlexanderRM|AlexanderRM]] 23:25, 3 July 2007 (UTC)<br />
: Oh, oddly enough, the etching for that area was “You can find Shargle Eggs up the mountain”. Is it maybe that giant bird thing from awhile back?--[[User:AlexanderRM|AlexanderRM]] 23:27, 3 July 2007 (UTC)<br />
<br />
A: See [[Shargle]]. The body is probably from an egg that was brought down from the mountain and hatched. --[[User:Wulla-mullung|Wulla-mullung]] 01:57, 4 July 2007 (UTC)<br />
<br />
=== "elf" ===<br />
On the total kills stat page, one of the sections is "elf". They appear to be/have been very rare (6 outsider kills, 3rd lowest, and 2 native kills, all-out lowest), but apart from that, all I can tell is that they aren't/weren't natives/outsiders/"special" animals. So, uh... --[[User:AlexanderRM|AlexanderRM]] 00:07, 21 September 2007 (UTC)<br />
<br />
== Common edits ==<br />
<br />
=== Clan pages ===<br />
<br />
Q. How do I make a clan page?<br />
<br />
A. In the search box on the left side of the page, enter your clan's name and click "Go". If the page doesn't exist, you will then see a notice at the top of the page that reads "No page with this exact title exists". Clicking on "this exact title" will allow you to edit that page, and when you save your edit the page will be created.<br />
<br />
Please '''categorize your clan''' by including <!-- You don't need the nowiki tags, they are just there to prevent linking this page as a Clan -->"<nowiki>[[Category:Clans]]</nowiki>" (no quotes) somewhere on the page, as well as "<nowiki>[[Category:Clans for outsiders]]</nowiki>", "<nowiki>[[Category:Clans for natives]]</nowiki>" or "<nowiki>[[Category:Clans for both]]</nowiki>" so people will know who your clan accepts as members. Clans are strongly encouraged to use the [[Template talk:Clanbox|Clanbox template]] to present their information in an orderly fashion.<br />
<br />
=== Linking profiles ===<br />
<br />
Q. How can I link my game profile?<br />
<br />
A. If you know your ID number (which is at the end of the URL of your profile) you can use [[Template:Profile]] to link to your profile. Simply enter <nowiki>{{profile|6|Example}}</nowiki>, where "6" is your ID and "Example" is your name, to get {{profile|6|Example}} as the result.<br />
<br />
=== Creating Templates ===<br />
<br />
Q. How do you make templates, like the [[Template:IdentifyFriendOrFoe|IFF template]]?<br />
<br />
A. It can be complicated. For those who don't know, putting <nowiki>{{ExampleTemplate}}</nowiki> on a page results in that text being replaced by the content of Template:ExampleTemplate. Wikimedia's [http://meta.wikimedia.org/wiki/Help:A_quick_guide_to_templates quick guide to templates] is a good starting point for people making templates, and I can be contacted with specific questions. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:55, 1 September 2006 (UTC)</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Suggestions:Items&diff=15563Suggestions:Items2007-09-13T01:52:12Z<p>AlexanderRM: /* The Most-Awesome-Titanium Sword */</p>
<hr />
<div>{{Suggestions header|page_type=Item}}<br />
<br />
== Items ==<br />
<br />
===Bottle/Gourd Of Healing Salve===<br />
<br />
Made by juicing healing herbs with an empty bottle or gourd in your inventory. It would take 3 herbs to make 1 batch of salve and you must have the "Natural Medicine" skill to do so. Salve heals 15hp when used. That about covers it really. The pro is its lighter then herbs, the con is it takes time to prepare. Perhaps a small exp reward for preparing it (say 2 exp) would encourage players to make use of it, that is open to debate however. --[[User:Etherdrifter|Etherdrifter]] 00:25, 10 September 2007 (UTC)<br />
<br />
''Comments''<br />
<br />
I like. I would suggest allowing pirates to use this skill too, maybe, it would give them the little balancing edge they need. - Rincewind.<br />
:Perhaps put in place a different skill for pirates to use it? It would probably need to be a subskill of Native Knowledge. Not too sure of a name for it though. Also what do you think of the idea for a small exp reward?--[[User:Etherdrifter|Etherdrifter]] 12:14, 10 September 2007 (UTC)<br />
<br />
::Small exps are aaaalways good. - Rincewind.<br />
<br />
----<br />
<br />
=== Absinth ===<br />
Could have a very low chance of being found, and would display as "Bottle of absinth" (in addition to the existing "Bottle of beer" and "Bottle of water"). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)<br />
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)<br />
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)<br />
*The whole "distortion of game display" thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location ("As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle."). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these "strange herbs" would give outsiders something to confuse healing herbs with. &mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)<br />
----<br />
<br />
=== Spear ===<br />
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)<br />
<br />
''Comments''<br />
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)<br />
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)<br />
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)<br />
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)<br />
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)<br />
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives. Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) <br />
----<br />
<br />
=== Head-shrinking powder ===<br />
This could be either a melee or area weapon used by natives.<br />
<br />
''Comments''<br />
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]<br />
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}<br />
----<br />
<br />
=== Meat and Pelts ===<br />
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]<br />
<br />
''Comments''<br />
*But you can only carry 200 pounds of meat back to your wagon. <nowiki></oregontrail></nowiki> --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)<br />
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)<br />
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]<br />
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished "health pool" any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf<br />
**''There is a large pot of stew cooking, it appears to be half full.''<br />
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]<br />
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until "The pot is currently empty". Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)<br />
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be "piece of meat", that the description for a square with a pot should read something like "There is a fire here with a large pot over it.", and that the button should read "Add Meat to Pot" (or perhaps that feature should just be linked to the "meat" button in the inventory list). &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)<br />
<br />
* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:<br />
<br />
1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. "Trader Joe says, "Great, here's one gold coin for your large stag pelt."";<br />
<br />
2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. "You cook and eat an elephant carcass and gain 2 HP." As for human meat: "You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. "Get that dead body out of my trading hut!" he yells."<br />
<br />
The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]<br />
** -Aww, but why can't we sell elephant tusks? we can use them as a weapon with major damage (maybe we could have a 5% or so chance of hitting with the pointed end on a succesful hit, doing extra damage) but low accuracy and/or especially high break chance. ("your elephant tusk shatters, leaving you with the end which you throw away.")--[[User:AlexanderRM|AlexanderRM]] 20:11, 22 June 2007 (UTC)<br />
----<br />
<br />
=== Radio beacon/receiver ===<br />
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.<br />
<br />
''Comments''<br />
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]<br />
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)<br />
----<br />
<br />
=== Holy Scriptures ===<br />
Used to convert Natives into Ousiders. Requires "Religious Devotion". Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
*Nobody wants to have a class change againt their will. -Grigoriy<br />
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)<br />
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as "1 convert" to outsiders (as opposed to "1 native") and as "1 traitor" to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).<br />
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)<br />
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.<br />
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally "go native". Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill "Convert", with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill "Gone Native", with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)<br />
* You know, I wholeheartedly despise "permanent" class choices of any kind, and shartak is especially bed, because of the +25 XP skill cost per level makeing creating a new character and bringing it to the level of your old one very difficult. If I made this game, you could shift not only from native to outsider and back, you could switch from, say, warrior to shaman, or any other this-class-to-that thing. Anyway, you people really haven't though out the possibilities of a class choice against your will- shartak would be something other than people fighting or healing each other or exorcizing spirits for the rest of eternity. but the question is: is that good or bad?--[[User:AlexanderRM|AlexanderRM]] 23:44, 27 April 2007 (UTC)<br />
**Not everyone agrees, friend. A lot of us like the fact that each class is unique. Still, I'm always interested in hearing other opinions. Consider joining the official forum. This discussion is moving away from the topic of a new item and towards a discussion of what direction we'd like Shartak to go. Thus, we should probably move our discussion elsewhere. Regards.--[[User:Black Joe|Black Joe]] 00:20, 28 April 2007 (UTC)<br />
** Yes, and my idea keeps each class unique- but it allows you to change your mind on what class you are. For instance, right now both the scout/explorer and villager/settler are better than the warrior/soldier due to the heavy sword, because one has a better chance of finding one and the other has extra AP. My idea is to allow people who wanted to fight to go back and change that decision without haveing to start all over again. --[[User:AlexanderRM|AlexanderRM]] 01:06, 4 May 2007 (UTC)<br />
----<br />
<br />
=== GPS Unit (Redesign) ===<br />
{{suggestion|<br />
suggest_type=Item, modification|<br />
suggest_scope=GPS unit|<br />
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|<br />
suggest_time=21:48, 23 February 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)<br />
<br />
Y'know, the "GPS Unit" item has stuck out like a sore thumb to me too. I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless. But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)<br />
<br />
I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)<br />
<br />
: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself. If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation. (Both pages mention a "chronometer" which was finally invented to try to solve that problem.) On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones. A quote from the Lewis & Clark page: "If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith." So. I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness. That could even go in the FAQ. I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base. In closing, I still like Lint's ideas about making it cost AP and require suitable terrain. The former would represent the investment of time in setting up the equipment and doing the calculations. The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)<br />
<br />
:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the "Skillful Sextant Supervisor" skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)<br />
<br />
: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)<br />
<br />
:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it "Professor Inglewood's Speedy Sextant And Nano Tables" or some other such nonesense and leave it working the same, just with a different name. As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)<br />
<br />
:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)<br />
<br />
:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)<br />
<br />
::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)<br />
<br />
:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)<br />
<br />
::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to "Sense Position" for 1 AP and be told the direction and rough distance of the nearest village. ("After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.") <s>Maybe even take the GPS away; the natives should know their way around better than the outsiders.</s> &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
How about we just get ride of the gps unit in general and in its place have item called "a map and compass" and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)<br />
<br />
: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which "move" buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)<br />
::: You all need a Antikythera mechanism - see<br />
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&action=display&num=1167260766 - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Remove uber sword of doom(aka heavy sword) ===<br />
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.<br> <br />
<br />
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.<br><br />
<br />
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have "wasted" the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.<br />
<br />
'''Comments'''<br />
<br />
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)<br />
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)<br />
*I disagree with some of the logic in this argument. If the heavy sword were a common weapon, then I could understand the concern; however, the "über sword of doom" is hardly of such availability. As far as I know, only one player has the sword. Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect. I would even propose that even more superior weapons are "hidden" around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)<br />
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)<br />
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)<br />
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)<br />
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)<br />
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)<br />
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, "Marksmanship" and "Expert Marksmanship", each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful. -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)<br />
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)<br />
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -> 35% marksman upgrade for all classes, then 35% -> 50% -> 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)<br />
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single "elephant sword", or something with a similarly grand title. There would only be one on the island (or one per village: "The Elephant Sword of York", etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----<br />
*The only problem with this is that there probebly ''are'' people out there who have spent loads of AP looking for a heavy sword, and if those of them that found it suddenly have it deleted, =bad. How about either A: The heavy sword cannot be found by searching and those in people's inventorys randomly transform into their value in gold, or B: the heavy sword becomes more common and we add several more "uber" items (also more common than the current heavy sword):<br />
The spear: this was what gave me the origional idea for other uber weapons. The heavy sword would become the outsider-only weapon and the spear would become the native weapon. All heavy sword belonging to natives would turn into spears. The spear should be more accurate and do less damage.<br />
<br />
The heavy gun: Ammo is rare but no too rare. Basically an upped version of the rifle.<br />
<br />
The poisoned bow+arrows: basically an upped blowpipe.<br />
<br />
Anyway, just one more note:<br />
<br />
"Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play."<br />
*Mmh*<br />
*Mmmh*<br />
BWA HA HA HA HA HA HA HA!<br />
*snorts*--[[User:AlexanderRM|AlexanderRM]] 00:01, 28 April 2007 (UTC)<br />
<br />
===studded leather & war gear===<br />
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.<br />
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}<br />
<br />
*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)<br />
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]<br />
<br />
----<br />
<br />
===Messenger Pigeons===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All outsiders|<br />
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. <br />
''You watch your pigeon fly off and hope it doesn't get intercepted.''<br />
<br>Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|<br />
suggest_time=22:23, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*How would you handle said "interception?" Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)<br />
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)<br />
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)<br />
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to "intercept" the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)<br />
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drum===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All Natives|<br />
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. <br />
''You hear random drumming in the distance.''<br />
<br>Requires a drum beating skill to utilize.|<br />
suggest_time=22:35, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)<br />
<br />
:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)<br />
<br />
:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:<br />
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)<br />
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)<br />
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear "random drumming" instead of "<garbled message>", since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)<br />
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)<br />
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)<br />
::&mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hammer===<br />
{{suggestion|<br />
suggest_type=New Item|<br />
suggest_scope=Available to all characters|<br />
suggest_description=A basic hammer. This item seems necessary for potential future building skills such as roads or huts or hut fortifications. Hammers could also be used as offensive weapons. They could also be subject to random breaking like machetes.|<br />
suggest_time=06:18, 1 May 2006 (BST)|<br />
suggest_author=[[User:Throgonuts|Throgonuts]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &mdash; but we don't need a hammer now. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===303===<br />
{{suggestion|<br />
suggest_type=new item|<br />
suggest_scope=availible to only outsiders|<br />
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.<br />
<br />
Damage: 15, special dmg: 16.|<br />
suggest_time=15,25, 17 June, 2006 (EST)|<br />
suggest_author=[[User:Riddick|Riddick]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)<br />
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?<br />
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)<br />
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)<br />
::Che, the .308 isn't used by the M16. The M16 uses 5.56 mil, or essentially a .22 sporting round. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:14, 28 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Berries to Increase AP===<br />
{{suggestion|<br />
suggest_type=Change item's effect|<br />
suggest_scope=Tasty berries (or similiar item)|<br />
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|<br />
suggest_time=00:47, 21 June 2006 (UTC)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<br />
I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006<br />
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
<br />
I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)<br />
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily "out of hand". Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
::The above remarks would be accurate if the AP-booster item was "invigorating herbs" found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)<br />
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was "berries or similiar item". I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)<br />
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. "this mango tree is claimed by John Doe", but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons). However, you'd only get one day of extra combat from it. You're actually losing time that way. If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers. Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items. I'd also like to point out that this system is already in place in KoL. They just set a maximum you can eat before you get full to keep the system from being abused. Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006<br />
<br><br />
it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)<br />
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)<br />
:I think you are confused here, the topic at hand is not gaining free XP, but "storing AP" as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Camera/Spirit box===<br />
{{suggestion|<br />
suggest_type=Ranged weapon|<br />
suggest_scope=Those plagued by banshees and those interested in scaring natives|<br />
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|<br />
suggest_time=04:11, 23 July 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)<br />
<br />
I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is. However, I'm not so sure about this. After all, cameras don't REALLY hurt people. Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help. Cameras have been around maybe 100 years? Shartak seems to take place in the 1700's or so, a little too early. Long story short, I don't think it fits. That's just my opinion, however. [[User:Black Joe|Black Joe]]<br />
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
i agree with idea that we should do something about ghosts, but the idea of trapping "ghosts" in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)<br />
<br />
I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006<br />
<br />
Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)<br />
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism. After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them. Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006<br />
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)<br />
<br />
A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)<br />
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as "outsiders" are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.<br />
Is that not a camera?<br />
<br />
:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)<br />
<br />
::Infantry did not use double barrel rifles at this scale until the mid 19th century, by then the daguerreotype and the calotype had been invented.<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Subitems===<br />
{{suggestion|<br />
suggest_type=Divisable items|<br />
suggest_scope=FAKs and Healing herbs|<br />
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] & large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|<br />
suggest_time=22:28, 12 August 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== The Bone Whistle ===<br />
<br />
I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.<br />
<br />
It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)<br />
<br />
Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)<br />
<br />
the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}<br />
<br />
Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]<br />
<br />
---<br />
<br />
===Flintlock Pistols===<br />
{{suggestion|<br />
suggest_type=New Item and Set of Skill to go along with it|<br />
suggest_scope=Whoever can shoot a gun|<br />
suggest_description='''Mechanics'''<br />
*Half the inventory space of the rifle<br />
*1 shot loading<br />
*.5 AP to load. (or skill to make it so)<br />
*4 damage<br />
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.<br />
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.<br />
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'<br />
<br />
'''Roleplay and realism'''<br />
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).<br />
*Pirates have always been seen with cutalss and one-shot pistol in hand.<br />
<br />
'''Skills'''<br />
*'''No Skill'''- ''5% chance of hitting your target''<br />
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''<br />
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''<br />
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''<br />
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''<br />
*'''Quickshot'''- ''Loading costs .5 AP''|<br />
<br />
suggest_time=02:36, 12 November 2006 (UTC)|<br />
suggest_author={{profile|4862|Rozen}}|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''<br />
<br />
I'd like to get some fresh comments about this. I have the old comments saved in case anyone wants to look...I just want to see what Shartak: The Next Generation thinks of this, you know :P --[[User:Rozen|Rozen]] 22:59, 28 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Meat Weapons===<br />
{{suggestion|<br />
suggest_type=Items|<br />
suggest_scope=All|<br />
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |<br />
suggest_time=11:29, 29 November 2006 (UTC)|<br />
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef? There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)<br />
<br />
I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Canteen/Water Pouch===<br />
{{suggestion|<br />
suggest_type=Container|<br />
suggest_scope=Anyone looking for an extra sip|<br />
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|<br />
suggest_time=09:23, 5 December 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Canteen? To be a little more in the setting, how about "''flask''"? And were you going to suggest that it hold more than one drink? --[[User:Lantz|<font color="005555">Lantz</font>]] 03:15, 6 December 2006 (UTC)<br />
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) <br />
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]<br />
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)<br />
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Use FAK on Others Text Change.===<br />
{{suggestion|<br />
suggest_type=Flavor change. |<br />
suggest_scope=People with FAKs. |<br />
suggest_description=One thing I've noticed while playing is that when someone heals you, it says "So and so helps you use a first aid kit and restore X health." <br />
<br />
This gives me thoughts of someone coming behind you and guiding your hands with your own FAK. I propose that the text be changed. <br />
<br />
"So and so uses a first aid kit on you and restores X health." <br />
<br />
This is more in-character, as you think of you laying on the floor, and someone coming beside you and crouching down, then pulling out a FAK and patching up your wounds. |<br />
suggest_time=02:27, 9 January 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm for it - really easy to do and it would clear up some confusion. - [[User:Erados|'''<font color="green" size="2">The Malice</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 01:33, 22 January 2007 (UTC)<br />
:Agreed. It was originally coded to allow you to help someone to '''drink''' a '''bottle of water''' / '''use''' a '''first aid kit''' etc but at the moment you can only use a fak on them so I've reworded it. --[[User:Simon|Simon]] 08:17, 13 February 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Fire ===<br />
<br />
How about fire for torches? Fire could also: <br />
<br />
1. be used on the jungle ("You set fire to the surrounding jungle, causing smoke to billow into the sky." The square could turn orange and then red as it was burned, then finally brown once it burned out), <br />
<br />
2. be used as campfires for villages and the wreck, <br />
<br />
3. light caves, for increased search rates ("You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.") <br />
<br />
4. burn opponents, ("You hit Long Fin Killie in the face with a torch for 3HP damage.") or huts (""You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.")<br />
<br />
5. scare away wild animals like tigers, which might not approach a torch. <br />
<br />
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).<br />
<br />
Fire might also be visible from a distance. "You see a column of smoke to the north east."<br />
<br />
And, as a gag, if you drink rum while holding a torch then you breath fire.<br />
<br />
[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch." or even, <br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!"<br />
-[[A Cow]] <br />
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]<br />
::: To be realistic, huts, jungle, or similar things should burn down and spread. burning areas would turn orange, then red, and would turn normal when there was nothing left to burn. Every AP recharge or so, the jungle would go down one level, a signpost if there was any would burn away, all people and animals would take X damage from various reasons (most animals would flee though), and huts or similar things would go down in levels ("slightly charred/ rather burned/ badly burned/collapsing/burnt ruins/nothing left but the foundation) which would have gradually decreasing search odds, and the last two would have the huts not be entered/exited areas, there would be no difference between inside and outside. The fire would have an X% chance of spreading into a touching square that wasn't burning or completely burnt down. There would have to be some way to put out or contain the fire to prevent the entire island from having all vegetation going to 0, all huts burning down (maybe a "hut repair" skill?), and all people and NPCs dying and having to wait for a shaman to come back before they can every time some guy sets something on fire. Maybe spreading from square to square would have a low chance and fuel consumption happens fast, so a fire will often burn down before it spreads. Or you could have player-imposed limitations by keeping a circle or part of one around an area totally clear of jungle and, if people comply with policy, players and signs. If you put it right at the edge and on the inside, animals wouldn't go in for whatever reason, so... a maniac trying to burn down the island would need a second torch if they used the first one on the village and the other villages still wouldn't be destroyed. Okay, by itself that wouldn't help much, but with the low spread/high burn and make it easy to put out with water and we've got some vague balance. --[[User:AlexanderRM|AlexanderRM]] 01:04, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
=== Falconry ===<br />
<br />
Introduction:<br />
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word "Hag" or "Haggard" is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. <br />
<br />
Item:<br />
The scenario would run like this: Near the mountains, "You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment." This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.<br />
<br />
First skill level:<br />
In order for you to do anything with the egg, you acquire a skill: "Hatching and rearing" of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the "one falcon egg" is replaced by "one falcon chick" or "one falcon eyase" (an eyase is a falcon chick) when the first skill level of "Hatching and rearing" is acquired. <br />
<br />
Second skill level:<br />
The next skill you need to acquire is "Training your falcon". With the "Training your falcon" skill, the "falcon chick" becomes a "young falcon", and the young falcon can be used as a weapon. "You command your young falcon to rake Player Y's face, for 1 HP damage." As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are "young falcon", to indicate to players that the bird is immature and not yet capable fo use at full strength.<br />
<br />
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. "Your young falcon loses balance mid-flight and plummets into a tree, dying instantly." While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. <br />
<br />
Third skill level:<br />
With "falconry mastery", the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, "You command your falcon to rake Player Y's face, for 5HP damage."<br />
<br />
Killing falcons:<br />
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that "You attack Player Y and kill their falcon." This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.<br />
<br />
Other ancillary issues:<br />
Falcon eggs would be relatively rare, like heavy swords. "Falcon eggs", "falcon chicks", "young falcons" and "falcons" could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be. -<br />
[[FirstAmongstDaves]]<br />
<br>Comments<br><br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->Comments here.<br />
A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)<br />
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
===Tent===<br />
<br />
Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]<br />
:Yeah, I seem to have trouble surviving overnight in the jungle, which makes it really hard to get places. Maybe it could have high inventory space and AP cost to set up/take down, but some animals won't attack you in there and some item, like a controlled torch or something, repels the rest but makes the tent always noticeable to people who can see your square. Or course players could go in there but... well, you can't have everything. The inventory space and the placing/removing costs would make travel slow and attacking difficult to balance the safety.--[[User:AlexanderRM|AlexanderRM]] 01:26, 13 September 2007 (UTC)<br />
----<br />
<br />
===Trade Items===<br />
{{suggestion|<br />
suggest_type=a series of items which will encourage trade|<br />
suggest_scope=the economic structure of Shartak|<br />
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. <br />
<br />
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action "Forge Weapon" becomes available. This action costs 10 AP, but produces a "Scimitar"[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.<br />
<br />
The Native analog to this is the "Macuahuitl" [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.<br />
<br />
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. <br />
|<br />
suggest_time=04:50, 15 February 2007 (UTC)||<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]<br />
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
<br />
*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)<br />
**Good idea! Calling it a "fine sword" definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
*** Actually, many people almost never use the "contact roaming shaman" option, and so they stay near their home camps because they always get sent there when they die. I've only gone to another camp (wilsik) once and after dying a day or two in, got sent home and never returned. Maybe if we made it so that if people met a shaman from another camp, from then on they have the option the contact them, for different AP costs. (maybe natives/native shamans and outsiders outsider shamans would be 40AP, and anything else would be the same 50AP as contact roaming shaman...) Of course, other people being able to come back to life into the very center of an enemy village or settlement, lie there to get full AP, then stand up and massacre the people, and when they got killed just do it again might be bad... maybe some exorcism skill or innate power amulet, that someone you kill who isn't in an allied camp to their side can't re-spawn their for awhile or until they re-spawn and die again...--[[User:AlexanderRM|AlexanderRM]] 01:38, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
===10 Melee Weapons===<br />
{{suggestion|<br />
suggest_type=Weapons|<br />
suggest_scope=All|<br />
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.<br />
<br />
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 10% (->20%->35%)<br />
*'''Average Damage, untrained:''' 0,3 -> 0,4<br />
*'''Average Damage, CQB:''' 0,6 -> 0,8 <br />
*'''Average Damage, ACQB:''' 1,05 -> 1,4<br />
*'''Average Damage, BS:''' 1,2 -> 1,55 <br />
<br />
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 40% (->50%->65%->75%)<br />
*'''Average Damage, untrained:''' 0.4 -> 0,8<br />
*'''Average Damage, CQB:''' 0,5 -> 1 <br />
*'''Average Damage, ACQB:''' 0,65 -> 1,3<br />
*'''Average Damage, BS:''' 0,8 -> 1,45<br />
*'''Average Damage, Fencing:''' 0,9 -> 1,65 <br />
*'''Average Damage, Exp. Fenc.:''' 1,05 -> 1,8 <br />
<br />
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
*'''Average Damage, Fencing:''' 1,35 -> 1,95 <br />
*'''Average Damage, Exp. Fenc.:''' 1,5 -> 2,1 <br />
<br />
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
<br />
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).<br />
<br />
'''Base Damage''' 4, '''Accuracy''' 5% (->15%->30%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,25<br />
*'''Average Damage, CQB:''' 0,6 -> 0,75 <br />
*'''Average Damage, ACQB:''' 1,2 -> 1,5<br />
*'''Average Damage, BS:''' 1,35 -> 1,65 <br />
<br />
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
<br />
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0.75 -> 1<br />
*'''Average Damage, CQB:''' 1,05 -> 1,4<br />
*'''Average Damage, ACQB:''' 1,5 -> 2<br />
*'''Average Damage, BS:''' 1,65 -> 2,15<br />
*'''Average Damage, Fencing:''' 1,95 -> 2,55<br />
*'''Average Damage, Exp. Fenc.:''' 2,1 -> 2,8<br />
<br />
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. <br />
<br />
'''Base Damage''' 4, '''Accuracy''' 20% (>30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,8 -> 1 <br />
*'''Average Damage, CQB:''' 1,2 -> 1,5 <br />
*'''Average Damage, ACQB:''' 1,8 -> 2,25<br />
*'''Average Damage, BS:''' 1,95 -> 2,4 <br />
*'''Average Damage, Fencing:''' 2,35 -> 2,9<br />
*'''Average Damage, Exp. Fenc.:''' 2,5 -> 3,05 <br />
<br />
9)'''Knife:''' Including it for sake of completeness.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,4<br />
*'''Average Damage, CQB:''' 0,3 -> 0,6 <br />
*'''Average Damage, ACQB:''' 0,45 -> 0,9<br />
*'''Average Damage, BS:''' 0,6 -> 1,05<br />
<br />
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. <br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
*'''Average Damage, Fencing:''' 1,25 -> 1,8 <br />
*'''Average Damage, Exp. Fenc.:''' 1,4 -> 1,95 <br />
<br />
|<br />
suggest_time=22:13, 18 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen<br />
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)<br />
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Big Stick and Cudgel===<br />
{{suggestion|<br />
suggest_type=2 new, related items|<br />
suggest_scope=All players|<br />
suggest_description=1. Big stick: Or "There are trees all around me. Why's it so hard to find driftwood?"<br />
<br />
The big stick would be found in jungle squares. The thicker the jungle, the more likely it is that you'll find a big stick. The big stick would take up two inventory spaces. By itself, it's useless. However, it can be made into a couple other things. <br />
<br />
A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP). This gives you two pieces of driftwood. Why do I propose this? Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood! There are lots and lots of trees out in the jungle! Surely I can find pieces of wood out there! I apparently also like to use exclamation marks!<br />
<br />
B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel. See below.<br />
<br />
Suggestion 2: The Cudgel: Or "Hitting each other with sticks."<br />
<br />
The cudgel also takes 2 inventory spaces. It does 1 HP damage without body building and 2HP damage with it. Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%. Why does it have a higher chance to hit? Because it's a really big stick! People have been hitting each other with sticks for ages! Now, even with that, it's still inferior to the machete. So why's it useful? <br />
<br />
1. Higher chance to hit than daggers, knives, and fists.<br />
2. It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.<br />
<br />
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out. Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|<br />
suggest_time=02:29, 10 March 2007 (UTC)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)<br />
:In answer to your question, I would say "no" to completely cleared and "very low chance" to very low density. Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
::The only problem I have with this suggestion is that there's nothing to restrict items found to certain densities.. but that might be something I can add. --[[User:Simon|Simon]] 19:12, 29 May 2007 (UTC)<br />
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)<br />
:This is technically true, but the point is missed. On a jungle island, one should be able to find sign post material where trees can be found. That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
:The term "driftwood" is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Tranquiliser/Paralyzing Dart===<br />
{{suggestion|<br />
suggest_type=Ammunition|<br />
suggest_scope=Hunters who don't like to be bitten back|<br />
suggest_description=Many hunters don't like FAKs taking up space that could be used for ammo and thus go without them. The animals don't go down without a fight however and the bush doesn't have the tools for a last minute tusk wound patch up before bed. If only the animals could be passified. Firing a tranquiliser from a rifle like a regular bullet or a paralyzing dart from a blowpipe, one can stun an animal, preventing automatic and retalitory attacks for awhile. In humans it reduces attack strength and/or accuracy and increases AP usage.|<br />
suggest_time=17:05, 6 April 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I disagree with your base claim - I'd imagine that as many, if not more hunters travel with a lot of first aid kits since it allows them to spend longer in the jungle. This suggestion just seems to remove the challenge of fighting something that will fight back, and reduce the need to go into the jungle properly equipped. It would also seem easy to abuse against other player characters. --[[User:Johan Crichton|Johan Crichton]] 21:56, 6 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Ivory===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=Back then the jungles were full of ivory poachers. What I'm proposing is the ability to harvest ivory from the dead elephants in the game. With each elephant you harvest you receive 2 units of ivory. To keep it simple you can harvest the ivory using a machete or a cutlass. Each unit of ivory would be worth 2 gold coins.|<br />
suggest_time=15:16 03 May 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Cool, maybe something like this could be added to tigers. --[[User:Wulla-mullung|Wulla-mullung]]<br />
<br />
What would the ivory do? We could use it to make handles for the weapons, or ornaments for rifles. or chess pieces! -[[User:Elegost|Elegost]] 02:16, 17 May 2007 (UTC)<br />
:This would go along with the meat suggestion elsewhere in the wiki. Perhaps when an animal dies, there are certain items that can be harvested from their corpse including meat x (number depends on size of animal), ivory from elephants, skin from bear or tiger, feathers from parrot. Once you've recovered as much as you can from the corpse, you'll just search the surrounding area instead. --[[User:Simon|Simon]] 07:26, 26 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Shartak Laser===<br />
{{suggestion|<br />
suggest_type=Super weapon|<br />
suggest_scope=anyone|<br />
suggest_description=<br />
This is the super (edited) Shartak version of the most awesome Spartan Laser from the Halo 3. It deals 10 dmg and is 50% accurate (since it does take a lot of effort to aim the thing). It cannot be found anywhere, but you need to make it. You'd need two pieces of driftwood, a mango, a gem, a dead parrot in the same square and a gps unit. It has four shots and has a 30% chance of breaking after firing. when out of ammo, it becomes useless baggage. you cannot sell a used or partially used shartak laser to traders. The pic of the Shartak laser is here. http://derby.jconserv.net/viewtopic.php?t=14&start=105|<br />
suggest_time=13:12, 22 May 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
(Pssst, Simon, just say you've implemented it! Where are you going to get a headless parrot from anyway?) --[[User:Rozen|Rozen]] 16:04, 22 May 2007 (UTC)<br />
* This has been added, it's in a secret location and you'll have to journey through shark infested water and back to the mainland to find it. ;) --[[User:Simon|Simon]] 22:32, 25 June 2007 (UTC)<br />
:seriously?!?!? why can't i have a free one?:D -[[User:Elegost|Elegost]] 02:17, 26 June 2007 (UTC)<br />
::Ya, umm sorry I kinda took it. How about you give me 500 gold and it'll be at the Dalpok trader. --[[User:Wulla-mullung|Wulla-mullung]] 02:41, 26 June 2007 (UTC)<br />
:::LOL. No, not seriously. I regret to inform you that this will never be implemented. Perhaps if you could come up with some less outrageous and powerful things that could be manufactured you might be luckier. --[[User:Simon|Simon]] 07:22, 26 June 2007 (UTC)<br />
::::okay. you got me there. hahaha wait, i'll edit it. -[[User:Elegost|Elegost]] 10:42, 26 June 2007 (UTC)<br />
: How about having it burn out once all shots are fired?--[[User:Johan Crichton|Johan Crichton]] 21:28, 26 June 2007 (UTC)<br />
::sounds good. but i personally like the idea of it being disposable, just like the spartan laser. and you can't sell the empty one to the trader! -[[User:Elegost|Elegost]] 10:30, 27 June 2007 (UTC)<br />
::::The above is a lie, I really do have the Shartak Laser. Simon just thought better of letting everyone know one exsisted. --[[User:Wulla-mullung|Wulla-mullung]] 02:33, 29 June 2007 (UTC)<br />
:::::If you really do, you'll only be able to fire four shots. Also, if you could get a light bulb and run an electric current from the GPS to it and use the gem like a magnifying glass, you might just be able to do this. but make it need a scientist-only skill and have a 75% chance of being done wrong breaking the GPS and the light bulb. When it runs out of charges it leaves the light bulb and the gem intact, but if it breaks you just keep the gem.--[[User:AlexanderRM|AlexanderRM]] 01:45, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Bottle of Water===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=everyone who can drink bottles of water|<br />
suggest_description=I just realized i carry more bottles of water than FAKS. So, maybe we can use bottles of water on other people, you know, help them drink and restore health. like a fak :)|<br />
suggest_time=11:12, 6 June 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I fully agree - hence this suggestion: [[Suggestions:Miscellaneous#UI:_Heal_Patient_as_possible_action]] --[[User:Johan Crichton|Johan Crichton]] 04:43, 3 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Melee Weapon Breaking tweak===<br />
{{suggestion|<br />
suggest_type=weapon tweak|<br />
suggest_scope=everyone|<br />
suggest_description= the rate of breaking machetes could be altered a bit. I haven't had much luck breaking machetes these days. Shouldn't they break a lot too? Cutlasses seem to break a lot. And the non-breaking quality of the machete makes it a not-so-good item to trade at the traders. And perhaps writing materials could be blunted when writing too.<br />
and maybe the sharpening stones can wear out after a while, like around ten sharpenings, it'll crumble to dust. And that'll stimulate players to buy or sell sharpening stones.|<br />
suggest_time=09:00, 2 July 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I've had the opposite with machetes of late - if you use them for combat, they seem to break reasonably often. --[[User:Johan Crichton|Johan Crichton]] 22:18, 3 July 2007 (UTC)<br />
Ooh, I know- have the sharpening stones turn blunt, so you can keep two sharpening stones, and use one to sharpen the other. --[[User:AlexanderRM|AlexanderRM]] 01:47, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pit Trap===<br />
{{suggestion|<br />
suggest_type=Item/Skill|<br />
suggest_scope=Everyone|<br />
suggest_description=Once a hole has been dug with the digging skill/shovel, driftwood can be used to conceal the hole, creating a pit trap. The next individual/animal to enter the hex will fall into the pit, taking 6 points of damage. This naturally destroys the driftwood covering for the pit and thus the pit would need to be 'reset' with more driftwood.<br />
<br />
If it would also cost a point of movement to get out of the pit as well, that would be interesting.|<br />
suggest_time=10:04, 2 July 2007 (EST)|<br />
suggest_author=GreyA2|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Similar suggestions already exist - [[Suggestions:Skills#Jungle_Skills]] has a mention of a 'Make/Detect Traps' skill, and [[Suggestions:Skills#Trap_Laying]]. --[[User:Johan Crichton|Johan Crichton]] 04:42, 3 July 2007 (UTC)<br />
: It should have an x% of falling in per action, including entering and leaving, and it's a square, not a hex.--[[User:AlexanderRM|AlexanderRM]] 01:49, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Knife Tweak===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=I just noticed that knives have the same accuracy as cutlasses and machetes.<br />
I was thinking, most people survive with the little blade called a knife, because in the real world, it is fairly accurate and easy to wield. Perhaps the knife and dagger's accuracies could be raised to 50%, but the damage will remain the same. It becomes more accurate, and the perfect assassin's weapon, or to help newer players to hit things faster. |<br />
suggest_time=10:17, 12 July 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* 50% before skills take effect (85%? with 2 skills) or 50% after skills.. so just 5% increase? --[[User:Simon|Simon]] 18:31, 12 July 2007 (UTC)<br />
::50% max. so, just add 5%, or, you could add 10% and make it 55%. -[[User:Elegost|Elegost]] 10:08, 13 July 2007 (UTC)<br />
:::Implemented --[[User:Simon|Simon]] 18:40, 30 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hunting-Skinning-Trading===<br />
{{suggestion|<br />
suggest_type=new ways of income|<br />
suggest_scope=Everyone|<br />
suggest_description=When you kill an animal, you get exp, but no gold. When you trade, you get gold and experience if it's inter-settlement. In reality, peope make food and skins from hunting, in reality, people set into each other with cutlasses. Or did...anyway. I'm suggesting that when you kill a creature, great or small, you get a body part of that creature, pelt, leather, ivory, eyeball...that kind of thing. You can then sell it at the trader for some gold, bigger or rarer the beast, the more gold. Squid eyes being worth the most, parrot feathers the least. It's also been suggested that you get meat from the animal, which you can eat to recover some HP. This is a suggestion made with new players in mind, as my newest character realised he got more of a reward going safely from town to town and gtting hsi gold and exp than he did traveling into dangerous jungle and killing stuff. |<br />
suggest_time=00:11 am, Thurdsay 30th Aug |<br />
suggest_author=[[User:RobZombie|RobZombie]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Dupe of something near the top of the page. or maybe that's a dupe of this... don't think so.--[[User:AlexanderRM|AlexanderRM]] 01:50, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===The Most-Awesome-Titanium Sword===<br />
{{suggestion|<br />
suggest_type=replacement to the heavy sword|<br />
suggest_scope=everyone|<br />
suggest_description=Since someone was kind enough to spoil the locations of heavy swords, I hereby present you with this. The Most-Awesome-Titanium Sword! or the MATS.<br />
<br><br />
Since Simon wouldn't implement the Shartak Laser, we'll have this.<br />
<br>MATS stats<br />
<br>Damage- 5<br />
<br>Accuracy- 50% (cause its made of titanium, its easier to wield in theory)<br />
<br>Chances for Critical- 18%<br />
:Critical Hit- 10dmg to target<br />
::Critical Miss- you break it, and you get hit for 5 damage by the broken blade<br />
<br>Search Odds- 10% at only ONE place, or certain coordinate |<br />
suggest_time=07:54, 4 September 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
You scare me sometimes Ele ;P -[[User:Cthulhu|Cthulhu]]<br />
: 1: "no, I didn't use earth elementals- I used ''titanium'' elementals"<br />
2: Someone spoiled the locations of heavy swords? Where?--[[User:AlexanderRM|AlexanderRM]] 01:52, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Suggestions:Items&diff=15562Suggestions:Items2007-09-13T01:50:22Z<p>AlexanderRM: /* Hunting-Skinning-Trading */</p>
<hr />
<div>{{Suggestions header|page_type=Item}}<br />
<br />
== Items ==<br />
<br />
===Bottle/Gourd Of Healing Salve===<br />
<br />
Made by juicing healing herbs with an empty bottle or gourd in your inventory. It would take 3 herbs to make 1 batch of salve and you must have the "Natural Medicine" skill to do so. Salve heals 15hp when used. That about covers it really. The pro is its lighter then herbs, the con is it takes time to prepare. Perhaps a small exp reward for preparing it (say 2 exp) would encourage players to make use of it, that is open to debate however. --[[User:Etherdrifter|Etherdrifter]] 00:25, 10 September 2007 (UTC)<br />
<br />
''Comments''<br />
<br />
I like. I would suggest allowing pirates to use this skill too, maybe, it would give them the little balancing edge they need. - Rincewind.<br />
:Perhaps put in place a different skill for pirates to use it? It would probably need to be a subskill of Native Knowledge. Not too sure of a name for it though. Also what do you think of the idea for a small exp reward?--[[User:Etherdrifter|Etherdrifter]] 12:14, 10 September 2007 (UTC)<br />
<br />
::Small exps are aaaalways good. - Rincewind.<br />
<br />
----<br />
<br />
=== Absinth ===<br />
Could have a very low chance of being found, and would display as "Bottle of absinth" (in addition to the existing "Bottle of beer" and "Bottle of water"). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)<br />
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)<br />
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)<br />
*The whole "distortion of game display" thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location ("As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle."). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these "strange herbs" would give outsiders something to confuse healing herbs with. &mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)<br />
----<br />
<br />
=== Spear ===<br />
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)<br />
<br />
''Comments''<br />
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)<br />
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)<br />
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)<br />
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)<br />
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)<br />
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives. Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) <br />
----<br />
<br />
=== Head-shrinking powder ===<br />
This could be either a melee or area weapon used by natives.<br />
<br />
''Comments''<br />
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]<br />
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}<br />
----<br />
<br />
=== Meat and Pelts ===<br />
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]<br />
<br />
''Comments''<br />
*But you can only carry 200 pounds of meat back to your wagon. <nowiki></oregontrail></nowiki> --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)<br />
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)<br />
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]<br />
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished "health pool" any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf<br />
**''There is a large pot of stew cooking, it appears to be half full.''<br />
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]<br />
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until "The pot is currently empty". Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)<br />
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be "piece of meat", that the description for a square with a pot should read something like "There is a fire here with a large pot over it.", and that the button should read "Add Meat to Pot" (or perhaps that feature should just be linked to the "meat" button in the inventory list). &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)<br />
<br />
* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:<br />
<br />
1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. "Trader Joe says, "Great, here's one gold coin for your large stag pelt."";<br />
<br />
2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. "You cook and eat an elephant carcass and gain 2 HP." As for human meat: "You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. "Get that dead body out of my trading hut!" he yells."<br />
<br />
The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]<br />
** -Aww, but why can't we sell elephant tusks? we can use them as a weapon with major damage (maybe we could have a 5% or so chance of hitting with the pointed end on a succesful hit, doing extra damage) but low accuracy and/or especially high break chance. ("your elephant tusk shatters, leaving you with the end which you throw away.")--[[User:AlexanderRM|AlexanderRM]] 20:11, 22 June 2007 (UTC)<br />
----<br />
<br />
=== Radio beacon/receiver ===<br />
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.<br />
<br />
''Comments''<br />
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]<br />
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)<br />
----<br />
<br />
=== Holy Scriptures ===<br />
Used to convert Natives into Ousiders. Requires "Religious Devotion". Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
*Nobody wants to have a class change againt their will. -Grigoriy<br />
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)<br />
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as "1 convert" to outsiders (as opposed to "1 native") and as "1 traitor" to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).<br />
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)<br />
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.<br />
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally "go native". Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill "Convert", with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill "Gone Native", with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)<br />
* You know, I wholeheartedly despise "permanent" class choices of any kind, and shartak is especially bed, because of the +25 XP skill cost per level makeing creating a new character and bringing it to the level of your old one very difficult. If I made this game, you could shift not only from native to outsider and back, you could switch from, say, warrior to shaman, or any other this-class-to-that thing. Anyway, you people really haven't though out the possibilities of a class choice against your will- shartak would be something other than people fighting or healing each other or exorcizing spirits for the rest of eternity. but the question is: is that good or bad?--[[User:AlexanderRM|AlexanderRM]] 23:44, 27 April 2007 (UTC)<br />
**Not everyone agrees, friend. A lot of us like the fact that each class is unique. Still, I'm always interested in hearing other opinions. Consider joining the official forum. This discussion is moving away from the topic of a new item and towards a discussion of what direction we'd like Shartak to go. Thus, we should probably move our discussion elsewhere. Regards.--[[User:Black Joe|Black Joe]] 00:20, 28 April 2007 (UTC)<br />
** Yes, and my idea keeps each class unique- but it allows you to change your mind on what class you are. For instance, right now both the scout/explorer and villager/settler are better than the warrior/soldier due to the heavy sword, because one has a better chance of finding one and the other has extra AP. My idea is to allow people who wanted to fight to go back and change that decision without haveing to start all over again. --[[User:AlexanderRM|AlexanderRM]] 01:06, 4 May 2007 (UTC)<br />
----<br />
<br />
=== GPS Unit (Redesign) ===<br />
{{suggestion|<br />
suggest_type=Item, modification|<br />
suggest_scope=GPS unit|<br />
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|<br />
suggest_time=21:48, 23 February 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)<br />
<br />
Y'know, the "GPS Unit" item has stuck out like a sore thumb to me too. I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless. But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)<br />
<br />
I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)<br />
<br />
: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself. If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation. (Both pages mention a "chronometer" which was finally invented to try to solve that problem.) On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones. A quote from the Lewis & Clark page: "If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith." So. I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness. That could even go in the FAQ. I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base. In closing, I still like Lint's ideas about making it cost AP and require suitable terrain. The former would represent the investment of time in setting up the equipment and doing the calculations. The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)<br />
<br />
:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the "Skillful Sextant Supervisor" skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)<br />
<br />
: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)<br />
<br />
:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it "Professor Inglewood's Speedy Sextant And Nano Tables" or some other such nonesense and leave it working the same, just with a different name. As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)<br />
<br />
:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)<br />
<br />
:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)<br />
<br />
::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)<br />
<br />
:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)<br />
<br />
::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to "Sense Position" for 1 AP and be told the direction and rough distance of the nearest village. ("After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.") <s>Maybe even take the GPS away; the natives should know their way around better than the outsiders.</s> &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
How about we just get ride of the gps unit in general and in its place have item called "a map and compass" and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)<br />
<br />
: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which "move" buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)<br />
::: You all need a Antikythera mechanism - see<br />
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&action=display&num=1167260766 - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Remove uber sword of doom(aka heavy sword) ===<br />
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.<br> <br />
<br />
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.<br><br />
<br />
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have "wasted" the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.<br />
<br />
'''Comments'''<br />
<br />
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)<br />
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)<br />
*I disagree with some of the logic in this argument. If the heavy sword were a common weapon, then I could understand the concern; however, the "über sword of doom" is hardly of such availability. As far as I know, only one player has the sword. Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect. I would even propose that even more superior weapons are "hidden" around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)<br />
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)<br />
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)<br />
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)<br />
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)<br />
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)<br />
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, "Marksmanship" and "Expert Marksmanship", each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful. -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)<br />
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)<br />
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -> 35% marksman upgrade for all classes, then 35% -> 50% -> 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)<br />
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single "elephant sword", or something with a similarly grand title. There would only be one on the island (or one per village: "The Elephant Sword of York", etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----<br />
*The only problem with this is that there probebly ''are'' people out there who have spent loads of AP looking for a heavy sword, and if those of them that found it suddenly have it deleted, =bad. How about either A: The heavy sword cannot be found by searching and those in people's inventorys randomly transform into their value in gold, or B: the heavy sword becomes more common and we add several more "uber" items (also more common than the current heavy sword):<br />
The spear: this was what gave me the origional idea for other uber weapons. The heavy sword would become the outsider-only weapon and the spear would become the native weapon. All heavy sword belonging to natives would turn into spears. The spear should be more accurate and do less damage.<br />
<br />
The heavy gun: Ammo is rare but no too rare. Basically an upped version of the rifle.<br />
<br />
The poisoned bow+arrows: basically an upped blowpipe.<br />
<br />
Anyway, just one more note:<br />
<br />
"Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play."<br />
*Mmh*<br />
*Mmmh*<br />
BWA HA HA HA HA HA HA HA!<br />
*snorts*--[[User:AlexanderRM|AlexanderRM]] 00:01, 28 April 2007 (UTC)<br />
<br />
===studded leather & war gear===<br />
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.<br />
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}<br />
<br />
*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)<br />
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]<br />
<br />
----<br />
<br />
===Messenger Pigeons===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All outsiders|<br />
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. <br />
''You watch your pigeon fly off and hope it doesn't get intercepted.''<br />
<br>Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|<br />
suggest_time=22:23, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*How would you handle said "interception?" Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)<br />
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)<br />
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)<br />
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to "intercept" the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)<br />
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drum===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All Natives|<br />
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. <br />
''You hear random drumming in the distance.''<br />
<br>Requires a drum beating skill to utilize.|<br />
suggest_time=22:35, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)<br />
<br />
:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)<br />
<br />
:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:<br />
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)<br />
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)<br />
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear "random drumming" instead of "<garbled message>", since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)<br />
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)<br />
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)<br />
::&mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hammer===<br />
{{suggestion|<br />
suggest_type=New Item|<br />
suggest_scope=Available to all characters|<br />
suggest_description=A basic hammer. This item seems necessary for potential future building skills such as roads or huts or hut fortifications. Hammers could also be used as offensive weapons. They could also be subject to random breaking like machetes.|<br />
suggest_time=06:18, 1 May 2006 (BST)|<br />
suggest_author=[[User:Throgonuts|Throgonuts]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &mdash; but we don't need a hammer now. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===303===<br />
{{suggestion|<br />
suggest_type=new item|<br />
suggest_scope=availible to only outsiders|<br />
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.<br />
<br />
Damage: 15, special dmg: 16.|<br />
suggest_time=15,25, 17 June, 2006 (EST)|<br />
suggest_author=[[User:Riddick|Riddick]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)<br />
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?<br />
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)<br />
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)<br />
::Che, the .308 isn't used by the M16. The M16 uses 5.56 mil, or essentially a .22 sporting round. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:14, 28 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Berries to Increase AP===<br />
{{suggestion|<br />
suggest_type=Change item's effect|<br />
suggest_scope=Tasty berries (or similiar item)|<br />
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|<br />
suggest_time=00:47, 21 June 2006 (UTC)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<br />
I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006<br />
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
<br />
I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)<br />
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily "out of hand". Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
::The above remarks would be accurate if the AP-booster item was "invigorating herbs" found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)<br />
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was "berries or similiar item". I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)<br />
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. "this mango tree is claimed by John Doe", but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons). However, you'd only get one day of extra combat from it. You're actually losing time that way. If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers. Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items. I'd also like to point out that this system is already in place in KoL. They just set a maximum you can eat before you get full to keep the system from being abused. Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006<br />
<br><br />
it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)<br />
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)<br />
:I think you are confused here, the topic at hand is not gaining free XP, but "storing AP" as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Camera/Spirit box===<br />
{{suggestion|<br />
suggest_type=Ranged weapon|<br />
suggest_scope=Those plagued by banshees and those interested in scaring natives|<br />
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|<br />
suggest_time=04:11, 23 July 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)<br />
<br />
I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is. However, I'm not so sure about this. After all, cameras don't REALLY hurt people. Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help. Cameras have been around maybe 100 years? Shartak seems to take place in the 1700's or so, a little too early. Long story short, I don't think it fits. That's just my opinion, however. [[User:Black Joe|Black Joe]]<br />
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
i agree with idea that we should do something about ghosts, but the idea of trapping "ghosts" in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)<br />
<br />
I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006<br />
<br />
Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)<br />
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism. After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them. Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006<br />
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)<br />
<br />
A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)<br />
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as "outsiders" are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.<br />
Is that not a camera?<br />
<br />
:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)<br />
<br />
::Infantry did not use double barrel rifles at this scale until the mid 19th century, by then the daguerreotype and the calotype had been invented.<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Subitems===<br />
{{suggestion|<br />
suggest_type=Divisable items|<br />
suggest_scope=FAKs and Healing herbs|<br />
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] & large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|<br />
suggest_time=22:28, 12 August 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== The Bone Whistle ===<br />
<br />
I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.<br />
<br />
It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)<br />
<br />
Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)<br />
<br />
the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}<br />
<br />
Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]<br />
<br />
---<br />
<br />
===Flintlock Pistols===<br />
{{suggestion|<br />
suggest_type=New Item and Set of Skill to go along with it|<br />
suggest_scope=Whoever can shoot a gun|<br />
suggest_description='''Mechanics'''<br />
*Half the inventory space of the rifle<br />
*1 shot loading<br />
*.5 AP to load. (or skill to make it so)<br />
*4 damage<br />
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.<br />
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.<br />
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'<br />
<br />
'''Roleplay and realism'''<br />
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).<br />
*Pirates have always been seen with cutalss and one-shot pistol in hand.<br />
<br />
'''Skills'''<br />
*'''No Skill'''- ''5% chance of hitting your target''<br />
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''<br />
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''<br />
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''<br />
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''<br />
*'''Quickshot'''- ''Loading costs .5 AP''|<br />
<br />
suggest_time=02:36, 12 November 2006 (UTC)|<br />
suggest_author={{profile|4862|Rozen}}|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''<br />
<br />
I'd like to get some fresh comments about this. I have the old comments saved in case anyone wants to look...I just want to see what Shartak: The Next Generation thinks of this, you know :P --[[User:Rozen|Rozen]] 22:59, 28 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Meat Weapons===<br />
{{suggestion|<br />
suggest_type=Items|<br />
suggest_scope=All|<br />
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |<br />
suggest_time=11:29, 29 November 2006 (UTC)|<br />
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef? There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)<br />
<br />
I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Canteen/Water Pouch===<br />
{{suggestion|<br />
suggest_type=Container|<br />
suggest_scope=Anyone looking for an extra sip|<br />
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|<br />
suggest_time=09:23, 5 December 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Canteen? To be a little more in the setting, how about "''flask''"? And were you going to suggest that it hold more than one drink? --[[User:Lantz|<font color="005555">Lantz</font>]] 03:15, 6 December 2006 (UTC)<br />
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) <br />
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]<br />
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)<br />
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Use FAK on Others Text Change.===<br />
{{suggestion|<br />
suggest_type=Flavor change. |<br />
suggest_scope=People with FAKs. |<br />
suggest_description=One thing I've noticed while playing is that when someone heals you, it says "So and so helps you use a first aid kit and restore X health." <br />
<br />
This gives me thoughts of someone coming behind you and guiding your hands with your own FAK. I propose that the text be changed. <br />
<br />
"So and so uses a first aid kit on you and restores X health." <br />
<br />
This is more in-character, as you think of you laying on the floor, and someone coming beside you and crouching down, then pulling out a FAK and patching up your wounds. |<br />
suggest_time=02:27, 9 January 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm for it - really easy to do and it would clear up some confusion. - [[User:Erados|'''<font color="green" size="2">The Malice</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 01:33, 22 January 2007 (UTC)<br />
:Agreed. It was originally coded to allow you to help someone to '''drink''' a '''bottle of water''' / '''use''' a '''first aid kit''' etc but at the moment you can only use a fak on them so I've reworded it. --[[User:Simon|Simon]] 08:17, 13 February 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Fire ===<br />
<br />
How about fire for torches? Fire could also: <br />
<br />
1. be used on the jungle ("You set fire to the surrounding jungle, causing smoke to billow into the sky." The square could turn orange and then red as it was burned, then finally brown once it burned out), <br />
<br />
2. be used as campfires for villages and the wreck, <br />
<br />
3. light caves, for increased search rates ("You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.") <br />
<br />
4. burn opponents, ("You hit Long Fin Killie in the face with a torch for 3HP damage.") or huts (""You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.")<br />
<br />
5. scare away wild animals like tigers, which might not approach a torch. <br />
<br />
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).<br />
<br />
Fire might also be visible from a distance. "You see a column of smoke to the north east."<br />
<br />
And, as a gag, if you drink rum while holding a torch then you breath fire.<br />
<br />
[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch." or even, <br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!"<br />
-[[A Cow]] <br />
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]<br />
::: To be realistic, huts, jungle, or similar things should burn down and spread. burning areas would turn orange, then red, and would turn normal when there was nothing left to burn. Every AP recharge or so, the jungle would go down one level, a signpost if there was any would burn away, all people and animals would take X damage from various reasons (most animals would flee though), and huts or similar things would go down in levels ("slightly charred/ rather burned/ badly burned/collapsing/burnt ruins/nothing left but the foundation) which would have gradually decreasing search odds, and the last two would have the huts not be entered/exited areas, there would be no difference between inside and outside. The fire would have an X% chance of spreading into a touching square that wasn't burning or completely burnt down. There would have to be some way to put out or contain the fire to prevent the entire island from having all vegetation going to 0, all huts burning down (maybe a "hut repair" skill?), and all people and NPCs dying and having to wait for a shaman to come back before they can every time some guy sets something on fire. Maybe spreading from square to square would have a low chance and fuel consumption happens fast, so a fire will often burn down before it spreads. Or you could have player-imposed limitations by keeping a circle or part of one around an area totally clear of jungle and, if people comply with policy, players and signs. If you put it right at the edge and on the inside, animals wouldn't go in for whatever reason, so... a maniac trying to burn down the island would need a second torch if they used the first one on the village and the other villages still wouldn't be destroyed. Okay, by itself that wouldn't help much, but with the low spread/high burn and make it easy to put out with water and we've got some vague balance. --[[User:AlexanderRM|AlexanderRM]] 01:04, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
=== Falconry ===<br />
<br />
Introduction:<br />
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word "Hag" or "Haggard" is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. <br />
<br />
Item:<br />
The scenario would run like this: Near the mountains, "You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment." This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.<br />
<br />
First skill level:<br />
In order for you to do anything with the egg, you acquire a skill: "Hatching and rearing" of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the "one falcon egg" is replaced by "one falcon chick" or "one falcon eyase" (an eyase is a falcon chick) when the first skill level of "Hatching and rearing" is acquired. <br />
<br />
Second skill level:<br />
The next skill you need to acquire is "Training your falcon". With the "Training your falcon" skill, the "falcon chick" becomes a "young falcon", and the young falcon can be used as a weapon. "You command your young falcon to rake Player Y's face, for 1 HP damage." As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are "young falcon", to indicate to players that the bird is immature and not yet capable fo use at full strength.<br />
<br />
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. "Your young falcon loses balance mid-flight and plummets into a tree, dying instantly." While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. <br />
<br />
Third skill level:<br />
With "falconry mastery", the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, "You command your falcon to rake Player Y's face, for 5HP damage."<br />
<br />
Killing falcons:<br />
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that "You attack Player Y and kill their falcon." This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.<br />
<br />
Other ancillary issues:<br />
Falcon eggs would be relatively rare, like heavy swords. "Falcon eggs", "falcon chicks", "young falcons" and "falcons" could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be. -<br />
[[FirstAmongstDaves]]<br />
<br>Comments<br><br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->Comments here.<br />
A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)<br />
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
===Tent===<br />
<br />
Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]<br />
:Yeah, I seem to have trouble surviving overnight in the jungle, which makes it really hard to get places. Maybe it could have high inventory space and AP cost to set up/take down, but some animals won't attack you in there and some item, like a controlled torch or something, repels the rest but makes the tent always noticeable to people who can see your square. Or course players could go in there but... well, you can't have everything. The inventory space and the placing/removing costs would make travel slow and attacking difficult to balance the safety.--[[User:AlexanderRM|AlexanderRM]] 01:26, 13 September 2007 (UTC)<br />
----<br />
<br />
===Trade Items===<br />
{{suggestion|<br />
suggest_type=a series of items which will encourage trade|<br />
suggest_scope=the economic structure of Shartak|<br />
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. <br />
<br />
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action "Forge Weapon" becomes available. This action costs 10 AP, but produces a "Scimitar"[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.<br />
<br />
The Native analog to this is the "Macuahuitl" [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.<br />
<br />
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. <br />
|<br />
suggest_time=04:50, 15 February 2007 (UTC)||<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]<br />
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
<br />
*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)<br />
**Good idea! Calling it a "fine sword" definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
*** Actually, many people almost never use the "contact roaming shaman" option, and so they stay near their home camps because they always get sent there when they die. I've only gone to another camp (wilsik) once and after dying a day or two in, got sent home and never returned. Maybe if we made it so that if people met a shaman from another camp, from then on they have the option the contact them, for different AP costs. (maybe natives/native shamans and outsiders outsider shamans would be 40AP, and anything else would be the same 50AP as contact roaming shaman...) Of course, other people being able to come back to life into the very center of an enemy village or settlement, lie there to get full AP, then stand up and massacre the people, and when they got killed just do it again might be bad... maybe some exorcism skill or innate power amulet, that someone you kill who isn't in an allied camp to their side can't re-spawn their for awhile or until they re-spawn and die again...--[[User:AlexanderRM|AlexanderRM]] 01:38, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
===10 Melee Weapons===<br />
{{suggestion|<br />
suggest_type=Weapons|<br />
suggest_scope=All|<br />
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.<br />
<br />
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 10% (->20%->35%)<br />
*'''Average Damage, untrained:''' 0,3 -> 0,4<br />
*'''Average Damage, CQB:''' 0,6 -> 0,8 <br />
*'''Average Damage, ACQB:''' 1,05 -> 1,4<br />
*'''Average Damage, BS:''' 1,2 -> 1,55 <br />
<br />
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 40% (->50%->65%->75%)<br />
*'''Average Damage, untrained:''' 0.4 -> 0,8<br />
*'''Average Damage, CQB:''' 0,5 -> 1 <br />
*'''Average Damage, ACQB:''' 0,65 -> 1,3<br />
*'''Average Damage, BS:''' 0,8 -> 1,45<br />
*'''Average Damage, Fencing:''' 0,9 -> 1,65 <br />
*'''Average Damage, Exp. Fenc.:''' 1,05 -> 1,8 <br />
<br />
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
*'''Average Damage, Fencing:''' 1,35 -> 1,95 <br />
*'''Average Damage, Exp. Fenc.:''' 1,5 -> 2,1 <br />
<br />
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
<br />
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).<br />
<br />
'''Base Damage''' 4, '''Accuracy''' 5% (->15%->30%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,25<br />
*'''Average Damage, CQB:''' 0,6 -> 0,75 <br />
*'''Average Damage, ACQB:''' 1,2 -> 1,5<br />
*'''Average Damage, BS:''' 1,35 -> 1,65 <br />
<br />
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
<br />
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0.75 -> 1<br />
*'''Average Damage, CQB:''' 1,05 -> 1,4<br />
*'''Average Damage, ACQB:''' 1,5 -> 2<br />
*'''Average Damage, BS:''' 1,65 -> 2,15<br />
*'''Average Damage, Fencing:''' 1,95 -> 2,55<br />
*'''Average Damage, Exp. Fenc.:''' 2,1 -> 2,8<br />
<br />
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. <br />
<br />
'''Base Damage''' 4, '''Accuracy''' 20% (>30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,8 -> 1 <br />
*'''Average Damage, CQB:''' 1,2 -> 1,5 <br />
*'''Average Damage, ACQB:''' 1,8 -> 2,25<br />
*'''Average Damage, BS:''' 1,95 -> 2,4 <br />
*'''Average Damage, Fencing:''' 2,35 -> 2,9<br />
*'''Average Damage, Exp. Fenc.:''' 2,5 -> 3,05 <br />
<br />
9)'''Knife:''' Including it for sake of completeness.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,4<br />
*'''Average Damage, CQB:''' 0,3 -> 0,6 <br />
*'''Average Damage, ACQB:''' 0,45 -> 0,9<br />
*'''Average Damage, BS:''' 0,6 -> 1,05<br />
<br />
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. <br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
*'''Average Damage, Fencing:''' 1,25 -> 1,8 <br />
*'''Average Damage, Exp. Fenc.:''' 1,4 -> 1,95 <br />
<br />
|<br />
suggest_time=22:13, 18 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen<br />
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)<br />
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Big Stick and Cudgel===<br />
{{suggestion|<br />
suggest_type=2 new, related items|<br />
suggest_scope=All players|<br />
suggest_description=1. Big stick: Or "There are trees all around me. Why's it so hard to find driftwood?"<br />
<br />
The big stick would be found in jungle squares. The thicker the jungle, the more likely it is that you'll find a big stick. The big stick would take up two inventory spaces. By itself, it's useless. However, it can be made into a couple other things. <br />
<br />
A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP). This gives you two pieces of driftwood. Why do I propose this? Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood! There are lots and lots of trees out in the jungle! Surely I can find pieces of wood out there! I apparently also like to use exclamation marks!<br />
<br />
B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel. See below.<br />
<br />
Suggestion 2: The Cudgel: Or "Hitting each other with sticks."<br />
<br />
The cudgel also takes 2 inventory spaces. It does 1 HP damage without body building and 2HP damage with it. Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%. Why does it have a higher chance to hit? Because it's a really big stick! People have been hitting each other with sticks for ages! Now, even with that, it's still inferior to the machete. So why's it useful? <br />
<br />
1. Higher chance to hit than daggers, knives, and fists.<br />
2. It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.<br />
<br />
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out. Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|<br />
suggest_time=02:29, 10 March 2007 (UTC)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)<br />
:In answer to your question, I would say "no" to completely cleared and "very low chance" to very low density. Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
::The only problem I have with this suggestion is that there's nothing to restrict items found to certain densities.. but that might be something I can add. --[[User:Simon|Simon]] 19:12, 29 May 2007 (UTC)<br />
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)<br />
:This is technically true, but the point is missed. On a jungle island, one should be able to find sign post material where trees can be found. That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
:The term "driftwood" is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Tranquiliser/Paralyzing Dart===<br />
{{suggestion|<br />
suggest_type=Ammunition|<br />
suggest_scope=Hunters who don't like to be bitten back|<br />
suggest_description=Many hunters don't like FAKs taking up space that could be used for ammo and thus go without them. The animals don't go down without a fight however and the bush doesn't have the tools for a last minute tusk wound patch up before bed. If only the animals could be passified. Firing a tranquiliser from a rifle like a regular bullet or a paralyzing dart from a blowpipe, one can stun an animal, preventing automatic and retalitory attacks for awhile. In humans it reduces attack strength and/or accuracy and increases AP usage.|<br />
suggest_time=17:05, 6 April 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I disagree with your base claim - I'd imagine that as many, if not more hunters travel with a lot of first aid kits since it allows them to spend longer in the jungle. This suggestion just seems to remove the challenge of fighting something that will fight back, and reduce the need to go into the jungle properly equipped. It would also seem easy to abuse against other player characters. --[[User:Johan Crichton|Johan Crichton]] 21:56, 6 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Ivory===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=Back then the jungles were full of ivory poachers. What I'm proposing is the ability to harvest ivory from the dead elephants in the game. With each elephant you harvest you receive 2 units of ivory. To keep it simple you can harvest the ivory using a machete or a cutlass. Each unit of ivory would be worth 2 gold coins.|<br />
suggest_time=15:16 03 May 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Cool, maybe something like this could be added to tigers. --[[User:Wulla-mullung|Wulla-mullung]]<br />
<br />
What would the ivory do? We could use it to make handles for the weapons, or ornaments for rifles. or chess pieces! -[[User:Elegost|Elegost]] 02:16, 17 May 2007 (UTC)<br />
:This would go along with the meat suggestion elsewhere in the wiki. Perhaps when an animal dies, there are certain items that can be harvested from their corpse including meat x (number depends on size of animal), ivory from elephants, skin from bear or tiger, feathers from parrot. Once you've recovered as much as you can from the corpse, you'll just search the surrounding area instead. --[[User:Simon|Simon]] 07:26, 26 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Shartak Laser===<br />
{{suggestion|<br />
suggest_type=Super weapon|<br />
suggest_scope=anyone|<br />
suggest_description=<br />
This is the super (edited) Shartak version of the most awesome Spartan Laser from the Halo 3. It deals 10 dmg and is 50% accurate (since it does take a lot of effort to aim the thing). It cannot be found anywhere, but you need to make it. You'd need two pieces of driftwood, a mango, a gem, a dead parrot in the same square and a gps unit. It has four shots and has a 30% chance of breaking after firing. when out of ammo, it becomes useless baggage. you cannot sell a used or partially used shartak laser to traders. The pic of the Shartak laser is here. http://derby.jconserv.net/viewtopic.php?t=14&start=105|<br />
suggest_time=13:12, 22 May 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
(Pssst, Simon, just say you've implemented it! Where are you going to get a headless parrot from anyway?) --[[User:Rozen|Rozen]] 16:04, 22 May 2007 (UTC)<br />
* This has been added, it's in a secret location and you'll have to journey through shark infested water and back to the mainland to find it. ;) --[[User:Simon|Simon]] 22:32, 25 June 2007 (UTC)<br />
:seriously?!?!? why can't i have a free one?:D -[[User:Elegost|Elegost]] 02:17, 26 June 2007 (UTC)<br />
::Ya, umm sorry I kinda took it. How about you give me 500 gold and it'll be at the Dalpok trader. --[[User:Wulla-mullung|Wulla-mullung]] 02:41, 26 June 2007 (UTC)<br />
:::LOL. No, not seriously. I regret to inform you that this will never be implemented. Perhaps if you could come up with some less outrageous and powerful things that could be manufactured you might be luckier. --[[User:Simon|Simon]] 07:22, 26 June 2007 (UTC)<br />
::::okay. you got me there. hahaha wait, i'll edit it. -[[User:Elegost|Elegost]] 10:42, 26 June 2007 (UTC)<br />
: How about having it burn out once all shots are fired?--[[User:Johan Crichton|Johan Crichton]] 21:28, 26 June 2007 (UTC)<br />
::sounds good. but i personally like the idea of it being disposable, just like the spartan laser. and you can't sell the empty one to the trader! -[[User:Elegost|Elegost]] 10:30, 27 June 2007 (UTC)<br />
::::The above is a lie, I really do have the Shartak Laser. Simon just thought better of letting everyone know one exsisted. --[[User:Wulla-mullung|Wulla-mullung]] 02:33, 29 June 2007 (UTC)<br />
:::::If you really do, you'll only be able to fire four shots. Also, if you could get a light bulb and run an electric current from the GPS to it and use the gem like a magnifying glass, you might just be able to do this. but make it need a scientist-only skill and have a 75% chance of being done wrong breaking the GPS and the light bulb. When it runs out of charges it leaves the light bulb and the gem intact, but if it breaks you just keep the gem.--[[User:AlexanderRM|AlexanderRM]] 01:45, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Bottle of Water===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=everyone who can drink bottles of water|<br />
suggest_description=I just realized i carry more bottles of water than FAKS. So, maybe we can use bottles of water on other people, you know, help them drink and restore health. like a fak :)|<br />
suggest_time=11:12, 6 June 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I fully agree - hence this suggestion: [[Suggestions:Miscellaneous#UI:_Heal_Patient_as_possible_action]] --[[User:Johan Crichton|Johan Crichton]] 04:43, 3 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Melee Weapon Breaking tweak===<br />
{{suggestion|<br />
suggest_type=weapon tweak|<br />
suggest_scope=everyone|<br />
suggest_description= the rate of breaking machetes could be altered a bit. I haven't had much luck breaking machetes these days. Shouldn't they break a lot too? Cutlasses seem to break a lot. And the non-breaking quality of the machete makes it a not-so-good item to trade at the traders. And perhaps writing materials could be blunted when writing too.<br />
and maybe the sharpening stones can wear out after a while, like around ten sharpenings, it'll crumble to dust. And that'll stimulate players to buy or sell sharpening stones.|<br />
suggest_time=09:00, 2 July 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I've had the opposite with machetes of late - if you use them for combat, they seem to break reasonably often. --[[User:Johan Crichton|Johan Crichton]] 22:18, 3 July 2007 (UTC)<br />
Ooh, I know- have the sharpening stones turn blunt, so you can keep two sharpening stones, and use one to sharpen the other. --[[User:AlexanderRM|AlexanderRM]] 01:47, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pit Trap===<br />
{{suggestion|<br />
suggest_type=Item/Skill|<br />
suggest_scope=Everyone|<br />
suggest_description=Once a hole has been dug with the digging skill/shovel, driftwood can be used to conceal the hole, creating a pit trap. The next individual/animal to enter the hex will fall into the pit, taking 6 points of damage. This naturally destroys the driftwood covering for the pit and thus the pit would need to be 'reset' with more driftwood.<br />
<br />
If it would also cost a point of movement to get out of the pit as well, that would be interesting.|<br />
suggest_time=10:04, 2 July 2007 (EST)|<br />
suggest_author=GreyA2|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Similar suggestions already exist - [[Suggestions:Skills#Jungle_Skills]] has a mention of a 'Make/Detect Traps' skill, and [[Suggestions:Skills#Trap_Laying]]. --[[User:Johan Crichton|Johan Crichton]] 04:42, 3 July 2007 (UTC)<br />
: It should have an x% of falling in per action, including entering and leaving, and it's a square, not a hex.--[[User:AlexanderRM|AlexanderRM]] 01:49, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Knife Tweak===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=I just noticed that knives have the same accuracy as cutlasses and machetes.<br />
I was thinking, most people survive with the little blade called a knife, because in the real world, it is fairly accurate and easy to wield. Perhaps the knife and dagger's accuracies could be raised to 50%, but the damage will remain the same. It becomes more accurate, and the perfect assassin's weapon, or to help newer players to hit things faster. |<br />
suggest_time=10:17, 12 July 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* 50% before skills take effect (85%? with 2 skills) or 50% after skills.. so just 5% increase? --[[User:Simon|Simon]] 18:31, 12 July 2007 (UTC)<br />
::50% max. so, just add 5%, or, you could add 10% and make it 55%. -[[User:Elegost|Elegost]] 10:08, 13 July 2007 (UTC)<br />
:::Implemented --[[User:Simon|Simon]] 18:40, 30 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hunting-Skinning-Trading===<br />
{{suggestion|<br />
suggest_type=new ways of income|<br />
suggest_scope=Everyone|<br />
suggest_description=When you kill an animal, you get exp, but no gold. When you trade, you get gold and experience if it's inter-settlement. In reality, peope make food and skins from hunting, in reality, people set into each other with cutlasses. Or did...anyway. I'm suggesting that when you kill a creature, great or small, you get a body part of that creature, pelt, leather, ivory, eyeball...that kind of thing. You can then sell it at the trader for some gold, bigger or rarer the beast, the more gold. Squid eyes being worth the most, parrot feathers the least. It's also been suggested that you get meat from the animal, which you can eat to recover some HP. This is a suggestion made with new players in mind, as my newest character realised he got more of a reward going safely from town to town and gtting hsi gold and exp than he did traveling into dangerous jungle and killing stuff. |<br />
suggest_time=00:11 am, Thurdsay 30th Aug |<br />
suggest_author=[[User:RobZombie|RobZombie]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Dupe of something near the top of the page. or maybe that's a dupe of this... don't think so.--[[User:AlexanderRM|AlexanderRM]] 01:50, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===The Most-Awesome-Titanium Sword===<br />
{{suggestion|<br />
suggest_type=replacement to the heavy sword|<br />
suggest_scope=everyone|<br />
suggest_description=Since someone was kind enough to spoil the locations of heavy swords, I hereby present you with this. The Most-Awesome-Titanium Sword! or the MATS.<br />
<br><br />
Since Simon wouldn't implement the Shartak Laser, we'll have this.<br />
<br>MATS stats<br />
<br>Damage- 5<br />
<br>Accuracy- 50% (cause its made of titanium, its easier to wield in theory)<br />
<br>Chances for Critical- 18%<br />
:Critical Hit- 10dmg to target<br />
::Critical Miss- you break it, and you get hit for 5 damage by the broken blade<br />
<br>Search Odds- 10% at only ONE place, or certain coordinate |<br />
suggest_time=07:54, 4 September 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
You scare me sometimes Ele ;P -[[User:Cthulhu|Cthulhu]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Suggestions:Items&diff=15561Suggestions:Items2007-09-13T01:49:08Z<p>AlexanderRM: /* Pit Trap */</p>
<hr />
<div>{{Suggestions header|page_type=Item}}<br />
<br />
== Items ==<br />
<br />
===Bottle/Gourd Of Healing Salve===<br />
<br />
Made by juicing healing herbs with an empty bottle or gourd in your inventory. It would take 3 herbs to make 1 batch of salve and you must have the "Natural Medicine" skill to do so. Salve heals 15hp when used. That about covers it really. The pro is its lighter then herbs, the con is it takes time to prepare. Perhaps a small exp reward for preparing it (say 2 exp) would encourage players to make use of it, that is open to debate however. --[[User:Etherdrifter|Etherdrifter]] 00:25, 10 September 2007 (UTC)<br />
<br />
''Comments''<br />
<br />
I like. I would suggest allowing pirates to use this skill too, maybe, it would give them the little balancing edge they need. - Rincewind.<br />
:Perhaps put in place a different skill for pirates to use it? It would probably need to be a subskill of Native Knowledge. Not too sure of a name for it though. Also what do you think of the idea for a small exp reward?--[[User:Etherdrifter|Etherdrifter]] 12:14, 10 September 2007 (UTC)<br />
<br />
::Small exps are aaaalways good. - Rincewind.<br />
<br />
----<br />
<br />
=== Absinth ===<br />
Could have a very low chance of being found, and would display as "Bottle of absinth" (in addition to the existing "Bottle of beer" and "Bottle of water"). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)<br />
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)<br />
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)<br />
*The whole "distortion of game display" thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location ("As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle."). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these "strange herbs" would give outsiders something to confuse healing herbs with. &mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)<br />
----<br />
<br />
=== Spear ===<br />
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)<br />
<br />
''Comments''<br />
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)<br />
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)<br />
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)<br />
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)<br />
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)<br />
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives. Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) <br />
----<br />
<br />
=== Head-shrinking powder ===<br />
This could be either a melee or area weapon used by natives.<br />
<br />
''Comments''<br />
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]<br />
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}<br />
----<br />
<br />
=== Meat and Pelts ===<br />
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]<br />
<br />
''Comments''<br />
*But you can only carry 200 pounds of meat back to your wagon. <nowiki></oregontrail></nowiki> --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)<br />
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)<br />
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]<br />
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished "health pool" any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf<br />
**''There is a large pot of stew cooking, it appears to be half full.''<br />
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]<br />
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until "The pot is currently empty". Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)<br />
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be "piece of meat", that the description for a square with a pot should read something like "There is a fire here with a large pot over it.", and that the button should read "Add Meat to Pot" (or perhaps that feature should just be linked to the "meat" button in the inventory list). &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)<br />
<br />
* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:<br />
<br />
1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. "Trader Joe says, "Great, here's one gold coin for your large stag pelt."";<br />
<br />
2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. "You cook and eat an elephant carcass and gain 2 HP." As for human meat: "You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. "Get that dead body out of my trading hut!" he yells."<br />
<br />
The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]<br />
** -Aww, but why can't we sell elephant tusks? we can use them as a weapon with major damage (maybe we could have a 5% or so chance of hitting with the pointed end on a succesful hit, doing extra damage) but low accuracy and/or especially high break chance. ("your elephant tusk shatters, leaving you with the end which you throw away.")--[[User:AlexanderRM|AlexanderRM]] 20:11, 22 June 2007 (UTC)<br />
----<br />
<br />
=== Radio beacon/receiver ===<br />
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.<br />
<br />
''Comments''<br />
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]<br />
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)<br />
----<br />
<br />
=== Holy Scriptures ===<br />
Used to convert Natives into Ousiders. Requires "Religious Devotion". Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
*Nobody wants to have a class change againt their will. -Grigoriy<br />
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)<br />
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as "1 convert" to outsiders (as opposed to "1 native") and as "1 traitor" to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).<br />
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)<br />
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.<br />
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally "go native". Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill "Convert", with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill "Gone Native", with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)<br />
* You know, I wholeheartedly despise "permanent" class choices of any kind, and shartak is especially bed, because of the +25 XP skill cost per level makeing creating a new character and bringing it to the level of your old one very difficult. If I made this game, you could shift not only from native to outsider and back, you could switch from, say, warrior to shaman, or any other this-class-to-that thing. Anyway, you people really haven't though out the possibilities of a class choice against your will- shartak would be something other than people fighting or healing each other or exorcizing spirits for the rest of eternity. but the question is: is that good or bad?--[[User:AlexanderRM|AlexanderRM]] 23:44, 27 April 2007 (UTC)<br />
**Not everyone agrees, friend. A lot of us like the fact that each class is unique. Still, I'm always interested in hearing other opinions. Consider joining the official forum. This discussion is moving away from the topic of a new item and towards a discussion of what direction we'd like Shartak to go. Thus, we should probably move our discussion elsewhere. Regards.--[[User:Black Joe|Black Joe]] 00:20, 28 April 2007 (UTC)<br />
** Yes, and my idea keeps each class unique- but it allows you to change your mind on what class you are. For instance, right now both the scout/explorer and villager/settler are better than the warrior/soldier due to the heavy sword, because one has a better chance of finding one and the other has extra AP. My idea is to allow people who wanted to fight to go back and change that decision without haveing to start all over again. --[[User:AlexanderRM|AlexanderRM]] 01:06, 4 May 2007 (UTC)<br />
----<br />
<br />
=== GPS Unit (Redesign) ===<br />
{{suggestion|<br />
suggest_type=Item, modification|<br />
suggest_scope=GPS unit|<br />
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|<br />
suggest_time=21:48, 23 February 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)<br />
<br />
Y'know, the "GPS Unit" item has stuck out like a sore thumb to me too. I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless. But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)<br />
<br />
I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)<br />
<br />
: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself. If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation. (Both pages mention a "chronometer" which was finally invented to try to solve that problem.) On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones. A quote from the Lewis & Clark page: "If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith." So. I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness. That could even go in the FAQ. I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base. In closing, I still like Lint's ideas about making it cost AP and require suitable terrain. The former would represent the investment of time in setting up the equipment and doing the calculations. The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)<br />
<br />
:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the "Skillful Sextant Supervisor" skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)<br />
<br />
: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)<br />
<br />
:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it "Professor Inglewood's Speedy Sextant And Nano Tables" or some other such nonesense and leave it working the same, just with a different name. As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)<br />
<br />
:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)<br />
<br />
:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)<br />
<br />
::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)<br />
<br />
:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)<br />
<br />
::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to "Sense Position" for 1 AP and be told the direction and rough distance of the nearest village. ("After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.") <s>Maybe even take the GPS away; the natives should know their way around better than the outsiders.</s> &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
How about we just get ride of the gps unit in general and in its place have item called "a map and compass" and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)<br />
<br />
: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which "move" buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)<br />
::: You all need a Antikythera mechanism - see<br />
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&action=display&num=1167260766 - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Remove uber sword of doom(aka heavy sword) ===<br />
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.<br> <br />
<br />
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.<br><br />
<br />
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have "wasted" the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.<br />
<br />
'''Comments'''<br />
<br />
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)<br />
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)<br />
*I disagree with some of the logic in this argument. If the heavy sword were a common weapon, then I could understand the concern; however, the "über sword of doom" is hardly of such availability. As far as I know, only one player has the sword. Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect. I would even propose that even more superior weapons are "hidden" around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)<br />
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)<br />
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)<br />
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)<br />
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)<br />
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)<br />
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, "Marksmanship" and "Expert Marksmanship", each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful. -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)<br />
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)<br />
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -> 35% marksman upgrade for all classes, then 35% -> 50% -> 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)<br />
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single "elephant sword", or something with a similarly grand title. There would only be one on the island (or one per village: "The Elephant Sword of York", etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----<br />
*The only problem with this is that there probebly ''are'' people out there who have spent loads of AP looking for a heavy sword, and if those of them that found it suddenly have it deleted, =bad. How about either A: The heavy sword cannot be found by searching and those in people's inventorys randomly transform into their value in gold, or B: the heavy sword becomes more common and we add several more "uber" items (also more common than the current heavy sword):<br />
The spear: this was what gave me the origional idea for other uber weapons. The heavy sword would become the outsider-only weapon and the spear would become the native weapon. All heavy sword belonging to natives would turn into spears. The spear should be more accurate and do less damage.<br />
<br />
The heavy gun: Ammo is rare but no too rare. Basically an upped version of the rifle.<br />
<br />
The poisoned bow+arrows: basically an upped blowpipe.<br />
<br />
Anyway, just one more note:<br />
<br />
"Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play."<br />
*Mmh*<br />
*Mmmh*<br />
BWA HA HA HA HA HA HA HA!<br />
*snorts*--[[User:AlexanderRM|AlexanderRM]] 00:01, 28 April 2007 (UTC)<br />
<br />
===studded leather & war gear===<br />
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.<br />
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}<br />
<br />
*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)<br />
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]<br />
<br />
----<br />
<br />
===Messenger Pigeons===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All outsiders|<br />
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. <br />
''You watch your pigeon fly off and hope it doesn't get intercepted.''<br />
<br>Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|<br />
suggest_time=22:23, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*How would you handle said "interception?" Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)<br />
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)<br />
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)<br />
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to "intercept" the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)<br />
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drum===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All Natives|<br />
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. <br />
''You hear random drumming in the distance.''<br />
<br>Requires a drum beating skill to utilize.|<br />
suggest_time=22:35, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)<br />
<br />
:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)<br />
<br />
:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:<br />
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)<br />
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)<br />
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear "random drumming" instead of "<garbled message>", since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)<br />
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)<br />
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)<br />
::&mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hammer===<br />
{{suggestion|<br />
suggest_type=New Item|<br />
suggest_scope=Available to all characters|<br />
suggest_description=A basic hammer. This item seems necessary for potential future building skills such as roads or huts or hut fortifications. Hammers could also be used as offensive weapons. They could also be subject to random breaking like machetes.|<br />
suggest_time=06:18, 1 May 2006 (BST)|<br />
suggest_author=[[User:Throgonuts|Throgonuts]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &mdash; but we don't need a hammer now. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===303===<br />
{{suggestion|<br />
suggest_type=new item|<br />
suggest_scope=availible to only outsiders|<br />
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.<br />
<br />
Damage: 15, special dmg: 16.|<br />
suggest_time=15,25, 17 June, 2006 (EST)|<br />
suggest_author=[[User:Riddick|Riddick]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)<br />
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?<br />
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)<br />
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)<br />
::Che, the .308 isn't used by the M16. The M16 uses 5.56 mil, or essentially a .22 sporting round. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:14, 28 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Berries to Increase AP===<br />
{{suggestion|<br />
suggest_type=Change item's effect|<br />
suggest_scope=Tasty berries (or similiar item)|<br />
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|<br />
suggest_time=00:47, 21 June 2006 (UTC)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<br />
I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006<br />
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
<br />
I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)<br />
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily "out of hand". Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
::The above remarks would be accurate if the AP-booster item was "invigorating herbs" found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)<br />
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was "berries or similiar item". I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)<br />
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. "this mango tree is claimed by John Doe", but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons). However, you'd only get one day of extra combat from it. You're actually losing time that way. If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers. Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items. I'd also like to point out that this system is already in place in KoL. They just set a maximum you can eat before you get full to keep the system from being abused. Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006<br />
<br><br />
it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)<br />
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)<br />
:I think you are confused here, the topic at hand is not gaining free XP, but "storing AP" as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Camera/Spirit box===<br />
{{suggestion|<br />
suggest_type=Ranged weapon|<br />
suggest_scope=Those plagued by banshees and those interested in scaring natives|<br />
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|<br />
suggest_time=04:11, 23 July 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)<br />
<br />
I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is. However, I'm not so sure about this. After all, cameras don't REALLY hurt people. Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help. Cameras have been around maybe 100 years? Shartak seems to take place in the 1700's or so, a little too early. Long story short, I don't think it fits. That's just my opinion, however. [[User:Black Joe|Black Joe]]<br />
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
i agree with idea that we should do something about ghosts, but the idea of trapping "ghosts" in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)<br />
<br />
I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006<br />
<br />
Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)<br />
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism. After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them. Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006<br />
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)<br />
<br />
A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)<br />
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as "outsiders" are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.<br />
Is that not a camera?<br />
<br />
:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)<br />
<br />
::Infantry did not use double barrel rifles at this scale until the mid 19th century, by then the daguerreotype and the calotype had been invented.<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Subitems===<br />
{{suggestion|<br />
suggest_type=Divisable items|<br />
suggest_scope=FAKs and Healing herbs|<br />
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] & large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|<br />
suggest_time=22:28, 12 August 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== The Bone Whistle ===<br />
<br />
I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.<br />
<br />
It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)<br />
<br />
Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)<br />
<br />
the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}<br />
<br />
Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]<br />
<br />
---<br />
<br />
===Flintlock Pistols===<br />
{{suggestion|<br />
suggest_type=New Item and Set of Skill to go along with it|<br />
suggest_scope=Whoever can shoot a gun|<br />
suggest_description='''Mechanics'''<br />
*Half the inventory space of the rifle<br />
*1 shot loading<br />
*.5 AP to load. (or skill to make it so)<br />
*4 damage<br />
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.<br />
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.<br />
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'<br />
<br />
'''Roleplay and realism'''<br />
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).<br />
*Pirates have always been seen with cutalss and one-shot pistol in hand.<br />
<br />
'''Skills'''<br />
*'''No Skill'''- ''5% chance of hitting your target''<br />
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''<br />
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''<br />
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''<br />
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''<br />
*'''Quickshot'''- ''Loading costs .5 AP''|<br />
<br />
suggest_time=02:36, 12 November 2006 (UTC)|<br />
suggest_author={{profile|4862|Rozen}}|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''<br />
<br />
I'd like to get some fresh comments about this. I have the old comments saved in case anyone wants to look...I just want to see what Shartak: The Next Generation thinks of this, you know :P --[[User:Rozen|Rozen]] 22:59, 28 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Meat Weapons===<br />
{{suggestion|<br />
suggest_type=Items|<br />
suggest_scope=All|<br />
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |<br />
suggest_time=11:29, 29 November 2006 (UTC)|<br />
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef? There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)<br />
<br />
I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Canteen/Water Pouch===<br />
{{suggestion|<br />
suggest_type=Container|<br />
suggest_scope=Anyone looking for an extra sip|<br />
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|<br />
suggest_time=09:23, 5 December 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Canteen? To be a little more in the setting, how about "''flask''"? And were you going to suggest that it hold more than one drink? --[[User:Lantz|<font color="005555">Lantz</font>]] 03:15, 6 December 2006 (UTC)<br />
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) <br />
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]<br />
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)<br />
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Use FAK on Others Text Change.===<br />
{{suggestion|<br />
suggest_type=Flavor change. |<br />
suggest_scope=People with FAKs. |<br />
suggest_description=One thing I've noticed while playing is that when someone heals you, it says "So and so helps you use a first aid kit and restore X health." <br />
<br />
This gives me thoughts of someone coming behind you and guiding your hands with your own FAK. I propose that the text be changed. <br />
<br />
"So and so uses a first aid kit on you and restores X health." <br />
<br />
This is more in-character, as you think of you laying on the floor, and someone coming beside you and crouching down, then pulling out a FAK and patching up your wounds. |<br />
suggest_time=02:27, 9 January 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm for it - really easy to do and it would clear up some confusion. - [[User:Erados|'''<font color="green" size="2">The Malice</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 01:33, 22 January 2007 (UTC)<br />
:Agreed. It was originally coded to allow you to help someone to '''drink''' a '''bottle of water''' / '''use''' a '''first aid kit''' etc but at the moment you can only use a fak on them so I've reworded it. --[[User:Simon|Simon]] 08:17, 13 February 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Fire ===<br />
<br />
How about fire for torches? Fire could also: <br />
<br />
1. be used on the jungle ("You set fire to the surrounding jungle, causing smoke to billow into the sky." The square could turn orange and then red as it was burned, then finally brown once it burned out), <br />
<br />
2. be used as campfires for villages and the wreck, <br />
<br />
3. light caves, for increased search rates ("You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.") <br />
<br />
4. burn opponents, ("You hit Long Fin Killie in the face with a torch for 3HP damage.") or huts (""You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.")<br />
<br />
5. scare away wild animals like tigers, which might not approach a torch. <br />
<br />
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).<br />
<br />
Fire might also be visible from a distance. "You see a column of smoke to the north east."<br />
<br />
And, as a gag, if you drink rum while holding a torch then you breath fire.<br />
<br />
[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch." or even, <br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!"<br />
-[[A Cow]] <br />
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]<br />
::: To be realistic, huts, jungle, or similar things should burn down and spread. burning areas would turn orange, then red, and would turn normal when there was nothing left to burn. Every AP recharge or so, the jungle would go down one level, a signpost if there was any would burn away, all people and animals would take X damage from various reasons (most animals would flee though), and huts or similar things would go down in levels ("slightly charred/ rather burned/ badly burned/collapsing/burnt ruins/nothing left but the foundation) which would have gradually decreasing search odds, and the last two would have the huts not be entered/exited areas, there would be no difference between inside and outside. The fire would have an X% chance of spreading into a touching square that wasn't burning or completely burnt down. There would have to be some way to put out or contain the fire to prevent the entire island from having all vegetation going to 0, all huts burning down (maybe a "hut repair" skill?), and all people and NPCs dying and having to wait for a shaman to come back before they can every time some guy sets something on fire. Maybe spreading from square to square would have a low chance and fuel consumption happens fast, so a fire will often burn down before it spreads. Or you could have player-imposed limitations by keeping a circle or part of one around an area totally clear of jungle and, if people comply with policy, players and signs. If you put it right at the edge and on the inside, animals wouldn't go in for whatever reason, so... a maniac trying to burn down the island would need a second torch if they used the first one on the village and the other villages still wouldn't be destroyed. Okay, by itself that wouldn't help much, but with the low spread/high burn and make it easy to put out with water and we've got some vague balance. --[[User:AlexanderRM|AlexanderRM]] 01:04, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
=== Falconry ===<br />
<br />
Introduction:<br />
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word "Hag" or "Haggard" is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. <br />
<br />
Item:<br />
The scenario would run like this: Near the mountains, "You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment." This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.<br />
<br />
First skill level:<br />
In order for you to do anything with the egg, you acquire a skill: "Hatching and rearing" of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the "one falcon egg" is replaced by "one falcon chick" or "one falcon eyase" (an eyase is a falcon chick) when the first skill level of "Hatching and rearing" is acquired. <br />
<br />
Second skill level:<br />
The next skill you need to acquire is "Training your falcon". With the "Training your falcon" skill, the "falcon chick" becomes a "young falcon", and the young falcon can be used as a weapon. "You command your young falcon to rake Player Y's face, for 1 HP damage." As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are "young falcon", to indicate to players that the bird is immature and not yet capable fo use at full strength.<br />
<br />
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. "Your young falcon loses balance mid-flight and plummets into a tree, dying instantly." While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. <br />
<br />
Third skill level:<br />
With "falconry mastery", the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, "You command your falcon to rake Player Y's face, for 5HP damage."<br />
<br />
Killing falcons:<br />
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that "You attack Player Y and kill their falcon." This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.<br />
<br />
Other ancillary issues:<br />
Falcon eggs would be relatively rare, like heavy swords. "Falcon eggs", "falcon chicks", "young falcons" and "falcons" could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be. -<br />
[[FirstAmongstDaves]]<br />
<br>Comments<br><br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->Comments here.<br />
A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)<br />
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
===Tent===<br />
<br />
Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]<br />
:Yeah, I seem to have trouble surviving overnight in the jungle, which makes it really hard to get places. Maybe it could have high inventory space and AP cost to set up/take down, but some animals won't attack you in there and some item, like a controlled torch or something, repels the rest but makes the tent always noticeable to people who can see your square. Or course players could go in there but... well, you can't have everything. The inventory space and the placing/removing costs would make travel slow and attacking difficult to balance the safety.--[[User:AlexanderRM|AlexanderRM]] 01:26, 13 September 2007 (UTC)<br />
----<br />
<br />
===Trade Items===<br />
{{suggestion|<br />
suggest_type=a series of items which will encourage trade|<br />
suggest_scope=the economic structure of Shartak|<br />
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. <br />
<br />
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action "Forge Weapon" becomes available. This action costs 10 AP, but produces a "Scimitar"[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.<br />
<br />
The Native analog to this is the "Macuahuitl" [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.<br />
<br />
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. <br />
|<br />
suggest_time=04:50, 15 February 2007 (UTC)||<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]<br />
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
<br />
*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)<br />
**Good idea! Calling it a "fine sword" definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
*** Actually, many people almost never use the "contact roaming shaman" option, and so they stay near their home camps because they always get sent there when they die. I've only gone to another camp (wilsik) once and after dying a day or two in, got sent home and never returned. Maybe if we made it so that if people met a shaman from another camp, from then on they have the option the contact them, for different AP costs. (maybe natives/native shamans and outsiders outsider shamans would be 40AP, and anything else would be the same 50AP as contact roaming shaman...) Of course, other people being able to come back to life into the very center of an enemy village or settlement, lie there to get full AP, then stand up and massacre the people, and when they got killed just do it again might be bad... maybe some exorcism skill or innate power amulet, that someone you kill who isn't in an allied camp to their side can't re-spawn their for awhile or until they re-spawn and die again...--[[User:AlexanderRM|AlexanderRM]] 01:38, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
===10 Melee Weapons===<br />
{{suggestion|<br />
suggest_type=Weapons|<br />
suggest_scope=All|<br />
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.<br />
<br />
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 10% (->20%->35%)<br />
*'''Average Damage, untrained:''' 0,3 -> 0,4<br />
*'''Average Damage, CQB:''' 0,6 -> 0,8 <br />
*'''Average Damage, ACQB:''' 1,05 -> 1,4<br />
*'''Average Damage, BS:''' 1,2 -> 1,55 <br />
<br />
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 40% (->50%->65%->75%)<br />
*'''Average Damage, untrained:''' 0.4 -> 0,8<br />
*'''Average Damage, CQB:''' 0,5 -> 1 <br />
*'''Average Damage, ACQB:''' 0,65 -> 1,3<br />
*'''Average Damage, BS:''' 0,8 -> 1,45<br />
*'''Average Damage, Fencing:''' 0,9 -> 1,65 <br />
*'''Average Damage, Exp. Fenc.:''' 1,05 -> 1,8 <br />
<br />
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
*'''Average Damage, Fencing:''' 1,35 -> 1,95 <br />
*'''Average Damage, Exp. Fenc.:''' 1,5 -> 2,1 <br />
<br />
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
<br />
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).<br />
<br />
'''Base Damage''' 4, '''Accuracy''' 5% (->15%->30%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,25<br />
*'''Average Damage, CQB:''' 0,6 -> 0,75 <br />
*'''Average Damage, ACQB:''' 1,2 -> 1,5<br />
*'''Average Damage, BS:''' 1,35 -> 1,65 <br />
<br />
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
<br />
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0.75 -> 1<br />
*'''Average Damage, CQB:''' 1,05 -> 1,4<br />
*'''Average Damage, ACQB:''' 1,5 -> 2<br />
*'''Average Damage, BS:''' 1,65 -> 2,15<br />
*'''Average Damage, Fencing:''' 1,95 -> 2,55<br />
*'''Average Damage, Exp. Fenc.:''' 2,1 -> 2,8<br />
<br />
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. <br />
<br />
'''Base Damage''' 4, '''Accuracy''' 20% (>30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,8 -> 1 <br />
*'''Average Damage, CQB:''' 1,2 -> 1,5 <br />
*'''Average Damage, ACQB:''' 1,8 -> 2,25<br />
*'''Average Damage, BS:''' 1,95 -> 2,4 <br />
*'''Average Damage, Fencing:''' 2,35 -> 2,9<br />
*'''Average Damage, Exp. Fenc.:''' 2,5 -> 3,05 <br />
<br />
9)'''Knife:''' Including it for sake of completeness.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,4<br />
*'''Average Damage, CQB:''' 0,3 -> 0,6 <br />
*'''Average Damage, ACQB:''' 0,45 -> 0,9<br />
*'''Average Damage, BS:''' 0,6 -> 1,05<br />
<br />
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. <br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
*'''Average Damage, Fencing:''' 1,25 -> 1,8 <br />
*'''Average Damage, Exp. Fenc.:''' 1,4 -> 1,95 <br />
<br />
|<br />
suggest_time=22:13, 18 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen<br />
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)<br />
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Big Stick and Cudgel===<br />
{{suggestion|<br />
suggest_type=2 new, related items|<br />
suggest_scope=All players|<br />
suggest_description=1. Big stick: Or "There are trees all around me. Why's it so hard to find driftwood?"<br />
<br />
The big stick would be found in jungle squares. The thicker the jungle, the more likely it is that you'll find a big stick. The big stick would take up two inventory spaces. By itself, it's useless. However, it can be made into a couple other things. <br />
<br />
A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP). This gives you two pieces of driftwood. Why do I propose this? Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood! There are lots and lots of trees out in the jungle! Surely I can find pieces of wood out there! I apparently also like to use exclamation marks!<br />
<br />
B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel. See below.<br />
<br />
Suggestion 2: The Cudgel: Or "Hitting each other with sticks."<br />
<br />
The cudgel also takes 2 inventory spaces. It does 1 HP damage without body building and 2HP damage with it. Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%. Why does it have a higher chance to hit? Because it's a really big stick! People have been hitting each other with sticks for ages! Now, even with that, it's still inferior to the machete. So why's it useful? <br />
<br />
1. Higher chance to hit than daggers, knives, and fists.<br />
2. It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.<br />
<br />
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out. Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|<br />
suggest_time=02:29, 10 March 2007 (UTC)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)<br />
:In answer to your question, I would say "no" to completely cleared and "very low chance" to very low density. Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
::The only problem I have with this suggestion is that there's nothing to restrict items found to certain densities.. but that might be something I can add. --[[User:Simon|Simon]] 19:12, 29 May 2007 (UTC)<br />
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)<br />
:This is technically true, but the point is missed. On a jungle island, one should be able to find sign post material where trees can be found. That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
:The term "driftwood" is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Tranquiliser/Paralyzing Dart===<br />
{{suggestion|<br />
suggest_type=Ammunition|<br />
suggest_scope=Hunters who don't like to be bitten back|<br />
suggest_description=Many hunters don't like FAKs taking up space that could be used for ammo and thus go without them. The animals don't go down without a fight however and the bush doesn't have the tools for a last minute tusk wound patch up before bed. If only the animals could be passified. Firing a tranquiliser from a rifle like a regular bullet or a paralyzing dart from a blowpipe, one can stun an animal, preventing automatic and retalitory attacks for awhile. In humans it reduces attack strength and/or accuracy and increases AP usage.|<br />
suggest_time=17:05, 6 April 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I disagree with your base claim - I'd imagine that as many, if not more hunters travel with a lot of first aid kits since it allows them to spend longer in the jungle. This suggestion just seems to remove the challenge of fighting something that will fight back, and reduce the need to go into the jungle properly equipped. It would also seem easy to abuse against other player characters. --[[User:Johan Crichton|Johan Crichton]] 21:56, 6 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Ivory===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=Back then the jungles were full of ivory poachers. What I'm proposing is the ability to harvest ivory from the dead elephants in the game. With each elephant you harvest you receive 2 units of ivory. To keep it simple you can harvest the ivory using a machete or a cutlass. Each unit of ivory would be worth 2 gold coins.|<br />
suggest_time=15:16 03 May 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Cool, maybe something like this could be added to tigers. --[[User:Wulla-mullung|Wulla-mullung]]<br />
<br />
What would the ivory do? We could use it to make handles for the weapons, or ornaments for rifles. or chess pieces! -[[User:Elegost|Elegost]] 02:16, 17 May 2007 (UTC)<br />
:This would go along with the meat suggestion elsewhere in the wiki. Perhaps when an animal dies, there are certain items that can be harvested from their corpse including meat x (number depends on size of animal), ivory from elephants, skin from bear or tiger, feathers from parrot. Once you've recovered as much as you can from the corpse, you'll just search the surrounding area instead. --[[User:Simon|Simon]] 07:26, 26 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Shartak Laser===<br />
{{suggestion|<br />
suggest_type=Super weapon|<br />
suggest_scope=anyone|<br />
suggest_description=<br />
This is the super (edited) Shartak version of the most awesome Spartan Laser from the Halo 3. It deals 10 dmg and is 50% accurate (since it does take a lot of effort to aim the thing). It cannot be found anywhere, but you need to make it. You'd need two pieces of driftwood, a mango, a gem, a dead parrot in the same square and a gps unit. It has four shots and has a 30% chance of breaking after firing. when out of ammo, it becomes useless baggage. you cannot sell a used or partially used shartak laser to traders. The pic of the Shartak laser is here. http://derby.jconserv.net/viewtopic.php?t=14&start=105|<br />
suggest_time=13:12, 22 May 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
(Pssst, Simon, just say you've implemented it! Where are you going to get a headless parrot from anyway?) --[[User:Rozen|Rozen]] 16:04, 22 May 2007 (UTC)<br />
* This has been added, it's in a secret location and you'll have to journey through shark infested water and back to the mainland to find it. ;) --[[User:Simon|Simon]] 22:32, 25 June 2007 (UTC)<br />
:seriously?!?!? why can't i have a free one?:D -[[User:Elegost|Elegost]] 02:17, 26 June 2007 (UTC)<br />
::Ya, umm sorry I kinda took it. How about you give me 500 gold and it'll be at the Dalpok trader. --[[User:Wulla-mullung|Wulla-mullung]] 02:41, 26 June 2007 (UTC)<br />
:::LOL. No, not seriously. I regret to inform you that this will never be implemented. Perhaps if you could come up with some less outrageous and powerful things that could be manufactured you might be luckier. --[[User:Simon|Simon]] 07:22, 26 June 2007 (UTC)<br />
::::okay. you got me there. hahaha wait, i'll edit it. -[[User:Elegost|Elegost]] 10:42, 26 June 2007 (UTC)<br />
: How about having it burn out once all shots are fired?--[[User:Johan Crichton|Johan Crichton]] 21:28, 26 June 2007 (UTC)<br />
::sounds good. but i personally like the idea of it being disposable, just like the spartan laser. and you can't sell the empty one to the trader! -[[User:Elegost|Elegost]] 10:30, 27 June 2007 (UTC)<br />
::::The above is a lie, I really do have the Shartak Laser. Simon just thought better of letting everyone know one exsisted. --[[User:Wulla-mullung|Wulla-mullung]] 02:33, 29 June 2007 (UTC)<br />
:::::If you really do, you'll only be able to fire four shots. Also, if you could get a light bulb and run an electric current from the GPS to it and use the gem like a magnifying glass, you might just be able to do this. but make it need a scientist-only skill and have a 75% chance of being done wrong breaking the GPS and the light bulb. When it runs out of charges it leaves the light bulb and the gem intact, but if it breaks you just keep the gem.--[[User:AlexanderRM|AlexanderRM]] 01:45, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Bottle of Water===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=everyone who can drink bottles of water|<br />
suggest_description=I just realized i carry more bottles of water than FAKS. So, maybe we can use bottles of water on other people, you know, help them drink and restore health. like a fak :)|<br />
suggest_time=11:12, 6 June 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I fully agree - hence this suggestion: [[Suggestions:Miscellaneous#UI:_Heal_Patient_as_possible_action]] --[[User:Johan Crichton|Johan Crichton]] 04:43, 3 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Melee Weapon Breaking tweak===<br />
{{suggestion|<br />
suggest_type=weapon tweak|<br />
suggest_scope=everyone|<br />
suggest_description= the rate of breaking machetes could be altered a bit. I haven't had much luck breaking machetes these days. Shouldn't they break a lot too? Cutlasses seem to break a lot. And the non-breaking quality of the machete makes it a not-so-good item to trade at the traders. And perhaps writing materials could be blunted when writing too.<br />
and maybe the sharpening stones can wear out after a while, like around ten sharpenings, it'll crumble to dust. And that'll stimulate players to buy or sell sharpening stones.|<br />
suggest_time=09:00, 2 July 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I've had the opposite with machetes of late - if you use them for combat, they seem to break reasonably often. --[[User:Johan Crichton|Johan Crichton]] 22:18, 3 July 2007 (UTC)<br />
Ooh, I know- have the sharpening stones turn blunt, so you can keep two sharpening stones, and use one to sharpen the other. --[[User:AlexanderRM|AlexanderRM]] 01:47, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pit Trap===<br />
{{suggestion|<br />
suggest_type=Item/Skill|<br />
suggest_scope=Everyone|<br />
suggest_description=Once a hole has been dug with the digging skill/shovel, driftwood can be used to conceal the hole, creating a pit trap. The next individual/animal to enter the hex will fall into the pit, taking 6 points of damage. This naturally destroys the driftwood covering for the pit and thus the pit would need to be 'reset' with more driftwood.<br />
<br />
If it would also cost a point of movement to get out of the pit as well, that would be interesting.|<br />
suggest_time=10:04, 2 July 2007 (EST)|<br />
suggest_author=GreyA2|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Similar suggestions already exist - [[Suggestions:Skills#Jungle_Skills]] has a mention of a 'Make/Detect Traps' skill, and [[Suggestions:Skills#Trap_Laying]]. --[[User:Johan Crichton|Johan Crichton]] 04:42, 3 July 2007 (UTC)<br />
: It should have an x% of falling in per action, including entering and leaving, and it's a square, not a hex.--[[User:AlexanderRM|AlexanderRM]] 01:49, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Knife Tweak===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=I just noticed that knives have the same accuracy as cutlasses and machetes.<br />
I was thinking, most people survive with the little blade called a knife, because in the real world, it is fairly accurate and easy to wield. Perhaps the knife and dagger's accuracies could be raised to 50%, but the damage will remain the same. It becomes more accurate, and the perfect assassin's weapon, or to help newer players to hit things faster. |<br />
suggest_time=10:17, 12 July 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* 50% before skills take effect (85%? with 2 skills) or 50% after skills.. so just 5% increase? --[[User:Simon|Simon]] 18:31, 12 July 2007 (UTC)<br />
::50% max. so, just add 5%, or, you could add 10% and make it 55%. -[[User:Elegost|Elegost]] 10:08, 13 July 2007 (UTC)<br />
:::Implemented --[[User:Simon|Simon]] 18:40, 30 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hunting-Skinning-Trading===<br />
{{suggestion|<br />
suggest_type=new ways of income|<br />
suggest_scope=Everyone|<br />
suggest_description=When you kill an animal, you get exp, but no gold. When you trade, you get gold and experience if it's inter-settlement. In reality, peope make food and skins from hunting, in reality, people set into each other with cutlasses. Or did...anyway. I'm suggesting that when you kill a creature, great or small, you get a body part of that creature, pelt, leather, ivory, eyeball...that kind of thing. You can then sell it at the trader for some gold, bigger or rarer the beast, the more gold. Squid eyes being worth the most, parrot feathers the least. It's also been suggested that you get meat from the animal, which you can eat to recover some HP. This is a suggestion made with new players in mind, as my newest character realised he got more of a reward going safely from town to town and gtting hsi gold and exp than he did traveling into dangerous jungle and killing stuff. |<br />
suggest_time=00:11 am, Thurdsay 30th Aug |<br />
suggest_author=[[User:RobZombie|RobZombie]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===The Most-Awesome-Titanium Sword===<br />
{{suggestion|<br />
suggest_type=replacement to the heavy sword|<br />
suggest_scope=everyone|<br />
suggest_description=Since someone was kind enough to spoil the locations of heavy swords, I hereby present you with this. The Most-Awesome-Titanium Sword! or the MATS.<br />
<br><br />
Since Simon wouldn't implement the Shartak Laser, we'll have this.<br />
<br>MATS stats<br />
<br>Damage- 5<br />
<br>Accuracy- 50% (cause its made of titanium, its easier to wield in theory)<br />
<br>Chances for Critical- 18%<br />
:Critical Hit- 10dmg to target<br />
::Critical Miss- you break it, and you get hit for 5 damage by the broken blade<br />
<br>Search Odds- 10% at only ONE place, or certain coordinate |<br />
suggest_time=07:54, 4 September 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
You scare me sometimes Ele ;P -[[User:Cthulhu|Cthulhu]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Suggestions:Items&diff=15560Suggestions:Items2007-09-13T01:47:50Z<p>AlexanderRM: /* Melee Weapon Breaking tweak */</p>
<hr />
<div>{{Suggestions header|page_type=Item}}<br />
<br />
== Items ==<br />
<br />
===Bottle/Gourd Of Healing Salve===<br />
<br />
Made by juicing healing herbs with an empty bottle or gourd in your inventory. It would take 3 herbs to make 1 batch of salve and you must have the "Natural Medicine" skill to do so. Salve heals 15hp when used. That about covers it really. The pro is its lighter then herbs, the con is it takes time to prepare. Perhaps a small exp reward for preparing it (say 2 exp) would encourage players to make use of it, that is open to debate however. --[[User:Etherdrifter|Etherdrifter]] 00:25, 10 September 2007 (UTC)<br />
<br />
''Comments''<br />
<br />
I like. I would suggest allowing pirates to use this skill too, maybe, it would give them the little balancing edge they need. - Rincewind.<br />
:Perhaps put in place a different skill for pirates to use it? It would probably need to be a subskill of Native Knowledge. Not too sure of a name for it though. Also what do you think of the idea for a small exp reward?--[[User:Etherdrifter|Etherdrifter]] 12:14, 10 September 2007 (UTC)<br />
<br />
::Small exps are aaaalways good. - Rincewind.<br />
<br />
----<br />
<br />
=== Absinth ===<br />
Could have a very low chance of being found, and would display as "Bottle of absinth" (in addition to the existing "Bottle of beer" and "Bottle of water"). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)<br />
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)<br />
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)<br />
*The whole "distortion of game display" thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location ("As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle."). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these "strange herbs" would give outsiders something to confuse healing herbs with. &mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)<br />
----<br />
<br />
=== Spear ===<br />
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)<br />
<br />
''Comments''<br />
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)<br />
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)<br />
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)<br />
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)<br />
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)<br />
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives. Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) <br />
----<br />
<br />
=== Head-shrinking powder ===<br />
This could be either a melee or area weapon used by natives.<br />
<br />
''Comments''<br />
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]<br />
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}<br />
----<br />
<br />
=== Meat and Pelts ===<br />
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]<br />
<br />
''Comments''<br />
*But you can only carry 200 pounds of meat back to your wagon. <nowiki></oregontrail></nowiki> --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)<br />
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)<br />
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]<br />
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished "health pool" any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf<br />
**''There is a large pot of stew cooking, it appears to be half full.''<br />
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]<br />
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until "The pot is currently empty". Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)<br />
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be "piece of meat", that the description for a square with a pot should read something like "There is a fire here with a large pot over it.", and that the button should read "Add Meat to Pot" (or perhaps that feature should just be linked to the "meat" button in the inventory list). &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)<br />
<br />
* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:<br />
<br />
1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. "Trader Joe says, "Great, here's one gold coin for your large stag pelt."";<br />
<br />
2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. "You cook and eat an elephant carcass and gain 2 HP." As for human meat: "You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. "Get that dead body out of my trading hut!" he yells."<br />
<br />
The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]<br />
** -Aww, but why can't we sell elephant tusks? we can use them as a weapon with major damage (maybe we could have a 5% or so chance of hitting with the pointed end on a succesful hit, doing extra damage) but low accuracy and/or especially high break chance. ("your elephant tusk shatters, leaving you with the end which you throw away.")--[[User:AlexanderRM|AlexanderRM]] 20:11, 22 June 2007 (UTC)<br />
----<br />
<br />
=== Radio beacon/receiver ===<br />
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.<br />
<br />
''Comments''<br />
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]<br />
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)<br />
----<br />
<br />
=== Holy Scriptures ===<br />
Used to convert Natives into Ousiders. Requires "Religious Devotion". Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
*Nobody wants to have a class change againt their will. -Grigoriy<br />
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)<br />
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as "1 convert" to outsiders (as opposed to "1 native") and as "1 traitor" to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).<br />
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)<br />
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.<br />
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally "go native". Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill "Convert", with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill "Gone Native", with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)<br />
* You know, I wholeheartedly despise "permanent" class choices of any kind, and shartak is especially bed, because of the +25 XP skill cost per level makeing creating a new character and bringing it to the level of your old one very difficult. If I made this game, you could shift not only from native to outsider and back, you could switch from, say, warrior to shaman, or any other this-class-to-that thing. Anyway, you people really haven't though out the possibilities of a class choice against your will- shartak would be something other than people fighting or healing each other or exorcizing spirits for the rest of eternity. but the question is: is that good or bad?--[[User:AlexanderRM|AlexanderRM]] 23:44, 27 April 2007 (UTC)<br />
**Not everyone agrees, friend. A lot of us like the fact that each class is unique. Still, I'm always interested in hearing other opinions. Consider joining the official forum. This discussion is moving away from the topic of a new item and towards a discussion of what direction we'd like Shartak to go. Thus, we should probably move our discussion elsewhere. Regards.--[[User:Black Joe|Black Joe]] 00:20, 28 April 2007 (UTC)<br />
** Yes, and my idea keeps each class unique- but it allows you to change your mind on what class you are. For instance, right now both the scout/explorer and villager/settler are better than the warrior/soldier due to the heavy sword, because one has a better chance of finding one and the other has extra AP. My idea is to allow people who wanted to fight to go back and change that decision without haveing to start all over again. --[[User:AlexanderRM|AlexanderRM]] 01:06, 4 May 2007 (UTC)<br />
----<br />
<br />
=== GPS Unit (Redesign) ===<br />
{{suggestion|<br />
suggest_type=Item, modification|<br />
suggest_scope=GPS unit|<br />
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|<br />
suggest_time=21:48, 23 February 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)<br />
<br />
Y'know, the "GPS Unit" item has stuck out like a sore thumb to me too. I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless. But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)<br />
<br />
I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)<br />
<br />
: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself. If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation. (Both pages mention a "chronometer" which was finally invented to try to solve that problem.) On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones. A quote from the Lewis & Clark page: "If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith." So. I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness. That could even go in the FAQ. I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base. In closing, I still like Lint's ideas about making it cost AP and require suitable terrain. The former would represent the investment of time in setting up the equipment and doing the calculations. The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)<br />
<br />
:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the "Skillful Sextant Supervisor" skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)<br />
<br />
: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)<br />
<br />
:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it "Professor Inglewood's Speedy Sextant And Nano Tables" or some other such nonesense and leave it working the same, just with a different name. As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)<br />
<br />
:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)<br />
<br />
:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)<br />
<br />
::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)<br />
<br />
:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)<br />
<br />
::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to "Sense Position" for 1 AP and be told the direction and rough distance of the nearest village. ("After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.") <s>Maybe even take the GPS away; the natives should know their way around better than the outsiders.</s> &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
How about we just get ride of the gps unit in general and in its place have item called "a map and compass" and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)<br />
<br />
: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which "move" buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)<br />
::: You all need a Antikythera mechanism - see<br />
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&action=display&num=1167260766 - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Remove uber sword of doom(aka heavy sword) ===<br />
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.<br> <br />
<br />
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.<br><br />
<br />
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have "wasted" the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.<br />
<br />
'''Comments'''<br />
<br />
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)<br />
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)<br />
*I disagree with some of the logic in this argument. If the heavy sword were a common weapon, then I could understand the concern; however, the "über sword of doom" is hardly of such availability. As far as I know, only one player has the sword. Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect. I would even propose that even more superior weapons are "hidden" around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)<br />
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)<br />
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)<br />
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)<br />
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)<br />
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)<br />
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, "Marksmanship" and "Expert Marksmanship", each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful. -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)<br />
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)<br />
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -> 35% marksman upgrade for all classes, then 35% -> 50% -> 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)<br />
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single "elephant sword", or something with a similarly grand title. There would only be one on the island (or one per village: "The Elephant Sword of York", etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----<br />
*The only problem with this is that there probebly ''are'' people out there who have spent loads of AP looking for a heavy sword, and if those of them that found it suddenly have it deleted, =bad. How about either A: The heavy sword cannot be found by searching and those in people's inventorys randomly transform into their value in gold, or B: the heavy sword becomes more common and we add several more "uber" items (also more common than the current heavy sword):<br />
The spear: this was what gave me the origional idea for other uber weapons. The heavy sword would become the outsider-only weapon and the spear would become the native weapon. All heavy sword belonging to natives would turn into spears. The spear should be more accurate and do less damage.<br />
<br />
The heavy gun: Ammo is rare but no too rare. Basically an upped version of the rifle.<br />
<br />
The poisoned bow+arrows: basically an upped blowpipe.<br />
<br />
Anyway, just one more note:<br />
<br />
"Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play."<br />
*Mmh*<br />
*Mmmh*<br />
BWA HA HA HA HA HA HA HA!<br />
*snorts*--[[User:AlexanderRM|AlexanderRM]] 00:01, 28 April 2007 (UTC)<br />
<br />
===studded leather & war gear===<br />
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.<br />
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}<br />
<br />
*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)<br />
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]<br />
<br />
----<br />
<br />
===Messenger Pigeons===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All outsiders|<br />
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. <br />
''You watch your pigeon fly off and hope it doesn't get intercepted.''<br />
<br>Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|<br />
suggest_time=22:23, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*How would you handle said "interception?" Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)<br />
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)<br />
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)<br />
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to "intercept" the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)<br />
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drum===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All Natives|<br />
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. <br />
''You hear random drumming in the distance.''<br />
<br>Requires a drum beating skill to utilize.|<br />
suggest_time=22:35, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)<br />
<br />
:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)<br />
<br />
:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:<br />
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)<br />
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)<br />
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear "random drumming" instead of "<garbled message>", since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)<br />
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)<br />
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)<br />
::&mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hammer===<br />
{{suggestion|<br />
suggest_type=New Item|<br />
suggest_scope=Available to all characters|<br />
suggest_description=A basic hammer. This item seems necessary for potential future building skills such as roads or huts or hut fortifications. Hammers could also be used as offensive weapons. They could also be subject to random breaking like machetes.|<br />
suggest_time=06:18, 1 May 2006 (BST)|<br />
suggest_author=[[User:Throgonuts|Throgonuts]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &mdash; but we don't need a hammer now. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===303===<br />
{{suggestion|<br />
suggest_type=new item|<br />
suggest_scope=availible to only outsiders|<br />
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.<br />
<br />
Damage: 15, special dmg: 16.|<br />
suggest_time=15,25, 17 June, 2006 (EST)|<br />
suggest_author=[[User:Riddick|Riddick]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)<br />
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?<br />
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)<br />
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)<br />
::Che, the .308 isn't used by the M16. The M16 uses 5.56 mil, or essentially a .22 sporting round. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:14, 28 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Berries to Increase AP===<br />
{{suggestion|<br />
suggest_type=Change item's effect|<br />
suggest_scope=Tasty berries (or similiar item)|<br />
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|<br />
suggest_time=00:47, 21 June 2006 (UTC)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<br />
I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006<br />
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
<br />
I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)<br />
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily "out of hand". Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
::The above remarks would be accurate if the AP-booster item was "invigorating herbs" found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)<br />
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was "berries or similiar item". I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)<br />
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. "this mango tree is claimed by John Doe", but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons). However, you'd only get one day of extra combat from it. You're actually losing time that way. If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers. Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items. I'd also like to point out that this system is already in place in KoL. They just set a maximum you can eat before you get full to keep the system from being abused. Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006<br />
<br><br />
it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)<br />
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)<br />
:I think you are confused here, the topic at hand is not gaining free XP, but "storing AP" as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Camera/Spirit box===<br />
{{suggestion|<br />
suggest_type=Ranged weapon|<br />
suggest_scope=Those plagued by banshees and those interested in scaring natives|<br />
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|<br />
suggest_time=04:11, 23 July 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)<br />
<br />
I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is. However, I'm not so sure about this. After all, cameras don't REALLY hurt people. Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help. Cameras have been around maybe 100 years? Shartak seems to take place in the 1700's or so, a little too early. Long story short, I don't think it fits. That's just my opinion, however. [[User:Black Joe|Black Joe]]<br />
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
i agree with idea that we should do something about ghosts, but the idea of trapping "ghosts" in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)<br />
<br />
I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006<br />
<br />
Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)<br />
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism. After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them. Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006<br />
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)<br />
<br />
A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)<br />
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as "outsiders" are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.<br />
Is that not a camera?<br />
<br />
:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)<br />
<br />
::Infantry did not use double barrel rifles at this scale until the mid 19th century, by then the daguerreotype and the calotype had been invented.<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Subitems===<br />
{{suggestion|<br />
suggest_type=Divisable items|<br />
suggest_scope=FAKs and Healing herbs|<br />
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] & large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|<br />
suggest_time=22:28, 12 August 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== The Bone Whistle ===<br />
<br />
I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.<br />
<br />
It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)<br />
<br />
Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)<br />
<br />
the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}<br />
<br />
Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]<br />
<br />
---<br />
<br />
===Flintlock Pistols===<br />
{{suggestion|<br />
suggest_type=New Item and Set of Skill to go along with it|<br />
suggest_scope=Whoever can shoot a gun|<br />
suggest_description='''Mechanics'''<br />
*Half the inventory space of the rifle<br />
*1 shot loading<br />
*.5 AP to load. (or skill to make it so)<br />
*4 damage<br />
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.<br />
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.<br />
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'<br />
<br />
'''Roleplay and realism'''<br />
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).<br />
*Pirates have always been seen with cutalss and one-shot pistol in hand.<br />
<br />
'''Skills'''<br />
*'''No Skill'''- ''5% chance of hitting your target''<br />
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''<br />
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''<br />
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''<br />
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''<br />
*'''Quickshot'''- ''Loading costs .5 AP''|<br />
<br />
suggest_time=02:36, 12 November 2006 (UTC)|<br />
suggest_author={{profile|4862|Rozen}}|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''<br />
<br />
I'd like to get some fresh comments about this. I have the old comments saved in case anyone wants to look...I just want to see what Shartak: The Next Generation thinks of this, you know :P --[[User:Rozen|Rozen]] 22:59, 28 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Meat Weapons===<br />
{{suggestion|<br />
suggest_type=Items|<br />
suggest_scope=All|<br />
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |<br />
suggest_time=11:29, 29 November 2006 (UTC)|<br />
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef? There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)<br />
<br />
I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Canteen/Water Pouch===<br />
{{suggestion|<br />
suggest_type=Container|<br />
suggest_scope=Anyone looking for an extra sip|<br />
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|<br />
suggest_time=09:23, 5 December 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Canteen? To be a little more in the setting, how about "''flask''"? And were you going to suggest that it hold more than one drink? --[[User:Lantz|<font color="005555">Lantz</font>]] 03:15, 6 December 2006 (UTC)<br />
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) <br />
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]<br />
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)<br />
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Use FAK on Others Text Change.===<br />
{{suggestion|<br />
suggest_type=Flavor change. |<br />
suggest_scope=People with FAKs. |<br />
suggest_description=One thing I've noticed while playing is that when someone heals you, it says "So and so helps you use a first aid kit and restore X health." <br />
<br />
This gives me thoughts of someone coming behind you and guiding your hands with your own FAK. I propose that the text be changed. <br />
<br />
"So and so uses a first aid kit on you and restores X health." <br />
<br />
This is more in-character, as you think of you laying on the floor, and someone coming beside you and crouching down, then pulling out a FAK and patching up your wounds. |<br />
suggest_time=02:27, 9 January 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm for it - really easy to do and it would clear up some confusion. - [[User:Erados|'''<font color="green" size="2">The Malice</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 01:33, 22 January 2007 (UTC)<br />
:Agreed. It was originally coded to allow you to help someone to '''drink''' a '''bottle of water''' / '''use''' a '''first aid kit''' etc but at the moment you can only use a fak on them so I've reworded it. --[[User:Simon|Simon]] 08:17, 13 February 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Fire ===<br />
<br />
How about fire for torches? Fire could also: <br />
<br />
1. be used on the jungle ("You set fire to the surrounding jungle, causing smoke to billow into the sky." The square could turn orange and then red as it was burned, then finally brown once it burned out), <br />
<br />
2. be used as campfires for villages and the wreck, <br />
<br />
3. light caves, for increased search rates ("You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.") <br />
<br />
4. burn opponents, ("You hit Long Fin Killie in the face with a torch for 3HP damage.") or huts (""You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.")<br />
<br />
5. scare away wild animals like tigers, which might not approach a torch. <br />
<br />
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).<br />
<br />
Fire might also be visible from a distance. "You see a column of smoke to the north east."<br />
<br />
And, as a gag, if you drink rum while holding a torch then you breath fire.<br />
<br />
[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch." or even, <br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!"<br />
-[[A Cow]] <br />
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]<br />
::: To be realistic, huts, jungle, or similar things should burn down and spread. burning areas would turn orange, then red, and would turn normal when there was nothing left to burn. Every AP recharge or so, the jungle would go down one level, a signpost if there was any would burn away, all people and animals would take X damage from various reasons (most animals would flee though), and huts or similar things would go down in levels ("slightly charred/ rather burned/ badly burned/collapsing/burnt ruins/nothing left but the foundation) which would have gradually decreasing search odds, and the last two would have the huts not be entered/exited areas, there would be no difference between inside and outside. The fire would have an X% chance of spreading into a touching square that wasn't burning or completely burnt down. There would have to be some way to put out or contain the fire to prevent the entire island from having all vegetation going to 0, all huts burning down (maybe a "hut repair" skill?), and all people and NPCs dying and having to wait for a shaman to come back before they can every time some guy sets something on fire. Maybe spreading from square to square would have a low chance and fuel consumption happens fast, so a fire will often burn down before it spreads. Or you could have player-imposed limitations by keeping a circle or part of one around an area totally clear of jungle and, if people comply with policy, players and signs. If you put it right at the edge and on the inside, animals wouldn't go in for whatever reason, so... a maniac trying to burn down the island would need a second torch if they used the first one on the village and the other villages still wouldn't be destroyed. Okay, by itself that wouldn't help much, but with the low spread/high burn and make it easy to put out with water and we've got some vague balance. --[[User:AlexanderRM|AlexanderRM]] 01:04, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
=== Falconry ===<br />
<br />
Introduction:<br />
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word "Hag" or "Haggard" is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. <br />
<br />
Item:<br />
The scenario would run like this: Near the mountains, "You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment." This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.<br />
<br />
First skill level:<br />
In order for you to do anything with the egg, you acquire a skill: "Hatching and rearing" of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the "one falcon egg" is replaced by "one falcon chick" or "one falcon eyase" (an eyase is a falcon chick) when the first skill level of "Hatching and rearing" is acquired. <br />
<br />
Second skill level:<br />
The next skill you need to acquire is "Training your falcon". With the "Training your falcon" skill, the "falcon chick" becomes a "young falcon", and the young falcon can be used as a weapon. "You command your young falcon to rake Player Y's face, for 1 HP damage." As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are "young falcon", to indicate to players that the bird is immature and not yet capable fo use at full strength.<br />
<br />
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. "Your young falcon loses balance mid-flight and plummets into a tree, dying instantly." While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. <br />
<br />
Third skill level:<br />
With "falconry mastery", the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, "You command your falcon to rake Player Y's face, for 5HP damage."<br />
<br />
Killing falcons:<br />
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that "You attack Player Y and kill their falcon." This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.<br />
<br />
Other ancillary issues:<br />
Falcon eggs would be relatively rare, like heavy swords. "Falcon eggs", "falcon chicks", "young falcons" and "falcons" could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be. -<br />
[[FirstAmongstDaves]]<br />
<br>Comments<br><br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->Comments here.<br />
A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)<br />
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
===Tent===<br />
<br />
Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]<br />
:Yeah, I seem to have trouble surviving overnight in the jungle, which makes it really hard to get places. Maybe it could have high inventory space and AP cost to set up/take down, but some animals won't attack you in there and some item, like a controlled torch or something, repels the rest but makes the tent always noticeable to people who can see your square. Or course players could go in there but... well, you can't have everything. The inventory space and the placing/removing costs would make travel slow and attacking difficult to balance the safety.--[[User:AlexanderRM|AlexanderRM]] 01:26, 13 September 2007 (UTC)<br />
----<br />
<br />
===Trade Items===<br />
{{suggestion|<br />
suggest_type=a series of items which will encourage trade|<br />
suggest_scope=the economic structure of Shartak|<br />
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. <br />
<br />
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action "Forge Weapon" becomes available. This action costs 10 AP, but produces a "Scimitar"[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.<br />
<br />
The Native analog to this is the "Macuahuitl" [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.<br />
<br />
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. <br />
|<br />
suggest_time=04:50, 15 February 2007 (UTC)||<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]<br />
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
<br />
*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)<br />
**Good idea! Calling it a "fine sword" definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
*** Actually, many people almost never use the "contact roaming shaman" option, and so they stay near their home camps because they always get sent there when they die. I've only gone to another camp (wilsik) once and after dying a day or two in, got sent home and never returned. Maybe if we made it so that if people met a shaman from another camp, from then on they have the option the contact them, for different AP costs. (maybe natives/native shamans and outsiders outsider shamans would be 40AP, and anything else would be the same 50AP as contact roaming shaman...) Of course, other people being able to come back to life into the very center of an enemy village or settlement, lie there to get full AP, then stand up and massacre the people, and when they got killed just do it again might be bad... maybe some exorcism skill or innate power amulet, that someone you kill who isn't in an allied camp to their side can't re-spawn their for awhile or until they re-spawn and die again...--[[User:AlexanderRM|AlexanderRM]] 01:38, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
===10 Melee Weapons===<br />
{{suggestion|<br />
suggest_type=Weapons|<br />
suggest_scope=All|<br />
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.<br />
<br />
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 10% (->20%->35%)<br />
*'''Average Damage, untrained:''' 0,3 -> 0,4<br />
*'''Average Damage, CQB:''' 0,6 -> 0,8 <br />
*'''Average Damage, ACQB:''' 1,05 -> 1,4<br />
*'''Average Damage, BS:''' 1,2 -> 1,55 <br />
<br />
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 40% (->50%->65%->75%)<br />
*'''Average Damage, untrained:''' 0.4 -> 0,8<br />
*'''Average Damage, CQB:''' 0,5 -> 1 <br />
*'''Average Damage, ACQB:''' 0,65 -> 1,3<br />
*'''Average Damage, BS:''' 0,8 -> 1,45<br />
*'''Average Damage, Fencing:''' 0,9 -> 1,65 <br />
*'''Average Damage, Exp. Fenc.:''' 1,05 -> 1,8 <br />
<br />
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
*'''Average Damage, Fencing:''' 1,35 -> 1,95 <br />
*'''Average Damage, Exp. Fenc.:''' 1,5 -> 2,1 <br />
<br />
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
<br />
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).<br />
<br />
'''Base Damage''' 4, '''Accuracy''' 5% (->15%->30%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,25<br />
*'''Average Damage, CQB:''' 0,6 -> 0,75 <br />
*'''Average Damage, ACQB:''' 1,2 -> 1,5<br />
*'''Average Damage, BS:''' 1,35 -> 1,65 <br />
<br />
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
<br />
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0.75 -> 1<br />
*'''Average Damage, CQB:''' 1,05 -> 1,4<br />
*'''Average Damage, ACQB:''' 1,5 -> 2<br />
*'''Average Damage, BS:''' 1,65 -> 2,15<br />
*'''Average Damage, Fencing:''' 1,95 -> 2,55<br />
*'''Average Damage, Exp. Fenc.:''' 2,1 -> 2,8<br />
<br />
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. <br />
<br />
'''Base Damage''' 4, '''Accuracy''' 20% (>30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,8 -> 1 <br />
*'''Average Damage, CQB:''' 1,2 -> 1,5 <br />
*'''Average Damage, ACQB:''' 1,8 -> 2,25<br />
*'''Average Damage, BS:''' 1,95 -> 2,4 <br />
*'''Average Damage, Fencing:''' 2,35 -> 2,9<br />
*'''Average Damage, Exp. Fenc.:''' 2,5 -> 3,05 <br />
<br />
9)'''Knife:''' Including it for sake of completeness.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,4<br />
*'''Average Damage, CQB:''' 0,3 -> 0,6 <br />
*'''Average Damage, ACQB:''' 0,45 -> 0,9<br />
*'''Average Damage, BS:''' 0,6 -> 1,05<br />
<br />
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. <br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
*'''Average Damage, Fencing:''' 1,25 -> 1,8 <br />
*'''Average Damage, Exp. Fenc.:''' 1,4 -> 1,95 <br />
<br />
|<br />
suggest_time=22:13, 18 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen<br />
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)<br />
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Big Stick and Cudgel===<br />
{{suggestion|<br />
suggest_type=2 new, related items|<br />
suggest_scope=All players|<br />
suggest_description=1. Big stick: Or "There are trees all around me. Why's it so hard to find driftwood?"<br />
<br />
The big stick would be found in jungle squares. The thicker the jungle, the more likely it is that you'll find a big stick. The big stick would take up two inventory spaces. By itself, it's useless. However, it can be made into a couple other things. <br />
<br />
A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP). This gives you two pieces of driftwood. Why do I propose this? Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood! There are lots and lots of trees out in the jungle! Surely I can find pieces of wood out there! I apparently also like to use exclamation marks!<br />
<br />
B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel. See below.<br />
<br />
Suggestion 2: The Cudgel: Or "Hitting each other with sticks."<br />
<br />
The cudgel also takes 2 inventory spaces. It does 1 HP damage without body building and 2HP damage with it. Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%. Why does it have a higher chance to hit? Because it's a really big stick! People have been hitting each other with sticks for ages! Now, even with that, it's still inferior to the machete. So why's it useful? <br />
<br />
1. Higher chance to hit than daggers, knives, and fists.<br />
2. It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.<br />
<br />
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out. Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|<br />
suggest_time=02:29, 10 March 2007 (UTC)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)<br />
:In answer to your question, I would say "no" to completely cleared and "very low chance" to very low density. Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
::The only problem I have with this suggestion is that there's nothing to restrict items found to certain densities.. but that might be something I can add. --[[User:Simon|Simon]] 19:12, 29 May 2007 (UTC)<br />
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)<br />
:This is technically true, but the point is missed. On a jungle island, one should be able to find sign post material where trees can be found. That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
:The term "driftwood" is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Tranquiliser/Paralyzing Dart===<br />
{{suggestion|<br />
suggest_type=Ammunition|<br />
suggest_scope=Hunters who don't like to be bitten back|<br />
suggest_description=Many hunters don't like FAKs taking up space that could be used for ammo and thus go without them. The animals don't go down without a fight however and the bush doesn't have the tools for a last minute tusk wound patch up before bed. If only the animals could be passified. Firing a tranquiliser from a rifle like a regular bullet or a paralyzing dart from a blowpipe, one can stun an animal, preventing automatic and retalitory attacks for awhile. In humans it reduces attack strength and/or accuracy and increases AP usage.|<br />
suggest_time=17:05, 6 April 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I disagree with your base claim - I'd imagine that as many, if not more hunters travel with a lot of first aid kits since it allows them to spend longer in the jungle. This suggestion just seems to remove the challenge of fighting something that will fight back, and reduce the need to go into the jungle properly equipped. It would also seem easy to abuse against other player characters. --[[User:Johan Crichton|Johan Crichton]] 21:56, 6 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Ivory===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=Back then the jungles were full of ivory poachers. What I'm proposing is the ability to harvest ivory from the dead elephants in the game. With each elephant you harvest you receive 2 units of ivory. To keep it simple you can harvest the ivory using a machete or a cutlass. Each unit of ivory would be worth 2 gold coins.|<br />
suggest_time=15:16 03 May 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Cool, maybe something like this could be added to tigers. --[[User:Wulla-mullung|Wulla-mullung]]<br />
<br />
What would the ivory do? We could use it to make handles for the weapons, or ornaments for rifles. or chess pieces! -[[User:Elegost|Elegost]] 02:16, 17 May 2007 (UTC)<br />
:This would go along with the meat suggestion elsewhere in the wiki. Perhaps when an animal dies, there are certain items that can be harvested from their corpse including meat x (number depends on size of animal), ivory from elephants, skin from bear or tiger, feathers from parrot. Once you've recovered as much as you can from the corpse, you'll just search the surrounding area instead. --[[User:Simon|Simon]] 07:26, 26 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Shartak Laser===<br />
{{suggestion|<br />
suggest_type=Super weapon|<br />
suggest_scope=anyone|<br />
suggest_description=<br />
This is the super (edited) Shartak version of the most awesome Spartan Laser from the Halo 3. It deals 10 dmg and is 50% accurate (since it does take a lot of effort to aim the thing). It cannot be found anywhere, but you need to make it. You'd need two pieces of driftwood, a mango, a gem, a dead parrot in the same square and a gps unit. It has four shots and has a 30% chance of breaking after firing. when out of ammo, it becomes useless baggage. you cannot sell a used or partially used shartak laser to traders. The pic of the Shartak laser is here. http://derby.jconserv.net/viewtopic.php?t=14&start=105|<br />
suggest_time=13:12, 22 May 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
(Pssst, Simon, just say you've implemented it! Where are you going to get a headless parrot from anyway?) --[[User:Rozen|Rozen]] 16:04, 22 May 2007 (UTC)<br />
* This has been added, it's in a secret location and you'll have to journey through shark infested water and back to the mainland to find it. ;) --[[User:Simon|Simon]] 22:32, 25 June 2007 (UTC)<br />
:seriously?!?!? why can't i have a free one?:D -[[User:Elegost|Elegost]] 02:17, 26 June 2007 (UTC)<br />
::Ya, umm sorry I kinda took it. How about you give me 500 gold and it'll be at the Dalpok trader. --[[User:Wulla-mullung|Wulla-mullung]] 02:41, 26 June 2007 (UTC)<br />
:::LOL. No, not seriously. I regret to inform you that this will never be implemented. Perhaps if you could come up with some less outrageous and powerful things that could be manufactured you might be luckier. --[[User:Simon|Simon]] 07:22, 26 June 2007 (UTC)<br />
::::okay. you got me there. hahaha wait, i'll edit it. -[[User:Elegost|Elegost]] 10:42, 26 June 2007 (UTC)<br />
: How about having it burn out once all shots are fired?--[[User:Johan Crichton|Johan Crichton]] 21:28, 26 June 2007 (UTC)<br />
::sounds good. but i personally like the idea of it being disposable, just like the spartan laser. and you can't sell the empty one to the trader! -[[User:Elegost|Elegost]] 10:30, 27 June 2007 (UTC)<br />
::::The above is a lie, I really do have the Shartak Laser. Simon just thought better of letting everyone know one exsisted. --[[User:Wulla-mullung|Wulla-mullung]] 02:33, 29 June 2007 (UTC)<br />
:::::If you really do, you'll only be able to fire four shots. Also, if you could get a light bulb and run an electric current from the GPS to it and use the gem like a magnifying glass, you might just be able to do this. but make it need a scientist-only skill and have a 75% chance of being done wrong breaking the GPS and the light bulb. When it runs out of charges it leaves the light bulb and the gem intact, but if it breaks you just keep the gem.--[[User:AlexanderRM|AlexanderRM]] 01:45, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Bottle of Water===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=everyone who can drink bottles of water|<br />
suggest_description=I just realized i carry more bottles of water than FAKS. So, maybe we can use bottles of water on other people, you know, help them drink and restore health. like a fak :)|<br />
suggest_time=11:12, 6 June 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I fully agree - hence this suggestion: [[Suggestions:Miscellaneous#UI:_Heal_Patient_as_possible_action]] --[[User:Johan Crichton|Johan Crichton]] 04:43, 3 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Melee Weapon Breaking tweak===<br />
{{suggestion|<br />
suggest_type=weapon tweak|<br />
suggest_scope=everyone|<br />
suggest_description= the rate of breaking machetes could be altered a bit. I haven't had much luck breaking machetes these days. Shouldn't they break a lot too? Cutlasses seem to break a lot. And the non-breaking quality of the machete makes it a not-so-good item to trade at the traders. And perhaps writing materials could be blunted when writing too.<br />
and maybe the sharpening stones can wear out after a while, like around ten sharpenings, it'll crumble to dust. And that'll stimulate players to buy or sell sharpening stones.|<br />
suggest_time=09:00, 2 July 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I've had the opposite with machetes of late - if you use them for combat, they seem to break reasonably often. --[[User:Johan Crichton|Johan Crichton]] 22:18, 3 July 2007 (UTC)<br />
Ooh, I know- have the sharpening stones turn blunt, so you can keep two sharpening stones, and use one to sharpen the other. --[[User:AlexanderRM|AlexanderRM]] 01:47, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pit Trap===<br />
{{suggestion|<br />
suggest_type=Item/Skill|<br />
suggest_scope=Everyone|<br />
suggest_description=Once a hole has been dug with the digging skill/shovel, driftwood can be used to conceal the hole, creating a pit trap. The next individual/animal to enter the hex will fall into the pit, taking 6 points of damage. This naturally destroys the driftwood covering for the pit and thus the pit would need to be 'reset' with more driftwood.<br />
<br />
If it would also cost a point of movement to get out of the pit as well, that would be interesting.|<br />
suggest_time=10:04, 2 July 2007 (EST)|<br />
suggest_author=GreyA2|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Similar suggestions already exist - [[Suggestions:Skills#Jungle_Skills]] has a mention of a 'Make/Detect Traps' skill, and [[Suggestions:Skills#Trap_Laying]]. --[[User:Johan Crichton|Johan Crichton]] 04:42, 3 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Knife Tweak===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=I just noticed that knives have the same accuracy as cutlasses and machetes.<br />
I was thinking, most people survive with the little blade called a knife, because in the real world, it is fairly accurate and easy to wield. Perhaps the knife and dagger's accuracies could be raised to 50%, but the damage will remain the same. It becomes more accurate, and the perfect assassin's weapon, or to help newer players to hit things faster. |<br />
suggest_time=10:17, 12 July 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* 50% before skills take effect (85%? with 2 skills) or 50% after skills.. so just 5% increase? --[[User:Simon|Simon]] 18:31, 12 July 2007 (UTC)<br />
::50% max. so, just add 5%, or, you could add 10% and make it 55%. -[[User:Elegost|Elegost]] 10:08, 13 July 2007 (UTC)<br />
:::Implemented --[[User:Simon|Simon]] 18:40, 30 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hunting-Skinning-Trading===<br />
{{suggestion|<br />
suggest_type=new ways of income|<br />
suggest_scope=Everyone|<br />
suggest_description=When you kill an animal, you get exp, but no gold. When you trade, you get gold and experience if it's inter-settlement. In reality, peope make food and skins from hunting, in reality, people set into each other with cutlasses. Or did...anyway. I'm suggesting that when you kill a creature, great or small, you get a body part of that creature, pelt, leather, ivory, eyeball...that kind of thing. You can then sell it at the trader for some gold, bigger or rarer the beast, the more gold. Squid eyes being worth the most, parrot feathers the least. It's also been suggested that you get meat from the animal, which you can eat to recover some HP. This is a suggestion made with new players in mind, as my newest character realised he got more of a reward going safely from town to town and gtting hsi gold and exp than he did traveling into dangerous jungle and killing stuff. |<br />
suggest_time=00:11 am, Thurdsay 30th Aug |<br />
suggest_author=[[User:RobZombie|RobZombie]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===The Most-Awesome-Titanium Sword===<br />
{{suggestion|<br />
suggest_type=replacement to the heavy sword|<br />
suggest_scope=everyone|<br />
suggest_description=Since someone was kind enough to spoil the locations of heavy swords, I hereby present you with this. The Most-Awesome-Titanium Sword! or the MATS.<br />
<br><br />
Since Simon wouldn't implement the Shartak Laser, we'll have this.<br />
<br>MATS stats<br />
<br>Damage- 5<br />
<br>Accuracy- 50% (cause its made of titanium, its easier to wield in theory)<br />
<br>Chances for Critical- 18%<br />
:Critical Hit- 10dmg to target<br />
::Critical Miss- you break it, and you get hit for 5 damage by the broken blade<br />
<br>Search Odds- 10% at only ONE place, or certain coordinate |<br />
suggest_time=07:54, 4 September 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
You scare me sometimes Ele ;P -[[User:Cthulhu|Cthulhu]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Suggestions:Items&diff=15559Suggestions:Items2007-09-13T01:45:34Z<p>AlexanderRM: /* Shartak Laser */</p>
<hr />
<div>{{Suggestions header|page_type=Item}}<br />
<br />
== Items ==<br />
<br />
===Bottle/Gourd Of Healing Salve===<br />
<br />
Made by juicing healing herbs with an empty bottle or gourd in your inventory. It would take 3 herbs to make 1 batch of salve and you must have the "Natural Medicine" skill to do so. Salve heals 15hp when used. That about covers it really. The pro is its lighter then herbs, the con is it takes time to prepare. Perhaps a small exp reward for preparing it (say 2 exp) would encourage players to make use of it, that is open to debate however. --[[User:Etherdrifter|Etherdrifter]] 00:25, 10 September 2007 (UTC)<br />
<br />
''Comments''<br />
<br />
I like. I would suggest allowing pirates to use this skill too, maybe, it would give them the little balancing edge they need. - Rincewind.<br />
:Perhaps put in place a different skill for pirates to use it? It would probably need to be a subskill of Native Knowledge. Not too sure of a name for it though. Also what do you think of the idea for a small exp reward?--[[User:Etherdrifter|Etherdrifter]] 12:14, 10 September 2007 (UTC)<br />
<br />
::Small exps are aaaalways good. - Rincewind.<br />
<br />
----<br />
<br />
=== Absinth ===<br />
Could have a very low chance of being found, and would display as "Bottle of absinth" (in addition to the existing "Bottle of beer" and "Bottle of water"). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)<br />
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)<br />
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)<br />
*The whole "distortion of game display" thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location ("As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle."). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these "strange herbs" would give outsiders something to confuse healing herbs with. &mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)<br />
----<br />
<br />
=== Spear ===<br />
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)<br />
<br />
''Comments''<br />
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)<br />
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)<br />
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)<br />
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)<br />
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)<br />
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives. Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) <br />
----<br />
<br />
=== Head-shrinking powder ===<br />
This could be either a melee or area weapon used by natives.<br />
<br />
''Comments''<br />
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]<br />
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}<br />
----<br />
<br />
=== Meat and Pelts ===<br />
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]<br />
<br />
''Comments''<br />
*But you can only carry 200 pounds of meat back to your wagon. <nowiki></oregontrail></nowiki> --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)<br />
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)<br />
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]<br />
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished "health pool" any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf<br />
**''There is a large pot of stew cooking, it appears to be half full.''<br />
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]<br />
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until "The pot is currently empty". Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)<br />
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be "piece of meat", that the description for a square with a pot should read something like "There is a fire here with a large pot over it.", and that the button should read "Add Meat to Pot" (or perhaps that feature should just be linked to the "meat" button in the inventory list). &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)<br />
<br />
* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:<br />
<br />
1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. "Trader Joe says, "Great, here's one gold coin for your large stag pelt."";<br />
<br />
2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. "You cook and eat an elephant carcass and gain 2 HP." As for human meat: "You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. "Get that dead body out of my trading hut!" he yells."<br />
<br />
The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]<br />
** -Aww, but why can't we sell elephant tusks? we can use them as a weapon with major damage (maybe we could have a 5% or so chance of hitting with the pointed end on a succesful hit, doing extra damage) but low accuracy and/or especially high break chance. ("your elephant tusk shatters, leaving you with the end which you throw away.")--[[User:AlexanderRM|AlexanderRM]] 20:11, 22 June 2007 (UTC)<br />
----<br />
<br />
=== Radio beacon/receiver ===<br />
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.<br />
<br />
''Comments''<br />
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]<br />
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)<br />
----<br />
<br />
=== Holy Scriptures ===<br />
Used to convert Natives into Ousiders. Requires "Religious Devotion". Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
*Nobody wants to have a class change againt their will. -Grigoriy<br />
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)<br />
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as "1 convert" to outsiders (as opposed to "1 native") and as "1 traitor" to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).<br />
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)<br />
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.<br />
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally "go native". Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill "Convert", with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill "Gone Native", with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)<br />
* You know, I wholeheartedly despise "permanent" class choices of any kind, and shartak is especially bed, because of the +25 XP skill cost per level makeing creating a new character and bringing it to the level of your old one very difficult. If I made this game, you could shift not only from native to outsider and back, you could switch from, say, warrior to shaman, or any other this-class-to-that thing. Anyway, you people really haven't though out the possibilities of a class choice against your will- shartak would be something other than people fighting or healing each other or exorcizing spirits for the rest of eternity. but the question is: is that good or bad?--[[User:AlexanderRM|AlexanderRM]] 23:44, 27 April 2007 (UTC)<br />
**Not everyone agrees, friend. A lot of us like the fact that each class is unique. Still, I'm always interested in hearing other opinions. Consider joining the official forum. This discussion is moving away from the topic of a new item and towards a discussion of what direction we'd like Shartak to go. Thus, we should probably move our discussion elsewhere. Regards.--[[User:Black Joe|Black Joe]] 00:20, 28 April 2007 (UTC)<br />
** Yes, and my idea keeps each class unique- but it allows you to change your mind on what class you are. For instance, right now both the scout/explorer and villager/settler are better than the warrior/soldier due to the heavy sword, because one has a better chance of finding one and the other has extra AP. My idea is to allow people who wanted to fight to go back and change that decision without haveing to start all over again. --[[User:AlexanderRM|AlexanderRM]] 01:06, 4 May 2007 (UTC)<br />
----<br />
<br />
=== GPS Unit (Redesign) ===<br />
{{suggestion|<br />
suggest_type=Item, modification|<br />
suggest_scope=GPS unit|<br />
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|<br />
suggest_time=21:48, 23 February 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)<br />
<br />
Y'know, the "GPS Unit" item has stuck out like a sore thumb to me too. I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless. But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)<br />
<br />
I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)<br />
<br />
: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself. If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation. (Both pages mention a "chronometer" which was finally invented to try to solve that problem.) On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones. A quote from the Lewis & Clark page: "If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith." So. I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness. That could even go in the FAQ. I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base. In closing, I still like Lint's ideas about making it cost AP and require suitable terrain. The former would represent the investment of time in setting up the equipment and doing the calculations. The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)<br />
<br />
:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the "Skillful Sextant Supervisor" skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)<br />
<br />
: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)<br />
<br />
:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it "Professor Inglewood's Speedy Sextant And Nano Tables" or some other such nonesense and leave it working the same, just with a different name. As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)<br />
<br />
:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)<br />
<br />
:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)<br />
<br />
::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)<br />
<br />
:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)<br />
<br />
::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to "Sense Position" for 1 AP and be told the direction and rough distance of the nearest village. ("After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.") <s>Maybe even take the GPS away; the natives should know their way around better than the outsiders.</s> &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
How about we just get ride of the gps unit in general and in its place have item called "a map and compass" and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)<br />
<br />
: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which "move" buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)<br />
::: You all need a Antikythera mechanism - see<br />
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&action=display&num=1167260766 - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Remove uber sword of doom(aka heavy sword) ===<br />
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.<br> <br />
<br />
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.<br><br />
<br />
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have "wasted" the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.<br />
<br />
'''Comments'''<br />
<br />
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)<br />
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)<br />
*I disagree with some of the logic in this argument. If the heavy sword were a common weapon, then I could understand the concern; however, the "über sword of doom" is hardly of such availability. As far as I know, only one player has the sword. Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect. I would even propose that even more superior weapons are "hidden" around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)<br />
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)<br />
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)<br />
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)<br />
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)<br />
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)<br />
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, "Marksmanship" and "Expert Marksmanship", each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful. -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)<br />
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)<br />
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -> 35% marksman upgrade for all classes, then 35% -> 50% -> 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)<br />
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single "elephant sword", or something with a similarly grand title. There would only be one on the island (or one per village: "The Elephant Sword of York", etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----<br />
*The only problem with this is that there probebly ''are'' people out there who have spent loads of AP looking for a heavy sword, and if those of them that found it suddenly have it deleted, =bad. How about either A: The heavy sword cannot be found by searching and those in people's inventorys randomly transform into their value in gold, or B: the heavy sword becomes more common and we add several more "uber" items (also more common than the current heavy sword):<br />
The spear: this was what gave me the origional idea for other uber weapons. The heavy sword would become the outsider-only weapon and the spear would become the native weapon. All heavy sword belonging to natives would turn into spears. The spear should be more accurate and do less damage.<br />
<br />
The heavy gun: Ammo is rare but no too rare. Basically an upped version of the rifle.<br />
<br />
The poisoned bow+arrows: basically an upped blowpipe.<br />
<br />
Anyway, just one more note:<br />
<br />
"Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play."<br />
*Mmh*<br />
*Mmmh*<br />
BWA HA HA HA HA HA HA HA!<br />
*snorts*--[[User:AlexanderRM|AlexanderRM]] 00:01, 28 April 2007 (UTC)<br />
<br />
===studded leather & war gear===<br />
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.<br />
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}<br />
<br />
*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)<br />
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]<br />
<br />
----<br />
<br />
===Messenger Pigeons===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All outsiders|<br />
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. <br />
''You watch your pigeon fly off and hope it doesn't get intercepted.''<br />
<br>Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|<br />
suggest_time=22:23, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*How would you handle said "interception?" Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)<br />
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)<br />
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)<br />
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to "intercept" the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)<br />
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drum===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All Natives|<br />
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. <br />
''You hear random drumming in the distance.''<br />
<br>Requires a drum beating skill to utilize.|<br />
suggest_time=22:35, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)<br />
<br />
:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)<br />
<br />
:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:<br />
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)<br />
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)<br />
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear "random drumming" instead of "<garbled message>", since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)<br />
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)<br />
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)<br />
::&mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hammer===<br />
{{suggestion|<br />
suggest_type=New Item|<br />
suggest_scope=Available to all characters|<br />
suggest_description=A basic hammer. This item seems necessary for potential future building skills such as roads or huts or hut fortifications. Hammers could also be used as offensive weapons. They could also be subject to random breaking like machetes.|<br />
suggest_time=06:18, 1 May 2006 (BST)|<br />
suggest_author=[[User:Throgonuts|Throgonuts]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &mdash; but we don't need a hammer now. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===303===<br />
{{suggestion|<br />
suggest_type=new item|<br />
suggest_scope=availible to only outsiders|<br />
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.<br />
<br />
Damage: 15, special dmg: 16.|<br />
suggest_time=15,25, 17 June, 2006 (EST)|<br />
suggest_author=[[User:Riddick|Riddick]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)<br />
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?<br />
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)<br />
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)<br />
::Che, the .308 isn't used by the M16. The M16 uses 5.56 mil, or essentially a .22 sporting round. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:14, 28 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Berries to Increase AP===<br />
{{suggestion|<br />
suggest_type=Change item's effect|<br />
suggest_scope=Tasty berries (or similiar item)|<br />
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|<br />
suggest_time=00:47, 21 June 2006 (UTC)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<br />
I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006<br />
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
<br />
I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)<br />
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily "out of hand". Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
::The above remarks would be accurate if the AP-booster item was "invigorating herbs" found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)<br />
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was "berries or similiar item". I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)<br />
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. "this mango tree is claimed by John Doe", but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons). However, you'd only get one day of extra combat from it. You're actually losing time that way. If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers. Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items. I'd also like to point out that this system is already in place in KoL. They just set a maximum you can eat before you get full to keep the system from being abused. Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006<br />
<br><br />
it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)<br />
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)<br />
:I think you are confused here, the topic at hand is not gaining free XP, but "storing AP" as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Camera/Spirit box===<br />
{{suggestion|<br />
suggest_type=Ranged weapon|<br />
suggest_scope=Those plagued by banshees and those interested in scaring natives|<br />
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|<br />
suggest_time=04:11, 23 July 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)<br />
<br />
I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is. However, I'm not so sure about this. After all, cameras don't REALLY hurt people. Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help. Cameras have been around maybe 100 years? Shartak seems to take place in the 1700's or so, a little too early. Long story short, I don't think it fits. That's just my opinion, however. [[User:Black Joe|Black Joe]]<br />
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
i agree with idea that we should do something about ghosts, but the idea of trapping "ghosts" in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)<br />
<br />
I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006<br />
<br />
Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)<br />
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism. After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them. Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006<br />
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)<br />
<br />
A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)<br />
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as "outsiders" are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.<br />
Is that not a camera?<br />
<br />
:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)<br />
<br />
::Infantry did not use double barrel rifles at this scale until the mid 19th century, by then the daguerreotype and the calotype had been invented.<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Subitems===<br />
{{suggestion|<br />
suggest_type=Divisable items|<br />
suggest_scope=FAKs and Healing herbs|<br />
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] & large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|<br />
suggest_time=22:28, 12 August 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== The Bone Whistle ===<br />
<br />
I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.<br />
<br />
It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)<br />
<br />
Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)<br />
<br />
the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}<br />
<br />
Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]<br />
<br />
---<br />
<br />
===Flintlock Pistols===<br />
{{suggestion|<br />
suggest_type=New Item and Set of Skill to go along with it|<br />
suggest_scope=Whoever can shoot a gun|<br />
suggest_description='''Mechanics'''<br />
*Half the inventory space of the rifle<br />
*1 shot loading<br />
*.5 AP to load. (or skill to make it so)<br />
*4 damage<br />
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.<br />
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.<br />
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'<br />
<br />
'''Roleplay and realism'''<br />
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).<br />
*Pirates have always been seen with cutalss and one-shot pistol in hand.<br />
<br />
'''Skills'''<br />
*'''No Skill'''- ''5% chance of hitting your target''<br />
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''<br />
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''<br />
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''<br />
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''<br />
*'''Quickshot'''- ''Loading costs .5 AP''|<br />
<br />
suggest_time=02:36, 12 November 2006 (UTC)|<br />
suggest_author={{profile|4862|Rozen}}|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''<br />
<br />
I'd like to get some fresh comments about this. I have the old comments saved in case anyone wants to look...I just want to see what Shartak: The Next Generation thinks of this, you know :P --[[User:Rozen|Rozen]] 22:59, 28 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Meat Weapons===<br />
{{suggestion|<br />
suggest_type=Items|<br />
suggest_scope=All|<br />
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |<br />
suggest_time=11:29, 29 November 2006 (UTC)|<br />
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef? There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)<br />
<br />
I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Canteen/Water Pouch===<br />
{{suggestion|<br />
suggest_type=Container|<br />
suggest_scope=Anyone looking for an extra sip|<br />
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|<br />
suggest_time=09:23, 5 December 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Canteen? To be a little more in the setting, how about "''flask''"? And were you going to suggest that it hold more than one drink? --[[User:Lantz|<font color="005555">Lantz</font>]] 03:15, 6 December 2006 (UTC)<br />
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) <br />
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]<br />
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)<br />
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Use FAK on Others Text Change.===<br />
{{suggestion|<br />
suggest_type=Flavor change. |<br />
suggest_scope=People with FAKs. |<br />
suggest_description=One thing I've noticed while playing is that when someone heals you, it says "So and so helps you use a first aid kit and restore X health." <br />
<br />
This gives me thoughts of someone coming behind you and guiding your hands with your own FAK. I propose that the text be changed. <br />
<br />
"So and so uses a first aid kit on you and restores X health." <br />
<br />
This is more in-character, as you think of you laying on the floor, and someone coming beside you and crouching down, then pulling out a FAK and patching up your wounds. |<br />
suggest_time=02:27, 9 January 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm for it - really easy to do and it would clear up some confusion. - [[User:Erados|'''<font color="green" size="2">The Malice</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 01:33, 22 January 2007 (UTC)<br />
:Agreed. It was originally coded to allow you to help someone to '''drink''' a '''bottle of water''' / '''use''' a '''first aid kit''' etc but at the moment you can only use a fak on them so I've reworded it. --[[User:Simon|Simon]] 08:17, 13 February 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Fire ===<br />
<br />
How about fire for torches? Fire could also: <br />
<br />
1. be used on the jungle ("You set fire to the surrounding jungle, causing smoke to billow into the sky." The square could turn orange and then red as it was burned, then finally brown once it burned out), <br />
<br />
2. be used as campfires for villages and the wreck, <br />
<br />
3. light caves, for increased search rates ("You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.") <br />
<br />
4. burn opponents, ("You hit Long Fin Killie in the face with a torch for 3HP damage.") or huts (""You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.")<br />
<br />
5. scare away wild animals like tigers, which might not approach a torch. <br />
<br />
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).<br />
<br />
Fire might also be visible from a distance. "You see a column of smoke to the north east."<br />
<br />
And, as a gag, if you drink rum while holding a torch then you breath fire.<br />
<br />
[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch." or even, <br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!"<br />
-[[A Cow]] <br />
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]<br />
::: To be realistic, huts, jungle, or similar things should burn down and spread. burning areas would turn orange, then red, and would turn normal when there was nothing left to burn. Every AP recharge or so, the jungle would go down one level, a signpost if there was any would burn away, all people and animals would take X damage from various reasons (most animals would flee though), and huts or similar things would go down in levels ("slightly charred/ rather burned/ badly burned/collapsing/burnt ruins/nothing left but the foundation) which would have gradually decreasing search odds, and the last two would have the huts not be entered/exited areas, there would be no difference between inside and outside. The fire would have an X% chance of spreading into a touching square that wasn't burning or completely burnt down. There would have to be some way to put out or contain the fire to prevent the entire island from having all vegetation going to 0, all huts burning down (maybe a "hut repair" skill?), and all people and NPCs dying and having to wait for a shaman to come back before they can every time some guy sets something on fire. Maybe spreading from square to square would have a low chance and fuel consumption happens fast, so a fire will often burn down before it spreads. Or you could have player-imposed limitations by keeping a circle or part of one around an area totally clear of jungle and, if people comply with policy, players and signs. If you put it right at the edge and on the inside, animals wouldn't go in for whatever reason, so... a maniac trying to burn down the island would need a second torch if they used the first one on the village and the other villages still wouldn't be destroyed. Okay, by itself that wouldn't help much, but with the low spread/high burn and make it easy to put out with water and we've got some vague balance. --[[User:AlexanderRM|AlexanderRM]] 01:04, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
=== Falconry ===<br />
<br />
Introduction:<br />
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word "Hag" or "Haggard" is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. <br />
<br />
Item:<br />
The scenario would run like this: Near the mountains, "You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment." This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.<br />
<br />
First skill level:<br />
In order for you to do anything with the egg, you acquire a skill: "Hatching and rearing" of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the "one falcon egg" is replaced by "one falcon chick" or "one falcon eyase" (an eyase is a falcon chick) when the first skill level of "Hatching and rearing" is acquired. <br />
<br />
Second skill level:<br />
The next skill you need to acquire is "Training your falcon". With the "Training your falcon" skill, the "falcon chick" becomes a "young falcon", and the young falcon can be used as a weapon. "You command your young falcon to rake Player Y's face, for 1 HP damage." As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are "young falcon", to indicate to players that the bird is immature and not yet capable fo use at full strength.<br />
<br />
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. "Your young falcon loses balance mid-flight and plummets into a tree, dying instantly." While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. <br />
<br />
Third skill level:<br />
With "falconry mastery", the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, "You command your falcon to rake Player Y's face, for 5HP damage."<br />
<br />
Killing falcons:<br />
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that "You attack Player Y and kill their falcon." This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.<br />
<br />
Other ancillary issues:<br />
Falcon eggs would be relatively rare, like heavy swords. "Falcon eggs", "falcon chicks", "young falcons" and "falcons" could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be. -<br />
[[FirstAmongstDaves]]<br />
<br>Comments<br><br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->Comments here.<br />
A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)<br />
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
===Tent===<br />
<br />
Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]<br />
:Yeah, I seem to have trouble surviving overnight in the jungle, which makes it really hard to get places. Maybe it could have high inventory space and AP cost to set up/take down, but some animals won't attack you in there and some item, like a controlled torch or something, repels the rest but makes the tent always noticeable to people who can see your square. Or course players could go in there but... well, you can't have everything. The inventory space and the placing/removing costs would make travel slow and attacking difficult to balance the safety.--[[User:AlexanderRM|AlexanderRM]] 01:26, 13 September 2007 (UTC)<br />
----<br />
<br />
===Trade Items===<br />
{{suggestion|<br />
suggest_type=a series of items which will encourage trade|<br />
suggest_scope=the economic structure of Shartak|<br />
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. <br />
<br />
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action "Forge Weapon" becomes available. This action costs 10 AP, but produces a "Scimitar"[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.<br />
<br />
The Native analog to this is the "Macuahuitl" [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.<br />
<br />
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. <br />
|<br />
suggest_time=04:50, 15 February 2007 (UTC)||<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]<br />
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
<br />
*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)<br />
**Good idea! Calling it a "fine sword" definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
*** Actually, many people almost never use the "contact roaming shaman" option, and so they stay near their home camps because they always get sent there when they die. I've only gone to another camp (wilsik) once and after dying a day or two in, got sent home and never returned. Maybe if we made it so that if people met a shaman from another camp, from then on they have the option the contact them, for different AP costs. (maybe natives/native shamans and outsiders outsider shamans would be 40AP, and anything else would be the same 50AP as contact roaming shaman...) Of course, other people being able to come back to life into the very center of an enemy village or settlement, lie there to get full AP, then stand up and massacre the people, and when they got killed just do it again might be bad... maybe some exorcism skill or innate power amulet, that someone you kill who isn't in an allied camp to their side can't re-spawn their for awhile or until they re-spawn and die again...--[[User:AlexanderRM|AlexanderRM]] 01:38, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
===10 Melee Weapons===<br />
{{suggestion|<br />
suggest_type=Weapons|<br />
suggest_scope=All|<br />
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.<br />
<br />
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 10% (->20%->35%)<br />
*'''Average Damage, untrained:''' 0,3 -> 0,4<br />
*'''Average Damage, CQB:''' 0,6 -> 0,8 <br />
*'''Average Damage, ACQB:''' 1,05 -> 1,4<br />
*'''Average Damage, BS:''' 1,2 -> 1,55 <br />
<br />
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 40% (->50%->65%->75%)<br />
*'''Average Damage, untrained:''' 0.4 -> 0,8<br />
*'''Average Damage, CQB:''' 0,5 -> 1 <br />
*'''Average Damage, ACQB:''' 0,65 -> 1,3<br />
*'''Average Damage, BS:''' 0,8 -> 1,45<br />
*'''Average Damage, Fencing:''' 0,9 -> 1,65 <br />
*'''Average Damage, Exp. Fenc.:''' 1,05 -> 1,8 <br />
<br />
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
*'''Average Damage, Fencing:''' 1,35 -> 1,95 <br />
*'''Average Damage, Exp. Fenc.:''' 1,5 -> 2,1 <br />
<br />
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
<br />
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).<br />
<br />
'''Base Damage''' 4, '''Accuracy''' 5% (->15%->30%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,25<br />
*'''Average Damage, CQB:''' 0,6 -> 0,75 <br />
*'''Average Damage, ACQB:''' 1,2 -> 1,5<br />
*'''Average Damage, BS:''' 1,35 -> 1,65 <br />
<br />
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
<br />
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0.75 -> 1<br />
*'''Average Damage, CQB:''' 1,05 -> 1,4<br />
*'''Average Damage, ACQB:''' 1,5 -> 2<br />
*'''Average Damage, BS:''' 1,65 -> 2,15<br />
*'''Average Damage, Fencing:''' 1,95 -> 2,55<br />
*'''Average Damage, Exp. Fenc.:''' 2,1 -> 2,8<br />
<br />
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. <br />
<br />
'''Base Damage''' 4, '''Accuracy''' 20% (>30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,8 -> 1 <br />
*'''Average Damage, CQB:''' 1,2 -> 1,5 <br />
*'''Average Damage, ACQB:''' 1,8 -> 2,25<br />
*'''Average Damage, BS:''' 1,95 -> 2,4 <br />
*'''Average Damage, Fencing:''' 2,35 -> 2,9<br />
*'''Average Damage, Exp. Fenc.:''' 2,5 -> 3,05 <br />
<br />
9)'''Knife:''' Including it for sake of completeness.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,4<br />
*'''Average Damage, CQB:''' 0,3 -> 0,6 <br />
*'''Average Damage, ACQB:''' 0,45 -> 0,9<br />
*'''Average Damage, BS:''' 0,6 -> 1,05<br />
<br />
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. <br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
*'''Average Damage, Fencing:''' 1,25 -> 1,8 <br />
*'''Average Damage, Exp. Fenc.:''' 1,4 -> 1,95 <br />
<br />
|<br />
suggest_time=22:13, 18 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen<br />
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)<br />
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Big Stick and Cudgel===<br />
{{suggestion|<br />
suggest_type=2 new, related items|<br />
suggest_scope=All players|<br />
suggest_description=1. Big stick: Or "There are trees all around me. Why's it so hard to find driftwood?"<br />
<br />
The big stick would be found in jungle squares. The thicker the jungle, the more likely it is that you'll find a big stick. The big stick would take up two inventory spaces. By itself, it's useless. However, it can be made into a couple other things. <br />
<br />
A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP). This gives you two pieces of driftwood. Why do I propose this? Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood! There are lots and lots of trees out in the jungle! Surely I can find pieces of wood out there! I apparently also like to use exclamation marks!<br />
<br />
B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel. See below.<br />
<br />
Suggestion 2: The Cudgel: Or "Hitting each other with sticks."<br />
<br />
The cudgel also takes 2 inventory spaces. It does 1 HP damage without body building and 2HP damage with it. Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%. Why does it have a higher chance to hit? Because it's a really big stick! People have been hitting each other with sticks for ages! Now, even with that, it's still inferior to the machete. So why's it useful? <br />
<br />
1. Higher chance to hit than daggers, knives, and fists.<br />
2. It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.<br />
<br />
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out. Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|<br />
suggest_time=02:29, 10 March 2007 (UTC)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)<br />
:In answer to your question, I would say "no" to completely cleared and "very low chance" to very low density. Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
::The only problem I have with this suggestion is that there's nothing to restrict items found to certain densities.. but that might be something I can add. --[[User:Simon|Simon]] 19:12, 29 May 2007 (UTC)<br />
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)<br />
:This is technically true, but the point is missed. On a jungle island, one should be able to find sign post material where trees can be found. That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
:The term "driftwood" is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Tranquiliser/Paralyzing Dart===<br />
{{suggestion|<br />
suggest_type=Ammunition|<br />
suggest_scope=Hunters who don't like to be bitten back|<br />
suggest_description=Many hunters don't like FAKs taking up space that could be used for ammo and thus go without them. The animals don't go down without a fight however and the bush doesn't have the tools for a last minute tusk wound patch up before bed. If only the animals could be passified. Firing a tranquiliser from a rifle like a regular bullet or a paralyzing dart from a blowpipe, one can stun an animal, preventing automatic and retalitory attacks for awhile. In humans it reduces attack strength and/or accuracy and increases AP usage.|<br />
suggest_time=17:05, 6 April 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I disagree with your base claim - I'd imagine that as many, if not more hunters travel with a lot of first aid kits since it allows them to spend longer in the jungle. This suggestion just seems to remove the challenge of fighting something that will fight back, and reduce the need to go into the jungle properly equipped. It would also seem easy to abuse against other player characters. --[[User:Johan Crichton|Johan Crichton]] 21:56, 6 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Ivory===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=Back then the jungles were full of ivory poachers. What I'm proposing is the ability to harvest ivory from the dead elephants in the game. With each elephant you harvest you receive 2 units of ivory. To keep it simple you can harvest the ivory using a machete or a cutlass. Each unit of ivory would be worth 2 gold coins.|<br />
suggest_time=15:16 03 May 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Cool, maybe something like this could be added to tigers. --[[User:Wulla-mullung|Wulla-mullung]]<br />
<br />
What would the ivory do? We could use it to make handles for the weapons, or ornaments for rifles. or chess pieces! -[[User:Elegost|Elegost]] 02:16, 17 May 2007 (UTC)<br />
:This would go along with the meat suggestion elsewhere in the wiki. Perhaps when an animal dies, there are certain items that can be harvested from their corpse including meat x (number depends on size of animal), ivory from elephants, skin from bear or tiger, feathers from parrot. Once you've recovered as much as you can from the corpse, you'll just search the surrounding area instead. --[[User:Simon|Simon]] 07:26, 26 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Shartak Laser===<br />
{{suggestion|<br />
suggest_type=Super weapon|<br />
suggest_scope=anyone|<br />
suggest_description=<br />
This is the super (edited) Shartak version of the most awesome Spartan Laser from the Halo 3. It deals 10 dmg and is 50% accurate (since it does take a lot of effort to aim the thing). It cannot be found anywhere, but you need to make it. You'd need two pieces of driftwood, a mango, a gem, a dead parrot in the same square and a gps unit. It has four shots and has a 30% chance of breaking after firing. when out of ammo, it becomes useless baggage. you cannot sell a used or partially used shartak laser to traders. The pic of the Shartak laser is here. http://derby.jconserv.net/viewtopic.php?t=14&start=105|<br />
suggest_time=13:12, 22 May 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
(Pssst, Simon, just say you've implemented it! Where are you going to get a headless parrot from anyway?) --[[User:Rozen|Rozen]] 16:04, 22 May 2007 (UTC)<br />
* This has been added, it's in a secret location and you'll have to journey through shark infested water and back to the mainland to find it. ;) --[[User:Simon|Simon]] 22:32, 25 June 2007 (UTC)<br />
:seriously?!?!? why can't i have a free one?:D -[[User:Elegost|Elegost]] 02:17, 26 June 2007 (UTC)<br />
::Ya, umm sorry I kinda took it. How about you give me 500 gold and it'll be at the Dalpok trader. --[[User:Wulla-mullung|Wulla-mullung]] 02:41, 26 June 2007 (UTC)<br />
:::LOL. No, not seriously. I regret to inform you that this will never be implemented. Perhaps if you could come up with some less outrageous and powerful things that could be manufactured you might be luckier. --[[User:Simon|Simon]] 07:22, 26 June 2007 (UTC)<br />
::::okay. you got me there. hahaha wait, i'll edit it. -[[User:Elegost|Elegost]] 10:42, 26 June 2007 (UTC)<br />
: How about having it burn out once all shots are fired?--[[User:Johan Crichton|Johan Crichton]] 21:28, 26 June 2007 (UTC)<br />
::sounds good. but i personally like the idea of it being disposable, just like the spartan laser. and you can't sell the empty one to the trader! -[[User:Elegost|Elegost]] 10:30, 27 June 2007 (UTC)<br />
::::The above is a lie, I really do have the Shartak Laser. Simon just thought better of letting everyone know one exsisted. --[[User:Wulla-mullung|Wulla-mullung]] 02:33, 29 June 2007 (UTC)<br />
:::::If you really do, you'll only be able to fire four shots. Also, if you could get a light bulb and run an electric current from the GPS to it and use the gem like a magnifying glass, you might just be able to do this. but make it need a scientist-only skill and have a 75% chance of being done wrong breaking the GPS and the light bulb. When it runs out of charges it leaves the light bulb and the gem intact, but if it breaks you just keep the gem.--[[User:AlexanderRM|AlexanderRM]] 01:45, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Bottle of Water===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=everyone who can drink bottles of water|<br />
suggest_description=I just realized i carry more bottles of water than FAKS. So, maybe we can use bottles of water on other people, you know, help them drink and restore health. like a fak :)|<br />
suggest_time=11:12, 6 June 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I fully agree - hence this suggestion: [[Suggestions:Miscellaneous#UI:_Heal_Patient_as_possible_action]] --[[User:Johan Crichton|Johan Crichton]] 04:43, 3 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Melee Weapon Breaking tweak===<br />
{{suggestion|<br />
suggest_type=weapon tweak|<br />
suggest_scope=everyone|<br />
suggest_description= the rate of breaking machetes could be altered a bit. I haven't had much luck breaking machetes these days. Shouldn't they break a lot too? Cutlasses seem to break a lot. And the non-breaking quality of the machete makes it a not-so-good item to trade at the traders. And perhaps writing materials could be blunted when writing too.<br />
and maybe the sharpening stones can wear out after a while, like around ten sharpenings, it'll crumble to dust. And that'll stimulate players to buy or sell sharpening stones.|<br />
suggest_time=09:00, 2 July 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I've had the opposite with machetes of late - if you use them for combat, they seem to break reasonably often. --[[User:Johan Crichton|Johan Crichton]] 22:18, 3 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pit Trap===<br />
{{suggestion|<br />
suggest_type=Item/Skill|<br />
suggest_scope=Everyone|<br />
suggest_description=Once a hole has been dug with the digging skill/shovel, driftwood can be used to conceal the hole, creating a pit trap. The next individual/animal to enter the hex will fall into the pit, taking 6 points of damage. This naturally destroys the driftwood covering for the pit and thus the pit would need to be 'reset' with more driftwood.<br />
<br />
If it would also cost a point of movement to get out of the pit as well, that would be interesting.|<br />
suggest_time=10:04, 2 July 2007 (EST)|<br />
suggest_author=GreyA2|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Similar suggestions already exist - [[Suggestions:Skills#Jungle_Skills]] has a mention of a 'Make/Detect Traps' skill, and [[Suggestions:Skills#Trap_Laying]]. --[[User:Johan Crichton|Johan Crichton]] 04:42, 3 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Knife Tweak===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=I just noticed that knives have the same accuracy as cutlasses and machetes.<br />
I was thinking, most people survive with the little blade called a knife, because in the real world, it is fairly accurate and easy to wield. Perhaps the knife and dagger's accuracies could be raised to 50%, but the damage will remain the same. It becomes more accurate, and the perfect assassin's weapon, or to help newer players to hit things faster. |<br />
suggest_time=10:17, 12 July 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* 50% before skills take effect (85%? with 2 skills) or 50% after skills.. so just 5% increase? --[[User:Simon|Simon]] 18:31, 12 July 2007 (UTC)<br />
::50% max. so, just add 5%, or, you could add 10% and make it 55%. -[[User:Elegost|Elegost]] 10:08, 13 July 2007 (UTC)<br />
:::Implemented --[[User:Simon|Simon]] 18:40, 30 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hunting-Skinning-Trading===<br />
{{suggestion|<br />
suggest_type=new ways of income|<br />
suggest_scope=Everyone|<br />
suggest_description=When you kill an animal, you get exp, but no gold. When you trade, you get gold and experience if it's inter-settlement. In reality, peope make food and skins from hunting, in reality, people set into each other with cutlasses. Or did...anyway. I'm suggesting that when you kill a creature, great or small, you get a body part of that creature, pelt, leather, ivory, eyeball...that kind of thing. You can then sell it at the trader for some gold, bigger or rarer the beast, the more gold. Squid eyes being worth the most, parrot feathers the least. It's also been suggested that you get meat from the animal, which you can eat to recover some HP. This is a suggestion made with new players in mind, as my newest character realised he got more of a reward going safely from town to town and gtting hsi gold and exp than he did traveling into dangerous jungle and killing stuff. |<br />
suggest_time=00:11 am, Thurdsay 30th Aug |<br />
suggest_author=[[User:RobZombie|RobZombie]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===The Most-Awesome-Titanium Sword===<br />
{{suggestion|<br />
suggest_type=replacement to the heavy sword|<br />
suggest_scope=everyone|<br />
suggest_description=Since someone was kind enough to spoil the locations of heavy swords, I hereby present you with this. The Most-Awesome-Titanium Sword! or the MATS.<br />
<br><br />
Since Simon wouldn't implement the Shartak Laser, we'll have this.<br />
<br>MATS stats<br />
<br>Damage- 5<br />
<br>Accuracy- 50% (cause its made of titanium, its easier to wield in theory)<br />
<br>Chances for Critical- 18%<br />
:Critical Hit- 10dmg to target<br />
::Critical Miss- you break it, and you get hit for 5 damage by the broken blade<br />
<br>Search Odds- 10% at only ONE place, or certain coordinate |<br />
suggest_time=07:54, 4 September 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
You scare me sometimes Ele ;P -[[User:Cthulhu|Cthulhu]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Suggestions:Items&diff=15558Suggestions:Items2007-09-13T01:38:09Z<p>AlexanderRM: /* Trade Items */</p>
<hr />
<div>{{Suggestions header|page_type=Item}}<br />
<br />
== Items ==<br />
<br />
===Bottle/Gourd Of Healing Salve===<br />
<br />
Made by juicing healing herbs with an empty bottle or gourd in your inventory. It would take 3 herbs to make 1 batch of salve and you must have the "Natural Medicine" skill to do so. Salve heals 15hp when used. That about covers it really. The pro is its lighter then herbs, the con is it takes time to prepare. Perhaps a small exp reward for preparing it (say 2 exp) would encourage players to make use of it, that is open to debate however. --[[User:Etherdrifter|Etherdrifter]] 00:25, 10 September 2007 (UTC)<br />
<br />
''Comments''<br />
<br />
I like. I would suggest allowing pirates to use this skill too, maybe, it would give them the little balancing edge they need. - Rincewind.<br />
:Perhaps put in place a different skill for pirates to use it? It would probably need to be a subskill of Native Knowledge. Not too sure of a name for it though. Also what do you think of the idea for a small exp reward?--[[User:Etherdrifter|Etherdrifter]] 12:14, 10 September 2007 (UTC)<br />
<br />
::Small exps are aaaalways good. - Rincewind.<br />
<br />
----<br />
<br />
=== Absinth ===<br />
Could have a very low chance of being found, and would display as "Bottle of absinth" (in addition to the existing "Bottle of beer" and "Bottle of water"). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)<br />
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)<br />
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)<br />
*The whole "distortion of game display" thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location ("As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle."). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these "strange herbs" would give outsiders something to confuse healing herbs with. &mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)<br />
----<br />
<br />
=== Spear ===<br />
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)<br />
<br />
''Comments''<br />
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)<br />
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)<br />
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)<br />
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)<br />
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)<br />
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives. Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) <br />
----<br />
<br />
=== Head-shrinking powder ===<br />
This could be either a melee or area weapon used by natives.<br />
<br />
''Comments''<br />
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]<br />
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}<br />
----<br />
<br />
=== Meat and Pelts ===<br />
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]<br />
<br />
''Comments''<br />
*But you can only carry 200 pounds of meat back to your wagon. <nowiki></oregontrail></nowiki> --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)<br />
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)<br />
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]<br />
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished "health pool" any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf<br />
**''There is a large pot of stew cooking, it appears to be half full.''<br />
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]<br />
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until "The pot is currently empty". Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)<br />
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be "piece of meat", that the description for a square with a pot should read something like "There is a fire here with a large pot over it.", and that the button should read "Add Meat to Pot" (or perhaps that feature should just be linked to the "meat" button in the inventory list). &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)<br />
<br />
* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:<br />
<br />
1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. "Trader Joe says, "Great, here's one gold coin for your large stag pelt."";<br />
<br />
2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. "You cook and eat an elephant carcass and gain 2 HP." As for human meat: "You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. "Get that dead body out of my trading hut!" he yells."<br />
<br />
The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]<br />
** -Aww, but why can't we sell elephant tusks? we can use them as a weapon with major damage (maybe we could have a 5% or so chance of hitting with the pointed end on a succesful hit, doing extra damage) but low accuracy and/or especially high break chance. ("your elephant tusk shatters, leaving you with the end which you throw away.")--[[User:AlexanderRM|AlexanderRM]] 20:11, 22 June 2007 (UTC)<br />
----<br />
<br />
=== Radio beacon/receiver ===<br />
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.<br />
<br />
''Comments''<br />
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]<br />
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)<br />
----<br />
<br />
=== Holy Scriptures ===<br />
Used to convert Natives into Ousiders. Requires "Religious Devotion". Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
*Nobody wants to have a class change againt their will. -Grigoriy<br />
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)<br />
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as "1 convert" to outsiders (as opposed to "1 native") and as "1 traitor" to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).<br />
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)<br />
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.<br />
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally "go native". Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill "Convert", with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill "Gone Native", with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)<br />
* You know, I wholeheartedly despise "permanent" class choices of any kind, and shartak is especially bed, because of the +25 XP skill cost per level makeing creating a new character and bringing it to the level of your old one very difficult. If I made this game, you could shift not only from native to outsider and back, you could switch from, say, warrior to shaman, or any other this-class-to-that thing. Anyway, you people really haven't though out the possibilities of a class choice against your will- shartak would be something other than people fighting or healing each other or exorcizing spirits for the rest of eternity. but the question is: is that good or bad?--[[User:AlexanderRM|AlexanderRM]] 23:44, 27 April 2007 (UTC)<br />
**Not everyone agrees, friend. A lot of us like the fact that each class is unique. Still, I'm always interested in hearing other opinions. Consider joining the official forum. This discussion is moving away from the topic of a new item and towards a discussion of what direction we'd like Shartak to go. Thus, we should probably move our discussion elsewhere. Regards.--[[User:Black Joe|Black Joe]] 00:20, 28 April 2007 (UTC)<br />
** Yes, and my idea keeps each class unique- but it allows you to change your mind on what class you are. For instance, right now both the scout/explorer and villager/settler are better than the warrior/soldier due to the heavy sword, because one has a better chance of finding one and the other has extra AP. My idea is to allow people who wanted to fight to go back and change that decision without haveing to start all over again. --[[User:AlexanderRM|AlexanderRM]] 01:06, 4 May 2007 (UTC)<br />
----<br />
<br />
=== GPS Unit (Redesign) ===<br />
{{suggestion|<br />
suggest_type=Item, modification|<br />
suggest_scope=GPS unit|<br />
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|<br />
suggest_time=21:48, 23 February 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)<br />
<br />
Y'know, the "GPS Unit" item has stuck out like a sore thumb to me too. I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless. But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)<br />
<br />
I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)<br />
<br />
: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself. If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation. (Both pages mention a "chronometer" which was finally invented to try to solve that problem.) On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones. A quote from the Lewis & Clark page: "If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith." So. I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness. That could even go in the FAQ. I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base. In closing, I still like Lint's ideas about making it cost AP and require suitable terrain. The former would represent the investment of time in setting up the equipment and doing the calculations. The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)<br />
<br />
:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the "Skillful Sextant Supervisor" skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)<br />
<br />
: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)<br />
<br />
:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it "Professor Inglewood's Speedy Sextant And Nano Tables" or some other such nonesense and leave it working the same, just with a different name. As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)<br />
<br />
:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)<br />
<br />
:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)<br />
<br />
::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)<br />
<br />
:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)<br />
<br />
::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to "Sense Position" for 1 AP and be told the direction and rough distance of the nearest village. ("After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.") <s>Maybe even take the GPS away; the natives should know their way around better than the outsiders.</s> &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
How about we just get ride of the gps unit in general and in its place have item called "a map and compass" and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)<br />
<br />
: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which "move" buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)<br />
::: You all need a Antikythera mechanism - see<br />
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&action=display&num=1167260766 - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Remove uber sword of doom(aka heavy sword) ===<br />
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.<br> <br />
<br />
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.<br><br />
<br />
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have "wasted" the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.<br />
<br />
'''Comments'''<br />
<br />
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)<br />
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)<br />
*I disagree with some of the logic in this argument. If the heavy sword were a common weapon, then I could understand the concern; however, the "über sword of doom" is hardly of such availability. As far as I know, only one player has the sword. Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect. I would even propose that even more superior weapons are "hidden" around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)<br />
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)<br />
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)<br />
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)<br />
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)<br />
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)<br />
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, "Marksmanship" and "Expert Marksmanship", each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful. -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)<br />
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)<br />
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -> 35% marksman upgrade for all classes, then 35% -> 50% -> 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)<br />
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single "elephant sword", or something with a similarly grand title. There would only be one on the island (or one per village: "The Elephant Sword of York", etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----<br />
*The only problem with this is that there probebly ''are'' people out there who have spent loads of AP looking for a heavy sword, and if those of them that found it suddenly have it deleted, =bad. How about either A: The heavy sword cannot be found by searching and those in people's inventorys randomly transform into their value in gold, or B: the heavy sword becomes more common and we add several more "uber" items (also more common than the current heavy sword):<br />
The spear: this was what gave me the origional idea for other uber weapons. The heavy sword would become the outsider-only weapon and the spear would become the native weapon. All heavy sword belonging to natives would turn into spears. The spear should be more accurate and do less damage.<br />
<br />
The heavy gun: Ammo is rare but no too rare. Basically an upped version of the rifle.<br />
<br />
The poisoned bow+arrows: basically an upped blowpipe.<br />
<br />
Anyway, just one more note:<br />
<br />
"Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play."<br />
*Mmh*<br />
*Mmmh*<br />
BWA HA HA HA HA HA HA HA!<br />
*snorts*--[[User:AlexanderRM|AlexanderRM]] 00:01, 28 April 2007 (UTC)<br />
<br />
===studded leather & war gear===<br />
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.<br />
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}<br />
<br />
*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)<br />
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]<br />
<br />
----<br />
<br />
===Messenger Pigeons===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All outsiders|<br />
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. <br />
''You watch your pigeon fly off and hope it doesn't get intercepted.''<br />
<br>Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|<br />
suggest_time=22:23, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*How would you handle said "interception?" Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)<br />
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)<br />
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)<br />
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to "intercept" the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)<br />
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drum===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All Natives|<br />
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. <br />
''You hear random drumming in the distance.''<br />
<br>Requires a drum beating skill to utilize.|<br />
suggest_time=22:35, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)<br />
<br />
:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)<br />
<br />
:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:<br />
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)<br />
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)<br />
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear "random drumming" instead of "<garbled message>", since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)<br />
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)<br />
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)<br />
::&mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hammer===<br />
{{suggestion|<br />
suggest_type=New Item|<br />
suggest_scope=Available to all characters|<br />
suggest_description=A basic hammer. This item seems necessary for potential future building skills such as roads or huts or hut fortifications. Hammers could also be used as offensive weapons. They could also be subject to random breaking like machetes.|<br />
suggest_time=06:18, 1 May 2006 (BST)|<br />
suggest_author=[[User:Throgonuts|Throgonuts]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &mdash; but we don't need a hammer now. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===303===<br />
{{suggestion|<br />
suggest_type=new item|<br />
suggest_scope=availible to only outsiders|<br />
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.<br />
<br />
Damage: 15, special dmg: 16.|<br />
suggest_time=15,25, 17 June, 2006 (EST)|<br />
suggest_author=[[User:Riddick|Riddick]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)<br />
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?<br />
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)<br />
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)<br />
::Che, the .308 isn't used by the M16. The M16 uses 5.56 mil, or essentially a .22 sporting round. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:14, 28 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Berries to Increase AP===<br />
{{suggestion|<br />
suggest_type=Change item's effect|<br />
suggest_scope=Tasty berries (or similiar item)|<br />
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|<br />
suggest_time=00:47, 21 June 2006 (UTC)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<br />
I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006<br />
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
<br />
I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)<br />
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily "out of hand". Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
::The above remarks would be accurate if the AP-booster item was "invigorating herbs" found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)<br />
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was "berries or similiar item". I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)<br />
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. "this mango tree is claimed by John Doe", but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons). However, you'd only get one day of extra combat from it. You're actually losing time that way. If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers. Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items. I'd also like to point out that this system is already in place in KoL. They just set a maximum you can eat before you get full to keep the system from being abused. Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006<br />
<br><br />
it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)<br />
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)<br />
:I think you are confused here, the topic at hand is not gaining free XP, but "storing AP" as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Camera/Spirit box===<br />
{{suggestion|<br />
suggest_type=Ranged weapon|<br />
suggest_scope=Those plagued by banshees and those interested in scaring natives|<br />
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|<br />
suggest_time=04:11, 23 July 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)<br />
<br />
I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is. However, I'm not so sure about this. After all, cameras don't REALLY hurt people. Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help. Cameras have been around maybe 100 years? Shartak seems to take place in the 1700's or so, a little too early. Long story short, I don't think it fits. That's just my opinion, however. [[User:Black Joe|Black Joe]]<br />
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
i agree with idea that we should do something about ghosts, but the idea of trapping "ghosts" in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)<br />
<br />
I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006<br />
<br />
Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)<br />
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism. After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them. Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006<br />
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)<br />
<br />
A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)<br />
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as "outsiders" are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.<br />
Is that not a camera?<br />
<br />
:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)<br />
<br />
::Infantry did not use double barrel rifles at this scale until the mid 19th century, by then the daguerreotype and the calotype had been invented.<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Subitems===<br />
{{suggestion|<br />
suggest_type=Divisable items|<br />
suggest_scope=FAKs and Healing herbs|<br />
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] & large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|<br />
suggest_time=22:28, 12 August 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== The Bone Whistle ===<br />
<br />
I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.<br />
<br />
It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)<br />
<br />
Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)<br />
<br />
the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}<br />
<br />
Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]<br />
<br />
---<br />
<br />
===Flintlock Pistols===<br />
{{suggestion|<br />
suggest_type=New Item and Set of Skill to go along with it|<br />
suggest_scope=Whoever can shoot a gun|<br />
suggest_description='''Mechanics'''<br />
*Half the inventory space of the rifle<br />
*1 shot loading<br />
*.5 AP to load. (or skill to make it so)<br />
*4 damage<br />
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.<br />
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.<br />
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'<br />
<br />
'''Roleplay and realism'''<br />
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).<br />
*Pirates have always been seen with cutalss and one-shot pistol in hand.<br />
<br />
'''Skills'''<br />
*'''No Skill'''- ''5% chance of hitting your target''<br />
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''<br />
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''<br />
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''<br />
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''<br />
*'''Quickshot'''- ''Loading costs .5 AP''|<br />
<br />
suggest_time=02:36, 12 November 2006 (UTC)|<br />
suggest_author={{profile|4862|Rozen}}|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''<br />
<br />
I'd like to get some fresh comments about this. I have the old comments saved in case anyone wants to look...I just want to see what Shartak: The Next Generation thinks of this, you know :P --[[User:Rozen|Rozen]] 22:59, 28 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Meat Weapons===<br />
{{suggestion|<br />
suggest_type=Items|<br />
suggest_scope=All|<br />
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |<br />
suggest_time=11:29, 29 November 2006 (UTC)|<br />
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef? There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)<br />
<br />
I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Canteen/Water Pouch===<br />
{{suggestion|<br />
suggest_type=Container|<br />
suggest_scope=Anyone looking for an extra sip|<br />
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|<br />
suggest_time=09:23, 5 December 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Canteen? To be a little more in the setting, how about "''flask''"? And were you going to suggest that it hold more than one drink? --[[User:Lantz|<font color="005555">Lantz</font>]] 03:15, 6 December 2006 (UTC)<br />
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) <br />
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]<br />
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)<br />
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Use FAK on Others Text Change.===<br />
{{suggestion|<br />
suggest_type=Flavor change. |<br />
suggest_scope=People with FAKs. |<br />
suggest_description=One thing I've noticed while playing is that when someone heals you, it says "So and so helps you use a first aid kit and restore X health." <br />
<br />
This gives me thoughts of someone coming behind you and guiding your hands with your own FAK. I propose that the text be changed. <br />
<br />
"So and so uses a first aid kit on you and restores X health." <br />
<br />
This is more in-character, as you think of you laying on the floor, and someone coming beside you and crouching down, then pulling out a FAK and patching up your wounds. |<br />
suggest_time=02:27, 9 January 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm for it - really easy to do and it would clear up some confusion. - [[User:Erados|'''<font color="green" size="2">The Malice</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 01:33, 22 January 2007 (UTC)<br />
:Agreed. It was originally coded to allow you to help someone to '''drink''' a '''bottle of water''' / '''use''' a '''first aid kit''' etc but at the moment you can only use a fak on them so I've reworded it. --[[User:Simon|Simon]] 08:17, 13 February 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Fire ===<br />
<br />
How about fire for torches? Fire could also: <br />
<br />
1. be used on the jungle ("You set fire to the surrounding jungle, causing smoke to billow into the sky." The square could turn orange and then red as it was burned, then finally brown once it burned out), <br />
<br />
2. be used as campfires for villages and the wreck, <br />
<br />
3. light caves, for increased search rates ("You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.") <br />
<br />
4. burn opponents, ("You hit Long Fin Killie in the face with a torch for 3HP damage.") or huts (""You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.")<br />
<br />
5. scare away wild animals like tigers, which might not approach a torch. <br />
<br />
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).<br />
<br />
Fire might also be visible from a distance. "You see a column of smoke to the north east."<br />
<br />
And, as a gag, if you drink rum while holding a torch then you breath fire.<br />
<br />
[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch." or even, <br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!"<br />
-[[A Cow]] <br />
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]<br />
::: To be realistic, huts, jungle, or similar things should burn down and spread. burning areas would turn orange, then red, and would turn normal when there was nothing left to burn. Every AP recharge or so, the jungle would go down one level, a signpost if there was any would burn away, all people and animals would take X damage from various reasons (most animals would flee though), and huts or similar things would go down in levels ("slightly charred/ rather burned/ badly burned/collapsing/burnt ruins/nothing left but the foundation) which would have gradually decreasing search odds, and the last two would have the huts not be entered/exited areas, there would be no difference between inside and outside. The fire would have an X% chance of spreading into a touching square that wasn't burning or completely burnt down. There would have to be some way to put out or contain the fire to prevent the entire island from having all vegetation going to 0, all huts burning down (maybe a "hut repair" skill?), and all people and NPCs dying and having to wait for a shaman to come back before they can every time some guy sets something on fire. Maybe spreading from square to square would have a low chance and fuel consumption happens fast, so a fire will often burn down before it spreads. Or you could have player-imposed limitations by keeping a circle or part of one around an area totally clear of jungle and, if people comply with policy, players and signs. If you put it right at the edge and on the inside, animals wouldn't go in for whatever reason, so... a maniac trying to burn down the island would need a second torch if they used the first one on the village and the other villages still wouldn't be destroyed. Okay, by itself that wouldn't help much, but with the low spread/high burn and make it easy to put out with water and we've got some vague balance. --[[User:AlexanderRM|AlexanderRM]] 01:04, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
=== Falconry ===<br />
<br />
Introduction:<br />
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word "Hag" or "Haggard" is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. <br />
<br />
Item:<br />
The scenario would run like this: Near the mountains, "You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment." This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.<br />
<br />
First skill level:<br />
In order for you to do anything with the egg, you acquire a skill: "Hatching and rearing" of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the "one falcon egg" is replaced by "one falcon chick" or "one falcon eyase" (an eyase is a falcon chick) when the first skill level of "Hatching and rearing" is acquired. <br />
<br />
Second skill level:<br />
The next skill you need to acquire is "Training your falcon". With the "Training your falcon" skill, the "falcon chick" becomes a "young falcon", and the young falcon can be used as a weapon. "You command your young falcon to rake Player Y's face, for 1 HP damage." As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are "young falcon", to indicate to players that the bird is immature and not yet capable fo use at full strength.<br />
<br />
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. "Your young falcon loses balance mid-flight and plummets into a tree, dying instantly." While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. <br />
<br />
Third skill level:<br />
With "falconry mastery", the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, "You command your falcon to rake Player Y's face, for 5HP damage."<br />
<br />
Killing falcons:<br />
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that "You attack Player Y and kill their falcon." This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.<br />
<br />
Other ancillary issues:<br />
Falcon eggs would be relatively rare, like heavy swords. "Falcon eggs", "falcon chicks", "young falcons" and "falcons" could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be. -<br />
[[FirstAmongstDaves]]<br />
<br>Comments<br><br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->Comments here.<br />
A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)<br />
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
===Tent===<br />
<br />
Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]<br />
:Yeah, I seem to have trouble surviving overnight in the jungle, which makes it really hard to get places. Maybe it could have high inventory space and AP cost to set up/take down, but some animals won't attack you in there and some item, like a controlled torch or something, repels the rest but makes the tent always noticeable to people who can see your square. Or course players could go in there but... well, you can't have everything. The inventory space and the placing/removing costs would make travel slow and attacking difficult to balance the safety.--[[User:AlexanderRM|AlexanderRM]] 01:26, 13 September 2007 (UTC)<br />
----<br />
<br />
===Trade Items===<br />
{{suggestion|<br />
suggest_type=a series of items which will encourage trade|<br />
suggest_scope=the economic structure of Shartak|<br />
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. <br />
<br />
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action "Forge Weapon" becomes available. This action costs 10 AP, but produces a "Scimitar"[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.<br />
<br />
The Native analog to this is the "Macuahuitl" [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.<br />
<br />
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. <br />
|<br />
suggest_time=04:50, 15 February 2007 (UTC)||<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]<br />
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
<br />
*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)<br />
**Good idea! Calling it a "fine sword" definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
*** Actually, many people almost never use the "contact roaming shaman" option, and so they stay near their home camps because they always get sent there when they die. I've only gone to another camp (wilsik) once and after dying a day or two in, got sent home and never returned. Maybe if we made it so that if people met a shaman from another camp, from then on they have the option the contact them, for different AP costs. (maybe natives/native shamans and outsiders outsider shamans would be 40AP, and anything else would be the same 50AP as contact roaming shaman...) Of course, other people being able to come back to life into the very center of an enemy village or settlement, lie there to get full AP, then stand up and massacre the people, and when they got killed just do it again might be bad... maybe some exorcism skill or innate power amulet, that someone you kill who isn't in an allied camp to their side can't re-spawn their for awhile or until they re-spawn and die again...--[[User:AlexanderRM|AlexanderRM]] 01:38, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
===10 Melee Weapons===<br />
{{suggestion|<br />
suggest_type=Weapons|<br />
suggest_scope=All|<br />
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.<br />
<br />
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 10% (->20%->35%)<br />
*'''Average Damage, untrained:''' 0,3 -> 0,4<br />
*'''Average Damage, CQB:''' 0,6 -> 0,8 <br />
*'''Average Damage, ACQB:''' 1,05 -> 1,4<br />
*'''Average Damage, BS:''' 1,2 -> 1,55 <br />
<br />
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 40% (->50%->65%->75%)<br />
*'''Average Damage, untrained:''' 0.4 -> 0,8<br />
*'''Average Damage, CQB:''' 0,5 -> 1 <br />
*'''Average Damage, ACQB:''' 0,65 -> 1,3<br />
*'''Average Damage, BS:''' 0,8 -> 1,45<br />
*'''Average Damage, Fencing:''' 0,9 -> 1,65 <br />
*'''Average Damage, Exp. Fenc.:''' 1,05 -> 1,8 <br />
<br />
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
*'''Average Damage, Fencing:''' 1,35 -> 1,95 <br />
*'''Average Damage, Exp. Fenc.:''' 1,5 -> 2,1 <br />
<br />
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
<br />
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).<br />
<br />
'''Base Damage''' 4, '''Accuracy''' 5% (->15%->30%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,25<br />
*'''Average Damage, CQB:''' 0,6 -> 0,75 <br />
*'''Average Damage, ACQB:''' 1,2 -> 1,5<br />
*'''Average Damage, BS:''' 1,35 -> 1,65 <br />
<br />
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
<br />
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0.75 -> 1<br />
*'''Average Damage, CQB:''' 1,05 -> 1,4<br />
*'''Average Damage, ACQB:''' 1,5 -> 2<br />
*'''Average Damage, BS:''' 1,65 -> 2,15<br />
*'''Average Damage, Fencing:''' 1,95 -> 2,55<br />
*'''Average Damage, Exp. Fenc.:''' 2,1 -> 2,8<br />
<br />
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. <br />
<br />
'''Base Damage''' 4, '''Accuracy''' 20% (>30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,8 -> 1 <br />
*'''Average Damage, CQB:''' 1,2 -> 1,5 <br />
*'''Average Damage, ACQB:''' 1,8 -> 2,25<br />
*'''Average Damage, BS:''' 1,95 -> 2,4 <br />
*'''Average Damage, Fencing:''' 2,35 -> 2,9<br />
*'''Average Damage, Exp. Fenc.:''' 2,5 -> 3,05 <br />
<br />
9)'''Knife:''' Including it for sake of completeness.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,4<br />
*'''Average Damage, CQB:''' 0,3 -> 0,6 <br />
*'''Average Damage, ACQB:''' 0,45 -> 0,9<br />
*'''Average Damage, BS:''' 0,6 -> 1,05<br />
<br />
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. <br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
*'''Average Damage, Fencing:''' 1,25 -> 1,8 <br />
*'''Average Damage, Exp. Fenc.:''' 1,4 -> 1,95 <br />
<br />
|<br />
suggest_time=22:13, 18 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen<br />
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)<br />
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Big Stick and Cudgel===<br />
{{suggestion|<br />
suggest_type=2 new, related items|<br />
suggest_scope=All players|<br />
suggest_description=1. Big stick: Or "There are trees all around me. Why's it so hard to find driftwood?"<br />
<br />
The big stick would be found in jungle squares. The thicker the jungle, the more likely it is that you'll find a big stick. The big stick would take up two inventory spaces. By itself, it's useless. However, it can be made into a couple other things. <br />
<br />
A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP). This gives you two pieces of driftwood. Why do I propose this? Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood! There are lots and lots of trees out in the jungle! Surely I can find pieces of wood out there! I apparently also like to use exclamation marks!<br />
<br />
B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel. See below.<br />
<br />
Suggestion 2: The Cudgel: Or "Hitting each other with sticks."<br />
<br />
The cudgel also takes 2 inventory spaces. It does 1 HP damage without body building and 2HP damage with it. Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%. Why does it have a higher chance to hit? Because it's a really big stick! People have been hitting each other with sticks for ages! Now, even with that, it's still inferior to the machete. So why's it useful? <br />
<br />
1. Higher chance to hit than daggers, knives, and fists.<br />
2. It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.<br />
<br />
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out. Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|<br />
suggest_time=02:29, 10 March 2007 (UTC)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)<br />
:In answer to your question, I would say "no" to completely cleared and "very low chance" to very low density. Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
::The only problem I have with this suggestion is that there's nothing to restrict items found to certain densities.. but that might be something I can add. --[[User:Simon|Simon]] 19:12, 29 May 2007 (UTC)<br />
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)<br />
:This is technically true, but the point is missed. On a jungle island, one should be able to find sign post material where trees can be found. That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
:The term "driftwood" is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Tranquiliser/Paralyzing Dart===<br />
{{suggestion|<br />
suggest_type=Ammunition|<br />
suggest_scope=Hunters who don't like to be bitten back|<br />
suggest_description=Many hunters don't like FAKs taking up space that could be used for ammo and thus go without them. The animals don't go down without a fight however and the bush doesn't have the tools for a last minute tusk wound patch up before bed. If only the animals could be passified. Firing a tranquiliser from a rifle like a regular bullet or a paralyzing dart from a blowpipe, one can stun an animal, preventing automatic and retalitory attacks for awhile. In humans it reduces attack strength and/or accuracy and increases AP usage.|<br />
suggest_time=17:05, 6 April 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I disagree with your base claim - I'd imagine that as many, if not more hunters travel with a lot of first aid kits since it allows them to spend longer in the jungle. This suggestion just seems to remove the challenge of fighting something that will fight back, and reduce the need to go into the jungle properly equipped. It would also seem easy to abuse against other player characters. --[[User:Johan Crichton|Johan Crichton]] 21:56, 6 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Ivory===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=Back then the jungles were full of ivory poachers. What I'm proposing is the ability to harvest ivory from the dead elephants in the game. With each elephant you harvest you receive 2 units of ivory. To keep it simple you can harvest the ivory using a machete or a cutlass. Each unit of ivory would be worth 2 gold coins.|<br />
suggest_time=15:16 03 May 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Cool, maybe something like this could be added to tigers. --[[User:Wulla-mullung|Wulla-mullung]]<br />
<br />
What would the ivory do? We could use it to make handles for the weapons, or ornaments for rifles. or chess pieces! -[[User:Elegost|Elegost]] 02:16, 17 May 2007 (UTC)<br />
:This would go along with the meat suggestion elsewhere in the wiki. Perhaps when an animal dies, there are certain items that can be harvested from their corpse including meat x (number depends on size of animal), ivory from elephants, skin from bear or tiger, feathers from parrot. Once you've recovered as much as you can from the corpse, you'll just search the surrounding area instead. --[[User:Simon|Simon]] 07:26, 26 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Shartak Laser===<br />
{{suggestion|<br />
suggest_type=Super weapon|<br />
suggest_scope=anyone|<br />
suggest_description=<br />
This is the super (edited) Shartak version of the most awesome Spartan Laser from the Halo 3. It deals 10 dmg and is 50% accurate (since it does take a lot of effort to aim the thing). It cannot be found anywhere, but you need to make it. You'd need two pieces of driftwood, a mango, a gem, a dead parrot in the same square and a gps unit. It has four shots and has a 30% chance of breaking after firing. when out of ammo, it becomes useless baggage. you cannot sell a used or partially used shartak laser to traders. The pic of the Shartak laser is here. http://derby.jconserv.net/viewtopic.php?t=14&start=105|<br />
suggest_time=13:12, 22 May 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
(Pssst, Simon, just say you've implemented it! Where are you going to get a headless parrot from anyway?) --[[User:Rozen|Rozen]] 16:04, 22 May 2007 (UTC)<br />
* This has been added, it's in a secret location and you'll have to journey through shark infested water and back to the mainland to find it. ;) --[[User:Simon|Simon]] 22:32, 25 June 2007 (UTC)<br />
:seriously?!?!? why can't i have a free one?:D -[[User:Elegost|Elegost]] 02:17, 26 June 2007 (UTC)<br />
::Ya, umm sorry I kinda took it. How about you give me 500 gold and it'll be at the Dalpok trader. --[[User:Wulla-mullung|Wulla-mullung]] 02:41, 26 June 2007 (UTC)<br />
:::LOL. No, not seriously. I regret to inform you that this will never be implemented. Perhaps if you could come up with some less outrageous and powerful things that could be manufactured you might be luckier. --[[User:Simon|Simon]] 07:22, 26 June 2007 (UTC)<br />
::::okay. you got me there. hahaha wait, i'll edit it. -[[User:Elegost|Elegost]] 10:42, 26 June 2007 (UTC)<br />
: How about having it burn out once all shots are fired?--[[User:Johan Crichton|Johan Crichton]] 21:28, 26 June 2007 (UTC)<br />
::sounds good. but i personally like the idea of it being disposable, just like the spartan laser. and you can't sell the empty one to the trader! -[[User:Elegost|Elegost]] 10:30, 27 June 2007 (UTC)<br />
::::The above is a lie, I really do have the Shartak Laser. Simon just thought better of letting everyone know one exsisted. --[[User:Wulla-mullung|Wulla-mullung]] 02:33, 29 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Bottle of Water===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=everyone who can drink bottles of water|<br />
suggest_description=I just realized i carry more bottles of water than FAKS. So, maybe we can use bottles of water on other people, you know, help them drink and restore health. like a fak :)|<br />
suggest_time=11:12, 6 June 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I fully agree - hence this suggestion: [[Suggestions:Miscellaneous#UI:_Heal_Patient_as_possible_action]] --[[User:Johan Crichton|Johan Crichton]] 04:43, 3 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Melee Weapon Breaking tweak===<br />
{{suggestion|<br />
suggest_type=weapon tweak|<br />
suggest_scope=everyone|<br />
suggest_description= the rate of breaking machetes could be altered a bit. I haven't had much luck breaking machetes these days. Shouldn't they break a lot too? Cutlasses seem to break a lot. And the non-breaking quality of the machete makes it a not-so-good item to trade at the traders. And perhaps writing materials could be blunted when writing too.<br />
and maybe the sharpening stones can wear out after a while, like around ten sharpenings, it'll crumble to dust. And that'll stimulate players to buy or sell sharpening stones.|<br />
suggest_time=09:00, 2 July 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I've had the opposite with machetes of late - if you use them for combat, they seem to break reasonably often. --[[User:Johan Crichton|Johan Crichton]] 22:18, 3 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pit Trap===<br />
{{suggestion|<br />
suggest_type=Item/Skill|<br />
suggest_scope=Everyone|<br />
suggest_description=Once a hole has been dug with the digging skill/shovel, driftwood can be used to conceal the hole, creating a pit trap. The next individual/animal to enter the hex will fall into the pit, taking 6 points of damage. This naturally destroys the driftwood covering for the pit and thus the pit would need to be 'reset' with more driftwood.<br />
<br />
If it would also cost a point of movement to get out of the pit as well, that would be interesting.|<br />
suggest_time=10:04, 2 July 2007 (EST)|<br />
suggest_author=GreyA2|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Similar suggestions already exist - [[Suggestions:Skills#Jungle_Skills]] has a mention of a 'Make/Detect Traps' skill, and [[Suggestions:Skills#Trap_Laying]]. --[[User:Johan Crichton|Johan Crichton]] 04:42, 3 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Knife Tweak===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=I just noticed that knives have the same accuracy as cutlasses and machetes.<br />
I was thinking, most people survive with the little blade called a knife, because in the real world, it is fairly accurate and easy to wield. Perhaps the knife and dagger's accuracies could be raised to 50%, but the damage will remain the same. It becomes more accurate, and the perfect assassin's weapon, or to help newer players to hit things faster. |<br />
suggest_time=10:17, 12 July 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* 50% before skills take effect (85%? with 2 skills) or 50% after skills.. so just 5% increase? --[[User:Simon|Simon]] 18:31, 12 July 2007 (UTC)<br />
::50% max. so, just add 5%, or, you could add 10% and make it 55%. -[[User:Elegost|Elegost]] 10:08, 13 July 2007 (UTC)<br />
:::Implemented --[[User:Simon|Simon]] 18:40, 30 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hunting-Skinning-Trading===<br />
{{suggestion|<br />
suggest_type=new ways of income|<br />
suggest_scope=Everyone|<br />
suggest_description=When you kill an animal, you get exp, but no gold. When you trade, you get gold and experience if it's inter-settlement. In reality, peope make food and skins from hunting, in reality, people set into each other with cutlasses. Or did...anyway. I'm suggesting that when you kill a creature, great or small, you get a body part of that creature, pelt, leather, ivory, eyeball...that kind of thing. You can then sell it at the trader for some gold, bigger or rarer the beast, the more gold. Squid eyes being worth the most, parrot feathers the least. It's also been suggested that you get meat from the animal, which you can eat to recover some HP. This is a suggestion made with new players in mind, as my newest character realised he got more of a reward going safely from town to town and gtting hsi gold and exp than he did traveling into dangerous jungle and killing stuff. |<br />
suggest_time=00:11 am, Thurdsay 30th Aug |<br />
suggest_author=[[User:RobZombie|RobZombie]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===The Most-Awesome-Titanium Sword===<br />
{{suggestion|<br />
suggest_type=replacement to the heavy sword|<br />
suggest_scope=everyone|<br />
suggest_description=Since someone was kind enough to spoil the locations of heavy swords, I hereby present you with this. The Most-Awesome-Titanium Sword! or the MATS.<br />
<br><br />
Since Simon wouldn't implement the Shartak Laser, we'll have this.<br />
<br>MATS stats<br />
<br>Damage- 5<br />
<br>Accuracy- 50% (cause its made of titanium, its easier to wield in theory)<br />
<br>Chances for Critical- 18%<br />
:Critical Hit- 10dmg to target<br />
::Critical Miss- you break it, and you get hit for 5 damage by the broken blade<br />
<br>Search Odds- 10% at only ONE place, or certain coordinate |<br />
suggest_time=07:54, 4 September 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
You scare me sometimes Ele ;P -[[User:Cthulhu|Cthulhu]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Suggestions:Items&diff=15557Suggestions:Items2007-09-13T01:26:59Z<p>AlexanderRM: /* Tent */</p>
<hr />
<div>{{Suggestions header|page_type=Item}}<br />
<br />
== Items ==<br />
<br />
===Bottle/Gourd Of Healing Salve===<br />
<br />
Made by juicing healing herbs with an empty bottle or gourd in your inventory. It would take 3 herbs to make 1 batch of salve and you must have the "Natural Medicine" skill to do so. Salve heals 15hp when used. That about covers it really. The pro is its lighter then herbs, the con is it takes time to prepare. Perhaps a small exp reward for preparing it (say 2 exp) would encourage players to make use of it, that is open to debate however. --[[User:Etherdrifter|Etherdrifter]] 00:25, 10 September 2007 (UTC)<br />
<br />
''Comments''<br />
<br />
I like. I would suggest allowing pirates to use this skill too, maybe, it would give them the little balancing edge they need. - Rincewind.<br />
:Perhaps put in place a different skill for pirates to use it? It would probably need to be a subskill of Native Knowledge. Not too sure of a name for it though. Also what do you think of the idea for a small exp reward?--[[User:Etherdrifter|Etherdrifter]] 12:14, 10 September 2007 (UTC)<br />
<br />
::Small exps are aaaalways good. - Rincewind.<br />
<br />
----<br />
<br />
=== Absinth ===<br />
Could have a very low chance of being found, and would display as "Bottle of absinth" (in addition to the existing "Bottle of beer" and "Bottle of water"). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)<br />
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)<br />
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)<br />
*The whole "distortion of game display" thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location ("As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle."). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these "strange herbs" would give outsiders something to confuse healing herbs with. &mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)<br />
----<br />
<br />
=== Spear ===<br />
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)<br />
<br />
''Comments''<br />
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)<br />
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)<br />
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)<br />
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)<br />
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)<br />
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives. Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) <br />
----<br />
<br />
=== Head-shrinking powder ===<br />
This could be either a melee or area weapon used by natives.<br />
<br />
''Comments''<br />
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]<br />
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}<br />
----<br />
<br />
=== Meat and Pelts ===<br />
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]<br />
<br />
''Comments''<br />
*But you can only carry 200 pounds of meat back to your wagon. <nowiki></oregontrail></nowiki> --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)<br />
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)<br />
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]<br />
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished "health pool" any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf<br />
**''There is a large pot of stew cooking, it appears to be half full.''<br />
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]<br />
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until "The pot is currently empty". Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)<br />
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be "piece of meat", that the description for a square with a pot should read something like "There is a fire here with a large pot over it.", and that the button should read "Add Meat to Pot" (or perhaps that feature should just be linked to the "meat" button in the inventory list). &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)<br />
<br />
* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:<br />
<br />
1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. "Trader Joe says, "Great, here's one gold coin for your large stag pelt."";<br />
<br />
2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. "You cook and eat an elephant carcass and gain 2 HP." As for human meat: "You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. "Get that dead body out of my trading hut!" he yells."<br />
<br />
The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]<br />
** -Aww, but why can't we sell elephant tusks? we can use them as a weapon with major damage (maybe we could have a 5% or so chance of hitting with the pointed end on a succesful hit, doing extra damage) but low accuracy and/or especially high break chance. ("your elephant tusk shatters, leaving you with the end which you throw away.")--[[User:AlexanderRM|AlexanderRM]] 20:11, 22 June 2007 (UTC)<br />
----<br />
<br />
=== Radio beacon/receiver ===<br />
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.<br />
<br />
''Comments''<br />
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]<br />
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)<br />
----<br />
<br />
=== Holy Scriptures ===<br />
Used to convert Natives into Ousiders. Requires "Religious Devotion". Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
*Nobody wants to have a class change againt their will. -Grigoriy<br />
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)<br />
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as "1 convert" to outsiders (as opposed to "1 native") and as "1 traitor" to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).<br />
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)<br />
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.<br />
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally "go native". Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill "Convert", with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill "Gone Native", with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)<br />
* You know, I wholeheartedly despise "permanent" class choices of any kind, and shartak is especially bed, because of the +25 XP skill cost per level makeing creating a new character and bringing it to the level of your old one very difficult. If I made this game, you could shift not only from native to outsider and back, you could switch from, say, warrior to shaman, or any other this-class-to-that thing. Anyway, you people really haven't though out the possibilities of a class choice against your will- shartak would be something other than people fighting or healing each other or exorcizing spirits for the rest of eternity. but the question is: is that good or bad?--[[User:AlexanderRM|AlexanderRM]] 23:44, 27 April 2007 (UTC)<br />
**Not everyone agrees, friend. A lot of us like the fact that each class is unique. Still, I'm always interested in hearing other opinions. Consider joining the official forum. This discussion is moving away from the topic of a new item and towards a discussion of what direction we'd like Shartak to go. Thus, we should probably move our discussion elsewhere. Regards.--[[User:Black Joe|Black Joe]] 00:20, 28 April 2007 (UTC)<br />
** Yes, and my idea keeps each class unique- but it allows you to change your mind on what class you are. For instance, right now both the scout/explorer and villager/settler are better than the warrior/soldier due to the heavy sword, because one has a better chance of finding one and the other has extra AP. My idea is to allow people who wanted to fight to go back and change that decision without haveing to start all over again. --[[User:AlexanderRM|AlexanderRM]] 01:06, 4 May 2007 (UTC)<br />
----<br />
<br />
=== GPS Unit (Redesign) ===<br />
{{suggestion|<br />
suggest_type=Item, modification|<br />
suggest_scope=GPS unit|<br />
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|<br />
suggest_time=21:48, 23 February 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)<br />
<br />
Y'know, the "GPS Unit" item has stuck out like a sore thumb to me too. I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless. But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)<br />
<br />
I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)<br />
<br />
: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself. If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation. (Both pages mention a "chronometer" which was finally invented to try to solve that problem.) On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones. A quote from the Lewis & Clark page: "If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith." So. I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness. That could even go in the FAQ. I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base. In closing, I still like Lint's ideas about making it cost AP and require suitable terrain. The former would represent the investment of time in setting up the equipment and doing the calculations. The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)<br />
<br />
:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the "Skillful Sextant Supervisor" skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)<br />
<br />
: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)<br />
<br />
:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it "Professor Inglewood's Speedy Sextant And Nano Tables" or some other such nonesense and leave it working the same, just with a different name. As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)<br />
<br />
:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)<br />
<br />
:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)<br />
<br />
::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)<br />
<br />
:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)<br />
<br />
::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to "Sense Position" for 1 AP and be told the direction and rough distance of the nearest village. ("After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.") <s>Maybe even take the GPS away; the natives should know their way around better than the outsiders.</s> &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
How about we just get ride of the gps unit in general and in its place have item called "a map and compass" and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)<br />
<br />
: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which "move" buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)<br />
::: You all need a Antikythera mechanism - see<br />
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&action=display&num=1167260766 - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Remove uber sword of doom(aka heavy sword) ===<br />
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.<br> <br />
<br />
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.<br><br />
<br />
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have "wasted" the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.<br />
<br />
'''Comments'''<br />
<br />
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)<br />
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)<br />
*I disagree with some of the logic in this argument. If the heavy sword were a common weapon, then I could understand the concern; however, the "über sword of doom" is hardly of such availability. As far as I know, only one player has the sword. Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect. I would even propose that even more superior weapons are "hidden" around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)<br />
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)<br />
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)<br />
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)<br />
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)<br />
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)<br />
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, "Marksmanship" and "Expert Marksmanship", each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful. -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)<br />
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)<br />
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -> 35% marksman upgrade for all classes, then 35% -> 50% -> 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)<br />
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single "elephant sword", or something with a similarly grand title. There would only be one on the island (or one per village: "The Elephant Sword of York", etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----<br />
*The only problem with this is that there probebly ''are'' people out there who have spent loads of AP looking for a heavy sword, and if those of them that found it suddenly have it deleted, =bad. How about either A: The heavy sword cannot be found by searching and those in people's inventorys randomly transform into their value in gold, or B: the heavy sword becomes more common and we add several more "uber" items (also more common than the current heavy sword):<br />
The spear: this was what gave me the origional idea for other uber weapons. The heavy sword would become the outsider-only weapon and the spear would become the native weapon. All heavy sword belonging to natives would turn into spears. The spear should be more accurate and do less damage.<br />
<br />
The heavy gun: Ammo is rare but no too rare. Basically an upped version of the rifle.<br />
<br />
The poisoned bow+arrows: basically an upped blowpipe.<br />
<br />
Anyway, just one more note:<br />
<br />
"Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play."<br />
*Mmh*<br />
*Mmmh*<br />
BWA HA HA HA HA HA HA HA!<br />
*snorts*--[[User:AlexanderRM|AlexanderRM]] 00:01, 28 April 2007 (UTC)<br />
<br />
===studded leather & war gear===<br />
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.<br />
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}<br />
<br />
*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)<br />
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]<br />
<br />
----<br />
<br />
===Messenger Pigeons===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All outsiders|<br />
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. <br />
''You watch your pigeon fly off and hope it doesn't get intercepted.''<br />
<br>Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|<br />
suggest_time=22:23, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*How would you handle said "interception?" Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)<br />
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)<br />
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)<br />
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to "intercept" the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)<br />
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drum===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All Natives|<br />
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. <br />
''You hear random drumming in the distance.''<br />
<br>Requires a drum beating skill to utilize.|<br />
suggest_time=22:35, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)<br />
<br />
:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)<br />
<br />
:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:<br />
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)<br />
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)<br />
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear "random drumming" instead of "<garbled message>", since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)<br />
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)<br />
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)<br />
::&mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hammer===<br />
{{suggestion|<br />
suggest_type=New Item|<br />
suggest_scope=Available to all characters|<br />
suggest_description=A basic hammer. This item seems necessary for potential future building skills such as roads or huts or hut fortifications. Hammers could also be used as offensive weapons. They could also be subject to random breaking like machetes.|<br />
suggest_time=06:18, 1 May 2006 (BST)|<br />
suggest_author=[[User:Throgonuts|Throgonuts]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &mdash; but we don't need a hammer now. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===303===<br />
{{suggestion|<br />
suggest_type=new item|<br />
suggest_scope=availible to only outsiders|<br />
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.<br />
<br />
Damage: 15, special dmg: 16.|<br />
suggest_time=15,25, 17 June, 2006 (EST)|<br />
suggest_author=[[User:Riddick|Riddick]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)<br />
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?<br />
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)<br />
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)<br />
::Che, the .308 isn't used by the M16. The M16 uses 5.56 mil, or essentially a .22 sporting round. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:14, 28 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Berries to Increase AP===<br />
{{suggestion|<br />
suggest_type=Change item's effect|<br />
suggest_scope=Tasty berries (or similiar item)|<br />
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|<br />
suggest_time=00:47, 21 June 2006 (UTC)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<br />
I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006<br />
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
<br />
I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)<br />
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily "out of hand". Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
::The above remarks would be accurate if the AP-booster item was "invigorating herbs" found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)<br />
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was "berries or similiar item". I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)<br />
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. "this mango tree is claimed by John Doe", but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons). However, you'd only get one day of extra combat from it. You're actually losing time that way. If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers. Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items. I'd also like to point out that this system is already in place in KoL. They just set a maximum you can eat before you get full to keep the system from being abused. Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006<br />
<br><br />
it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)<br />
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)<br />
:I think you are confused here, the topic at hand is not gaining free XP, but "storing AP" as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Camera/Spirit box===<br />
{{suggestion|<br />
suggest_type=Ranged weapon|<br />
suggest_scope=Those plagued by banshees and those interested in scaring natives|<br />
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|<br />
suggest_time=04:11, 23 July 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)<br />
<br />
I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is. However, I'm not so sure about this. After all, cameras don't REALLY hurt people. Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help. Cameras have been around maybe 100 years? Shartak seems to take place in the 1700's or so, a little too early. Long story short, I don't think it fits. That's just my opinion, however. [[User:Black Joe|Black Joe]]<br />
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
i agree with idea that we should do something about ghosts, but the idea of trapping "ghosts" in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)<br />
<br />
I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006<br />
<br />
Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)<br />
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism. After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them. Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006<br />
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)<br />
<br />
A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)<br />
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as "outsiders" are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.<br />
Is that not a camera?<br />
<br />
:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)<br />
<br />
::Infantry did not use double barrel rifles at this scale until the mid 19th century, by then the daguerreotype and the calotype had been invented.<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Subitems===<br />
{{suggestion|<br />
suggest_type=Divisable items|<br />
suggest_scope=FAKs and Healing herbs|<br />
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] & large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|<br />
suggest_time=22:28, 12 August 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== The Bone Whistle ===<br />
<br />
I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.<br />
<br />
It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)<br />
<br />
Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)<br />
<br />
the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}<br />
<br />
Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]<br />
<br />
---<br />
<br />
===Flintlock Pistols===<br />
{{suggestion|<br />
suggest_type=New Item and Set of Skill to go along with it|<br />
suggest_scope=Whoever can shoot a gun|<br />
suggest_description='''Mechanics'''<br />
*Half the inventory space of the rifle<br />
*1 shot loading<br />
*.5 AP to load. (or skill to make it so)<br />
*4 damage<br />
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.<br />
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.<br />
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'<br />
<br />
'''Roleplay and realism'''<br />
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).<br />
*Pirates have always been seen with cutalss and one-shot pistol in hand.<br />
<br />
'''Skills'''<br />
*'''No Skill'''- ''5% chance of hitting your target''<br />
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''<br />
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''<br />
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''<br />
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''<br />
*'''Quickshot'''- ''Loading costs .5 AP''|<br />
<br />
suggest_time=02:36, 12 November 2006 (UTC)|<br />
suggest_author={{profile|4862|Rozen}}|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''<br />
<br />
I'd like to get some fresh comments about this. I have the old comments saved in case anyone wants to look...I just want to see what Shartak: The Next Generation thinks of this, you know :P --[[User:Rozen|Rozen]] 22:59, 28 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Meat Weapons===<br />
{{suggestion|<br />
suggest_type=Items|<br />
suggest_scope=All|<br />
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |<br />
suggest_time=11:29, 29 November 2006 (UTC)|<br />
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef? There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)<br />
<br />
I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Canteen/Water Pouch===<br />
{{suggestion|<br />
suggest_type=Container|<br />
suggest_scope=Anyone looking for an extra sip|<br />
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|<br />
suggest_time=09:23, 5 December 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Canteen? To be a little more in the setting, how about "''flask''"? And were you going to suggest that it hold more than one drink? --[[User:Lantz|<font color="005555">Lantz</font>]] 03:15, 6 December 2006 (UTC)<br />
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) <br />
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]<br />
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)<br />
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Use FAK on Others Text Change.===<br />
{{suggestion|<br />
suggest_type=Flavor change. |<br />
suggest_scope=People with FAKs. |<br />
suggest_description=One thing I've noticed while playing is that when someone heals you, it says "So and so helps you use a first aid kit and restore X health." <br />
<br />
This gives me thoughts of someone coming behind you and guiding your hands with your own FAK. I propose that the text be changed. <br />
<br />
"So and so uses a first aid kit on you and restores X health." <br />
<br />
This is more in-character, as you think of you laying on the floor, and someone coming beside you and crouching down, then pulling out a FAK and patching up your wounds. |<br />
suggest_time=02:27, 9 January 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm for it - really easy to do and it would clear up some confusion. - [[User:Erados|'''<font color="green" size="2">The Malice</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 01:33, 22 January 2007 (UTC)<br />
:Agreed. It was originally coded to allow you to help someone to '''drink''' a '''bottle of water''' / '''use''' a '''first aid kit''' etc but at the moment you can only use a fak on them so I've reworded it. --[[User:Simon|Simon]] 08:17, 13 February 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Fire ===<br />
<br />
How about fire for torches? Fire could also: <br />
<br />
1. be used on the jungle ("You set fire to the surrounding jungle, causing smoke to billow into the sky." The square could turn orange and then red as it was burned, then finally brown once it burned out), <br />
<br />
2. be used as campfires for villages and the wreck, <br />
<br />
3. light caves, for increased search rates ("You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.") <br />
<br />
4. burn opponents, ("You hit Long Fin Killie in the face with a torch for 3HP damage.") or huts (""You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.")<br />
<br />
5. scare away wild animals like tigers, which might not approach a torch. <br />
<br />
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).<br />
<br />
Fire might also be visible from a distance. "You see a column of smoke to the north east."<br />
<br />
And, as a gag, if you drink rum while holding a torch then you breath fire.<br />
<br />
[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch." or even, <br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!"<br />
-[[A Cow]] <br />
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]<br />
::: To be realistic, huts, jungle, or similar things should burn down and spread. burning areas would turn orange, then red, and would turn normal when there was nothing left to burn. Every AP recharge or so, the jungle would go down one level, a signpost if there was any would burn away, all people and animals would take X damage from various reasons (most animals would flee though), and huts or similar things would go down in levels ("slightly charred/ rather burned/ badly burned/collapsing/burnt ruins/nothing left but the foundation) which would have gradually decreasing search odds, and the last two would have the huts not be entered/exited areas, there would be no difference between inside and outside. The fire would have an X% chance of spreading into a touching square that wasn't burning or completely burnt down. There would have to be some way to put out or contain the fire to prevent the entire island from having all vegetation going to 0, all huts burning down (maybe a "hut repair" skill?), and all people and NPCs dying and having to wait for a shaman to come back before they can every time some guy sets something on fire. Maybe spreading from square to square would have a low chance and fuel consumption happens fast, so a fire will often burn down before it spreads. Or you could have player-imposed limitations by keeping a circle or part of one around an area totally clear of jungle and, if people comply with policy, players and signs. If you put it right at the edge and on the inside, animals wouldn't go in for whatever reason, so... a maniac trying to burn down the island would need a second torch if they used the first one on the village and the other villages still wouldn't be destroyed. Okay, by itself that wouldn't help much, but with the low spread/high burn and make it easy to put out with water and we've got some vague balance. --[[User:AlexanderRM|AlexanderRM]] 01:04, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
=== Falconry ===<br />
<br />
Introduction:<br />
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word "Hag" or "Haggard" is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. <br />
<br />
Item:<br />
The scenario would run like this: Near the mountains, "You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment." This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.<br />
<br />
First skill level:<br />
In order for you to do anything with the egg, you acquire a skill: "Hatching and rearing" of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the "one falcon egg" is replaced by "one falcon chick" or "one falcon eyase" (an eyase is a falcon chick) when the first skill level of "Hatching and rearing" is acquired. <br />
<br />
Second skill level:<br />
The next skill you need to acquire is "Training your falcon". With the "Training your falcon" skill, the "falcon chick" becomes a "young falcon", and the young falcon can be used as a weapon. "You command your young falcon to rake Player Y's face, for 1 HP damage." As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are "young falcon", to indicate to players that the bird is immature and not yet capable fo use at full strength.<br />
<br />
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. "Your young falcon loses balance mid-flight and plummets into a tree, dying instantly." While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. <br />
<br />
Third skill level:<br />
With "falconry mastery", the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, "You command your falcon to rake Player Y's face, for 5HP damage."<br />
<br />
Killing falcons:<br />
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that "You attack Player Y and kill their falcon." This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.<br />
<br />
Other ancillary issues:<br />
Falcon eggs would be relatively rare, like heavy swords. "Falcon eggs", "falcon chicks", "young falcons" and "falcons" could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be. -<br />
[[FirstAmongstDaves]]<br />
<br>Comments<br><br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->Comments here.<br />
A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)<br />
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
===Tent===<br />
<br />
Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]<br />
:Yeah, I seem to have trouble surviving overnight in the jungle, which makes it really hard to get places. Maybe it could have high inventory space and AP cost to set up/take down, but some animals won't attack you in there and some item, like a controlled torch or something, repels the rest but makes the tent always noticeable to people who can see your square. Or course players could go in there but... well, you can't have everything. The inventory space and the placing/removing costs would make travel slow and attacking difficult to balance the safety.--[[User:AlexanderRM|AlexanderRM]] 01:26, 13 September 2007 (UTC)<br />
----<br />
<br />
===Trade Items===<br />
{{suggestion|<br />
suggest_type=a series of items which will encourage trade|<br />
suggest_scope=the economic structure of Shartak|<br />
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. <br />
<br />
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action "Forge Weapon" becomes available. This action costs 10 AP, but produces a "Scimitar"[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.<br />
<br />
The Native analog to this is the "Macuahuitl" [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.<br />
<br />
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. <br />
|<br />
suggest_time=04:50, 15 February 2007 (UTC)||<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]<br />
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
<br />
*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)<br />
**Good idea! Calling it a "fine sword" definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
===10 Melee Weapons===<br />
{{suggestion|<br />
suggest_type=Weapons|<br />
suggest_scope=All|<br />
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.<br />
<br />
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 10% (->20%->35%)<br />
*'''Average Damage, untrained:''' 0,3 -> 0,4<br />
*'''Average Damage, CQB:''' 0,6 -> 0,8 <br />
*'''Average Damage, ACQB:''' 1,05 -> 1,4<br />
*'''Average Damage, BS:''' 1,2 -> 1,55 <br />
<br />
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 40% (->50%->65%->75%)<br />
*'''Average Damage, untrained:''' 0.4 -> 0,8<br />
*'''Average Damage, CQB:''' 0,5 -> 1 <br />
*'''Average Damage, ACQB:''' 0,65 -> 1,3<br />
*'''Average Damage, BS:''' 0,8 -> 1,45<br />
*'''Average Damage, Fencing:''' 0,9 -> 1,65 <br />
*'''Average Damage, Exp. Fenc.:''' 1,05 -> 1,8 <br />
<br />
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
*'''Average Damage, Fencing:''' 1,35 -> 1,95 <br />
*'''Average Damage, Exp. Fenc.:''' 1,5 -> 2,1 <br />
<br />
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
<br />
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).<br />
<br />
'''Base Damage''' 4, '''Accuracy''' 5% (->15%->30%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,25<br />
*'''Average Damage, CQB:''' 0,6 -> 0,75 <br />
*'''Average Damage, ACQB:''' 1,2 -> 1,5<br />
*'''Average Damage, BS:''' 1,35 -> 1,65 <br />
<br />
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
<br />
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0.75 -> 1<br />
*'''Average Damage, CQB:''' 1,05 -> 1,4<br />
*'''Average Damage, ACQB:''' 1,5 -> 2<br />
*'''Average Damage, BS:''' 1,65 -> 2,15<br />
*'''Average Damage, Fencing:''' 1,95 -> 2,55<br />
*'''Average Damage, Exp. Fenc.:''' 2,1 -> 2,8<br />
<br />
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. <br />
<br />
'''Base Damage''' 4, '''Accuracy''' 20% (>30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,8 -> 1 <br />
*'''Average Damage, CQB:''' 1,2 -> 1,5 <br />
*'''Average Damage, ACQB:''' 1,8 -> 2,25<br />
*'''Average Damage, BS:''' 1,95 -> 2,4 <br />
*'''Average Damage, Fencing:''' 2,35 -> 2,9<br />
*'''Average Damage, Exp. Fenc.:''' 2,5 -> 3,05 <br />
<br />
9)'''Knife:''' Including it for sake of completeness.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,4<br />
*'''Average Damage, CQB:''' 0,3 -> 0,6 <br />
*'''Average Damage, ACQB:''' 0,45 -> 0,9<br />
*'''Average Damage, BS:''' 0,6 -> 1,05<br />
<br />
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. <br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
*'''Average Damage, Fencing:''' 1,25 -> 1,8 <br />
*'''Average Damage, Exp. Fenc.:''' 1,4 -> 1,95 <br />
<br />
|<br />
suggest_time=22:13, 18 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen<br />
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)<br />
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Big Stick and Cudgel===<br />
{{suggestion|<br />
suggest_type=2 new, related items|<br />
suggest_scope=All players|<br />
suggest_description=1. Big stick: Or "There are trees all around me. Why's it so hard to find driftwood?"<br />
<br />
The big stick would be found in jungle squares. The thicker the jungle, the more likely it is that you'll find a big stick. The big stick would take up two inventory spaces. By itself, it's useless. However, it can be made into a couple other things. <br />
<br />
A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP). This gives you two pieces of driftwood. Why do I propose this? Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood! There are lots and lots of trees out in the jungle! Surely I can find pieces of wood out there! I apparently also like to use exclamation marks!<br />
<br />
B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel. See below.<br />
<br />
Suggestion 2: The Cudgel: Or "Hitting each other with sticks."<br />
<br />
The cudgel also takes 2 inventory spaces. It does 1 HP damage without body building and 2HP damage with it. Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%. Why does it have a higher chance to hit? Because it's a really big stick! People have been hitting each other with sticks for ages! Now, even with that, it's still inferior to the machete. So why's it useful? <br />
<br />
1. Higher chance to hit than daggers, knives, and fists.<br />
2. It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.<br />
<br />
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out. Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|<br />
suggest_time=02:29, 10 March 2007 (UTC)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)<br />
:In answer to your question, I would say "no" to completely cleared and "very low chance" to very low density. Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
::The only problem I have with this suggestion is that there's nothing to restrict items found to certain densities.. but that might be something I can add. --[[User:Simon|Simon]] 19:12, 29 May 2007 (UTC)<br />
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)<br />
:This is technically true, but the point is missed. On a jungle island, one should be able to find sign post material where trees can be found. That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
:The term "driftwood" is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Tranquiliser/Paralyzing Dart===<br />
{{suggestion|<br />
suggest_type=Ammunition|<br />
suggest_scope=Hunters who don't like to be bitten back|<br />
suggest_description=Many hunters don't like FAKs taking up space that could be used for ammo and thus go without them. The animals don't go down without a fight however and the bush doesn't have the tools for a last minute tusk wound patch up before bed. If only the animals could be passified. Firing a tranquiliser from a rifle like a regular bullet or a paralyzing dart from a blowpipe, one can stun an animal, preventing automatic and retalitory attacks for awhile. In humans it reduces attack strength and/or accuracy and increases AP usage.|<br />
suggest_time=17:05, 6 April 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I disagree with your base claim - I'd imagine that as many, if not more hunters travel with a lot of first aid kits since it allows them to spend longer in the jungle. This suggestion just seems to remove the challenge of fighting something that will fight back, and reduce the need to go into the jungle properly equipped. It would also seem easy to abuse against other player characters. --[[User:Johan Crichton|Johan Crichton]] 21:56, 6 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Ivory===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=Back then the jungles were full of ivory poachers. What I'm proposing is the ability to harvest ivory from the dead elephants in the game. With each elephant you harvest you receive 2 units of ivory. To keep it simple you can harvest the ivory using a machete or a cutlass. Each unit of ivory would be worth 2 gold coins.|<br />
suggest_time=15:16 03 May 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Cool, maybe something like this could be added to tigers. --[[User:Wulla-mullung|Wulla-mullung]]<br />
<br />
What would the ivory do? We could use it to make handles for the weapons, or ornaments for rifles. or chess pieces! -[[User:Elegost|Elegost]] 02:16, 17 May 2007 (UTC)<br />
:This would go along with the meat suggestion elsewhere in the wiki. Perhaps when an animal dies, there are certain items that can be harvested from their corpse including meat x (number depends on size of animal), ivory from elephants, skin from bear or tiger, feathers from parrot. Once you've recovered as much as you can from the corpse, you'll just search the surrounding area instead. --[[User:Simon|Simon]] 07:26, 26 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Shartak Laser===<br />
{{suggestion|<br />
suggest_type=Super weapon|<br />
suggest_scope=anyone|<br />
suggest_description=<br />
This is the super (edited) Shartak version of the most awesome Spartan Laser from the Halo 3. It deals 10 dmg and is 50% accurate (since it does take a lot of effort to aim the thing). It cannot be found anywhere, but you need to make it. You'd need two pieces of driftwood, a mango, a gem, a dead parrot in the same square and a gps unit. It has four shots and has a 30% chance of breaking after firing. when out of ammo, it becomes useless baggage. you cannot sell a used or partially used shartak laser to traders. The pic of the Shartak laser is here. http://derby.jconserv.net/viewtopic.php?t=14&start=105|<br />
suggest_time=13:12, 22 May 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
(Pssst, Simon, just say you've implemented it! Where are you going to get a headless parrot from anyway?) --[[User:Rozen|Rozen]] 16:04, 22 May 2007 (UTC)<br />
* This has been added, it's in a secret location and you'll have to journey through shark infested water and back to the mainland to find it. ;) --[[User:Simon|Simon]] 22:32, 25 June 2007 (UTC)<br />
:seriously?!?!? why can't i have a free one?:D -[[User:Elegost|Elegost]] 02:17, 26 June 2007 (UTC)<br />
::Ya, umm sorry I kinda took it. How about you give me 500 gold and it'll be at the Dalpok trader. --[[User:Wulla-mullung|Wulla-mullung]] 02:41, 26 June 2007 (UTC)<br />
:::LOL. No, not seriously. I regret to inform you that this will never be implemented. Perhaps if you could come up with some less outrageous and powerful things that could be manufactured you might be luckier. --[[User:Simon|Simon]] 07:22, 26 June 2007 (UTC)<br />
::::okay. you got me there. hahaha wait, i'll edit it. -[[User:Elegost|Elegost]] 10:42, 26 June 2007 (UTC)<br />
: How about having it burn out once all shots are fired?--[[User:Johan Crichton|Johan Crichton]] 21:28, 26 June 2007 (UTC)<br />
::sounds good. but i personally like the idea of it being disposable, just like the spartan laser. and you can't sell the empty one to the trader! -[[User:Elegost|Elegost]] 10:30, 27 June 2007 (UTC)<br />
::::The above is a lie, I really do have the Shartak Laser. Simon just thought better of letting everyone know one exsisted. --[[User:Wulla-mullung|Wulla-mullung]] 02:33, 29 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Bottle of Water===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=everyone who can drink bottles of water|<br />
suggest_description=I just realized i carry more bottles of water than FAKS. So, maybe we can use bottles of water on other people, you know, help them drink and restore health. like a fak :)|<br />
suggest_time=11:12, 6 June 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I fully agree - hence this suggestion: [[Suggestions:Miscellaneous#UI:_Heal_Patient_as_possible_action]] --[[User:Johan Crichton|Johan Crichton]] 04:43, 3 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Melee Weapon Breaking tweak===<br />
{{suggestion|<br />
suggest_type=weapon tweak|<br />
suggest_scope=everyone|<br />
suggest_description= the rate of breaking machetes could be altered a bit. I haven't had much luck breaking machetes these days. Shouldn't they break a lot too? Cutlasses seem to break a lot. And the non-breaking quality of the machete makes it a not-so-good item to trade at the traders. And perhaps writing materials could be blunted when writing too.<br />
and maybe the sharpening stones can wear out after a while, like around ten sharpenings, it'll crumble to dust. And that'll stimulate players to buy or sell sharpening stones.|<br />
suggest_time=09:00, 2 July 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I've had the opposite with machetes of late - if you use them for combat, they seem to break reasonably often. --[[User:Johan Crichton|Johan Crichton]] 22:18, 3 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pit Trap===<br />
{{suggestion|<br />
suggest_type=Item/Skill|<br />
suggest_scope=Everyone|<br />
suggest_description=Once a hole has been dug with the digging skill/shovel, driftwood can be used to conceal the hole, creating a pit trap. The next individual/animal to enter the hex will fall into the pit, taking 6 points of damage. This naturally destroys the driftwood covering for the pit and thus the pit would need to be 'reset' with more driftwood.<br />
<br />
If it would also cost a point of movement to get out of the pit as well, that would be interesting.|<br />
suggest_time=10:04, 2 July 2007 (EST)|<br />
suggest_author=GreyA2|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Similar suggestions already exist - [[Suggestions:Skills#Jungle_Skills]] has a mention of a 'Make/Detect Traps' skill, and [[Suggestions:Skills#Trap_Laying]]. --[[User:Johan Crichton|Johan Crichton]] 04:42, 3 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Knife Tweak===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=I just noticed that knives have the same accuracy as cutlasses and machetes.<br />
I was thinking, most people survive with the little blade called a knife, because in the real world, it is fairly accurate and easy to wield. Perhaps the knife and dagger's accuracies could be raised to 50%, but the damage will remain the same. It becomes more accurate, and the perfect assassin's weapon, or to help newer players to hit things faster. |<br />
suggest_time=10:17, 12 July 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* 50% before skills take effect (85%? with 2 skills) or 50% after skills.. so just 5% increase? --[[User:Simon|Simon]] 18:31, 12 July 2007 (UTC)<br />
::50% max. so, just add 5%, or, you could add 10% and make it 55%. -[[User:Elegost|Elegost]] 10:08, 13 July 2007 (UTC)<br />
:::Implemented --[[User:Simon|Simon]] 18:40, 30 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hunting-Skinning-Trading===<br />
{{suggestion|<br />
suggest_type=new ways of income|<br />
suggest_scope=Everyone|<br />
suggest_description=When you kill an animal, you get exp, but no gold. When you trade, you get gold and experience if it's inter-settlement. In reality, peope make food and skins from hunting, in reality, people set into each other with cutlasses. Or did...anyway. I'm suggesting that when you kill a creature, great or small, you get a body part of that creature, pelt, leather, ivory, eyeball...that kind of thing. You can then sell it at the trader for some gold, bigger or rarer the beast, the more gold. Squid eyes being worth the most, parrot feathers the least. It's also been suggested that you get meat from the animal, which you can eat to recover some HP. This is a suggestion made with new players in mind, as my newest character realised he got more of a reward going safely from town to town and gtting hsi gold and exp than he did traveling into dangerous jungle and killing stuff. |<br />
suggest_time=00:11 am, Thurdsay 30th Aug |<br />
suggest_author=[[User:RobZombie|RobZombie]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===The Most-Awesome-Titanium Sword===<br />
{{suggestion|<br />
suggest_type=replacement to the heavy sword|<br />
suggest_scope=everyone|<br />
suggest_description=Since someone was kind enough to spoil the locations of heavy swords, I hereby present you with this. The Most-Awesome-Titanium Sword! or the MATS.<br />
<br><br />
Since Simon wouldn't implement the Shartak Laser, we'll have this.<br />
<br>MATS stats<br />
<br>Damage- 5<br />
<br>Accuracy- 50% (cause its made of titanium, its easier to wield in theory)<br />
<br>Chances for Critical- 18%<br />
:Critical Hit- 10dmg to target<br />
::Critical Miss- you break it, and you get hit for 5 damage by the broken blade<br />
<br>Search Odds- 10% at only ONE place, or certain coordinate |<br />
suggest_time=07:54, 4 September 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
You scare me sometimes Ele ;P -[[User:Cthulhu|Cthulhu]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Suggestions:Items&diff=15556Suggestions:Items2007-09-13T01:04:24Z<p>AlexanderRM: /* Fire */</p>
<hr />
<div>{{Suggestions header|page_type=Item}}<br />
<br />
== Items ==<br />
<br />
===Bottle/Gourd Of Healing Salve===<br />
<br />
Made by juicing healing herbs with an empty bottle or gourd in your inventory. It would take 3 herbs to make 1 batch of salve and you must have the "Natural Medicine" skill to do so. Salve heals 15hp when used. That about covers it really. The pro is its lighter then herbs, the con is it takes time to prepare. Perhaps a small exp reward for preparing it (say 2 exp) would encourage players to make use of it, that is open to debate however. --[[User:Etherdrifter|Etherdrifter]] 00:25, 10 September 2007 (UTC)<br />
<br />
''Comments''<br />
<br />
I like. I would suggest allowing pirates to use this skill too, maybe, it would give them the little balancing edge they need. - Rincewind.<br />
:Perhaps put in place a different skill for pirates to use it? It would probably need to be a subskill of Native Knowledge. Not too sure of a name for it though. Also what do you think of the idea for a small exp reward?--[[User:Etherdrifter|Etherdrifter]] 12:14, 10 September 2007 (UTC)<br />
<br />
::Small exps are aaaalways good. - Rincewind.<br />
<br />
----<br />
<br />
=== Absinth ===<br />
Could have a very low chance of being found, and would display as "Bottle of absinth" (in addition to the existing "Bottle of beer" and "Bottle of water"). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)<br />
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)<br />
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)<br />
*The whole "distortion of game display" thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location ("As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle."). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these "strange herbs" would give outsiders something to confuse healing herbs with. &mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)<br />
----<br />
<br />
=== Spear ===<br />
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)<br />
<br />
''Comments''<br />
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)<br />
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)<br />
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)<br />
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)<br />
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)<br />
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives. Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) <br />
----<br />
<br />
=== Head-shrinking powder ===<br />
This could be either a melee or area weapon used by natives.<br />
<br />
''Comments''<br />
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]<br />
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}<br />
----<br />
<br />
=== Meat and Pelts ===<br />
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]<br />
<br />
''Comments''<br />
*But you can only carry 200 pounds of meat back to your wagon. <nowiki></oregontrail></nowiki> --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)<br />
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)<br />
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]<br />
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished "health pool" any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf<br />
**''There is a large pot of stew cooking, it appears to be half full.''<br />
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]<br />
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until "The pot is currently empty". Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)<br />
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be "piece of meat", that the description for a square with a pot should read something like "There is a fire here with a large pot over it.", and that the button should read "Add Meat to Pot" (or perhaps that feature should just be linked to the "meat" button in the inventory list). &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)<br />
<br />
* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:<br />
<br />
1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. "Trader Joe says, "Great, here's one gold coin for your large stag pelt."";<br />
<br />
2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. "You cook and eat an elephant carcass and gain 2 HP." As for human meat: "You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. "Get that dead body out of my trading hut!" he yells."<br />
<br />
The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]<br />
** -Aww, but why can't we sell elephant tusks? we can use them as a weapon with major damage (maybe we could have a 5% or so chance of hitting with the pointed end on a succesful hit, doing extra damage) but low accuracy and/or especially high break chance. ("your elephant tusk shatters, leaving you with the end which you throw away.")--[[User:AlexanderRM|AlexanderRM]] 20:11, 22 June 2007 (UTC)<br />
----<br />
<br />
=== Radio beacon/receiver ===<br />
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.<br />
<br />
''Comments''<br />
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]<br />
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)<br />
----<br />
<br />
=== Holy Scriptures ===<br />
Used to convert Natives into Ousiders. Requires "Religious Devotion". Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
*Nobody wants to have a class change againt their will. -Grigoriy<br />
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)<br />
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as "1 convert" to outsiders (as opposed to "1 native") and as "1 traitor" to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).<br />
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)<br />
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.<br />
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally "go native". Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill "Convert", with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill "Gone Native", with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)<br />
* You know, I wholeheartedly despise "permanent" class choices of any kind, and shartak is especially bed, because of the +25 XP skill cost per level makeing creating a new character and bringing it to the level of your old one very difficult. If I made this game, you could shift not only from native to outsider and back, you could switch from, say, warrior to shaman, or any other this-class-to-that thing. Anyway, you people really haven't though out the possibilities of a class choice against your will- shartak would be something other than people fighting or healing each other or exorcizing spirits for the rest of eternity. but the question is: is that good or bad?--[[User:AlexanderRM|AlexanderRM]] 23:44, 27 April 2007 (UTC)<br />
**Not everyone agrees, friend. A lot of us like the fact that each class is unique. Still, I'm always interested in hearing other opinions. Consider joining the official forum. This discussion is moving away from the topic of a new item and towards a discussion of what direction we'd like Shartak to go. Thus, we should probably move our discussion elsewhere. Regards.--[[User:Black Joe|Black Joe]] 00:20, 28 April 2007 (UTC)<br />
** Yes, and my idea keeps each class unique- but it allows you to change your mind on what class you are. For instance, right now both the scout/explorer and villager/settler are better than the warrior/soldier due to the heavy sword, because one has a better chance of finding one and the other has extra AP. My idea is to allow people who wanted to fight to go back and change that decision without haveing to start all over again. --[[User:AlexanderRM|AlexanderRM]] 01:06, 4 May 2007 (UTC)<br />
----<br />
<br />
=== GPS Unit (Redesign) ===<br />
{{suggestion|<br />
suggest_type=Item, modification|<br />
suggest_scope=GPS unit|<br />
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|<br />
suggest_time=21:48, 23 February 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)<br />
<br />
Y'know, the "GPS Unit" item has stuck out like a sore thumb to me too. I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless. But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)<br />
<br />
I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)<br />
<br />
: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself. If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation. (Both pages mention a "chronometer" which was finally invented to try to solve that problem.) On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones. A quote from the Lewis & Clark page: "If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith." So. I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness. That could even go in the FAQ. I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base. In closing, I still like Lint's ideas about making it cost AP and require suitable terrain. The former would represent the investment of time in setting up the equipment and doing the calculations. The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)<br />
<br />
:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the "Skillful Sextant Supervisor" skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)<br />
<br />
: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)<br />
<br />
:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it "Professor Inglewood's Speedy Sextant And Nano Tables" or some other such nonesense and leave it working the same, just with a different name. As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)<br />
<br />
:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)<br />
<br />
:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)<br />
<br />
::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)<br />
<br />
:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)<br />
<br />
::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to "Sense Position" for 1 AP and be told the direction and rough distance of the nearest village. ("After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.") <s>Maybe even take the GPS away; the natives should know their way around better than the outsiders.</s> &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
How about we just get ride of the gps unit in general and in its place have item called "a map and compass" and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)<br />
<br />
: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which "move" buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)<br />
::: You all need a Antikythera mechanism - see<br />
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&action=display&num=1167260766 - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Remove uber sword of doom(aka heavy sword) ===<br />
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.<br> <br />
<br />
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.<br><br />
<br />
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have "wasted" the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.<br />
<br />
'''Comments'''<br />
<br />
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)<br />
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)<br />
*I disagree with some of the logic in this argument. If the heavy sword were a common weapon, then I could understand the concern; however, the "über sword of doom" is hardly of such availability. As far as I know, only one player has the sword. Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect. I would even propose that even more superior weapons are "hidden" around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)<br />
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)<br />
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)<br />
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)<br />
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)<br />
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)<br />
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, "Marksmanship" and "Expert Marksmanship", each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful. -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)<br />
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)<br />
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -> 35% marksman upgrade for all classes, then 35% -> 50% -> 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)<br />
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single "elephant sword", or something with a similarly grand title. There would only be one on the island (or one per village: "The Elephant Sword of York", etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----<br />
*The only problem with this is that there probebly ''are'' people out there who have spent loads of AP looking for a heavy sword, and if those of them that found it suddenly have it deleted, =bad. How about either A: The heavy sword cannot be found by searching and those in people's inventorys randomly transform into their value in gold, or B: the heavy sword becomes more common and we add several more "uber" items (also more common than the current heavy sword):<br />
The spear: this was what gave me the origional idea for other uber weapons. The heavy sword would become the outsider-only weapon and the spear would become the native weapon. All heavy sword belonging to natives would turn into spears. The spear should be more accurate and do less damage.<br />
<br />
The heavy gun: Ammo is rare but no too rare. Basically an upped version of the rifle.<br />
<br />
The poisoned bow+arrows: basically an upped blowpipe.<br />
<br />
Anyway, just one more note:<br />
<br />
"Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play."<br />
*Mmh*<br />
*Mmmh*<br />
BWA HA HA HA HA HA HA HA!<br />
*snorts*--[[User:AlexanderRM|AlexanderRM]] 00:01, 28 April 2007 (UTC)<br />
<br />
===studded leather & war gear===<br />
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.<br />
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}<br />
<br />
*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)<br />
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]<br />
<br />
----<br />
<br />
===Messenger Pigeons===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All outsiders|<br />
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. <br />
''You watch your pigeon fly off and hope it doesn't get intercepted.''<br />
<br>Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|<br />
suggest_time=22:23, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*How would you handle said "interception?" Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)<br />
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)<br />
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)<br />
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to "intercept" the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)<br />
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drum===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All Natives|<br />
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. <br />
''You hear random drumming in the distance.''<br />
<br>Requires a drum beating skill to utilize.|<br />
suggest_time=22:35, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)<br />
<br />
:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)<br />
<br />
:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:<br />
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)<br />
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)<br />
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear "random drumming" instead of "<garbled message>", since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)<br />
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)<br />
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)<br />
::&mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hammer===<br />
{{suggestion|<br />
suggest_type=New Item|<br />
suggest_scope=Available to all characters|<br />
suggest_description=A basic hammer. This item seems necessary for potential future building skills such as roads or huts or hut fortifications. Hammers could also be used as offensive weapons. They could also be subject to random breaking like machetes.|<br />
suggest_time=06:18, 1 May 2006 (BST)|<br />
suggest_author=[[User:Throgonuts|Throgonuts]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &mdash; but we don't need a hammer now. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===303===<br />
{{suggestion|<br />
suggest_type=new item|<br />
suggest_scope=availible to only outsiders|<br />
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.<br />
<br />
Damage: 15, special dmg: 16.|<br />
suggest_time=15,25, 17 June, 2006 (EST)|<br />
suggest_author=[[User:Riddick|Riddick]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)<br />
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?<br />
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)<br />
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)<br />
::Che, the .308 isn't used by the M16. The M16 uses 5.56 mil, or essentially a .22 sporting round. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:14, 28 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Berries to Increase AP===<br />
{{suggestion|<br />
suggest_type=Change item's effect|<br />
suggest_scope=Tasty berries (or similiar item)|<br />
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|<br />
suggest_time=00:47, 21 June 2006 (UTC)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<br />
I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006<br />
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
<br />
I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)<br />
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily "out of hand". Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
::The above remarks would be accurate if the AP-booster item was "invigorating herbs" found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)<br />
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was "berries or similiar item". I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)<br />
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. "this mango tree is claimed by John Doe", but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons). However, you'd only get one day of extra combat from it. You're actually losing time that way. If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers. Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items. I'd also like to point out that this system is already in place in KoL. They just set a maximum you can eat before you get full to keep the system from being abused. Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006<br />
<br><br />
it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)<br />
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)<br />
:I think you are confused here, the topic at hand is not gaining free XP, but "storing AP" as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Camera/Spirit box===<br />
{{suggestion|<br />
suggest_type=Ranged weapon|<br />
suggest_scope=Those plagued by banshees and those interested in scaring natives|<br />
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|<br />
suggest_time=04:11, 23 July 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)<br />
<br />
I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is. However, I'm not so sure about this. After all, cameras don't REALLY hurt people. Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help. Cameras have been around maybe 100 years? Shartak seems to take place in the 1700's or so, a little too early. Long story short, I don't think it fits. That's just my opinion, however. [[User:Black Joe|Black Joe]]<br />
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
i agree with idea that we should do something about ghosts, but the idea of trapping "ghosts" in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)<br />
<br />
I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006<br />
<br />
Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)<br />
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism. After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them. Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006<br />
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)<br />
<br />
A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)<br />
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as "outsiders" are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.<br />
Is that not a camera?<br />
<br />
:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)<br />
<br />
::Infantry did not use double barrel rifles at this scale until the mid 19th century, by then the daguerreotype and the calotype had been invented.<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Subitems===<br />
{{suggestion|<br />
suggest_type=Divisable items|<br />
suggest_scope=FAKs and Healing herbs|<br />
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] & large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|<br />
suggest_time=22:28, 12 August 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== The Bone Whistle ===<br />
<br />
I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.<br />
<br />
It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)<br />
<br />
Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)<br />
<br />
the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}<br />
<br />
Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]<br />
<br />
---<br />
<br />
===Flintlock Pistols===<br />
{{suggestion|<br />
suggest_type=New Item and Set of Skill to go along with it|<br />
suggest_scope=Whoever can shoot a gun|<br />
suggest_description='''Mechanics'''<br />
*Half the inventory space of the rifle<br />
*1 shot loading<br />
*.5 AP to load. (or skill to make it so)<br />
*4 damage<br />
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.<br />
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.<br />
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'<br />
<br />
'''Roleplay and realism'''<br />
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).<br />
*Pirates have always been seen with cutalss and one-shot pistol in hand.<br />
<br />
'''Skills'''<br />
*'''No Skill'''- ''5% chance of hitting your target''<br />
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''<br />
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''<br />
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''<br />
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''<br />
*'''Quickshot'''- ''Loading costs .5 AP''|<br />
<br />
suggest_time=02:36, 12 November 2006 (UTC)|<br />
suggest_author={{profile|4862|Rozen}}|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''<br />
<br />
I'd like to get some fresh comments about this. I have the old comments saved in case anyone wants to look...I just want to see what Shartak: The Next Generation thinks of this, you know :P --[[User:Rozen|Rozen]] 22:59, 28 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Meat Weapons===<br />
{{suggestion|<br />
suggest_type=Items|<br />
suggest_scope=All|<br />
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |<br />
suggest_time=11:29, 29 November 2006 (UTC)|<br />
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef? There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)<br />
<br />
I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Canteen/Water Pouch===<br />
{{suggestion|<br />
suggest_type=Container|<br />
suggest_scope=Anyone looking for an extra sip|<br />
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|<br />
suggest_time=09:23, 5 December 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Canteen? To be a little more in the setting, how about "''flask''"? And were you going to suggest that it hold more than one drink? --[[User:Lantz|<font color="005555">Lantz</font>]] 03:15, 6 December 2006 (UTC)<br />
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) <br />
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]<br />
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)<br />
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Use FAK on Others Text Change.===<br />
{{suggestion|<br />
suggest_type=Flavor change. |<br />
suggest_scope=People with FAKs. |<br />
suggest_description=One thing I've noticed while playing is that when someone heals you, it says "So and so helps you use a first aid kit and restore X health." <br />
<br />
This gives me thoughts of someone coming behind you and guiding your hands with your own FAK. I propose that the text be changed. <br />
<br />
"So and so uses a first aid kit on you and restores X health." <br />
<br />
This is more in-character, as you think of you laying on the floor, and someone coming beside you and crouching down, then pulling out a FAK and patching up your wounds. |<br />
suggest_time=02:27, 9 January 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm for it - really easy to do and it would clear up some confusion. - [[User:Erados|'''<font color="green" size="2">The Malice</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 01:33, 22 January 2007 (UTC)<br />
:Agreed. It was originally coded to allow you to help someone to '''drink''' a '''bottle of water''' / '''use''' a '''first aid kit''' etc but at the moment you can only use a fak on them so I've reworded it. --[[User:Simon|Simon]] 08:17, 13 February 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Fire ===<br />
<br />
How about fire for torches? Fire could also: <br />
<br />
1. be used on the jungle ("You set fire to the surrounding jungle, causing smoke to billow into the sky." The square could turn orange and then red as it was burned, then finally brown once it burned out), <br />
<br />
2. be used as campfires for villages and the wreck, <br />
<br />
3. light caves, for increased search rates ("You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.") <br />
<br />
4. burn opponents, ("You hit Long Fin Killie in the face with a torch for 3HP damage.") or huts (""You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.")<br />
<br />
5. scare away wild animals like tigers, which might not approach a torch. <br />
<br />
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).<br />
<br />
Fire might also be visible from a distance. "You see a column of smoke to the north east."<br />
<br />
And, as a gag, if you drink rum while holding a torch then you breath fire.<br />
<br />
[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch." or even, <br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!"<br />
-[[A Cow]] <br />
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]<br />
::: To be realistic, huts, jungle, or similar things should burn down and spread. burning areas would turn orange, then red, and would turn normal when there was nothing left to burn. Every AP recharge or so, the jungle would go down one level, a signpost if there was any would burn away, all people and animals would take X damage from various reasons (most animals would flee though), and huts or similar things would go down in levels ("slightly charred/ rather burned/ badly burned/collapsing/burnt ruins/nothing left but the foundation) which would have gradually decreasing search odds, and the last two would have the huts not be entered/exited areas, there would be no difference between inside and outside. The fire would have an X% chance of spreading into a touching square that wasn't burning or completely burnt down. There would have to be some way to put out or contain the fire to prevent the entire island from having all vegetation going to 0, all huts burning down (maybe a "hut repair" skill?), and all people and NPCs dying and having to wait for a shaman to come back before they can every time some guy sets something on fire. Maybe spreading from square to square would have a low chance and fuel consumption happens fast, so a fire will often burn down before it spreads. Or you could have player-imposed limitations by keeping a circle or part of one around an area totally clear of jungle and, if people comply with policy, players and signs. If you put it right at the edge and on the inside, animals wouldn't go in for whatever reason, so... a maniac trying to burn down the island would need a second torch if they used the first one on the village and the other villages still wouldn't be destroyed. Okay, by itself that wouldn't help much, but with the low spread/high burn and make it easy to put out with water and we've got some vague balance. --[[User:AlexanderRM|AlexanderRM]] 01:04, 13 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
=== Falconry ===<br />
<br />
Introduction:<br />
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word "Hag" or "Haggard" is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. <br />
<br />
Item:<br />
The scenario would run like this: Near the mountains, "You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment." This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.<br />
<br />
First skill level:<br />
In order for you to do anything with the egg, you acquire a skill: "Hatching and rearing" of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the "one falcon egg" is replaced by "one falcon chick" or "one falcon eyase" (an eyase is a falcon chick) when the first skill level of "Hatching and rearing" is acquired. <br />
<br />
Second skill level:<br />
The next skill you need to acquire is "Training your falcon". With the "Training your falcon" skill, the "falcon chick" becomes a "young falcon", and the young falcon can be used as a weapon. "You command your young falcon to rake Player Y's face, for 1 HP damage." As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are "young falcon", to indicate to players that the bird is immature and not yet capable fo use at full strength.<br />
<br />
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. "Your young falcon loses balance mid-flight and plummets into a tree, dying instantly." While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. <br />
<br />
Third skill level:<br />
With "falconry mastery", the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, "You command your falcon to rake Player Y's face, for 5HP damage."<br />
<br />
Killing falcons:<br />
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that "You attack Player Y and kill their falcon." This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.<br />
<br />
Other ancillary issues:<br />
Falcon eggs would be relatively rare, like heavy swords. "Falcon eggs", "falcon chicks", "young falcons" and "falcons" could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be. -<br />
[[FirstAmongstDaves]]<br />
<br>Comments<br><br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->Comments here.<br />
A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)<br />
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
===Tent===<br />
<br />
Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]<br />
<br />
----<br />
<br />
===Trade Items===<br />
{{suggestion|<br />
suggest_type=a series of items which will encourage trade|<br />
suggest_scope=the economic structure of Shartak|<br />
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. <br />
<br />
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action "Forge Weapon" becomes available. This action costs 10 AP, but produces a "Scimitar"[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.<br />
<br />
The Native analog to this is the "Macuahuitl" [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.<br />
<br />
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. <br />
|<br />
suggest_time=04:50, 15 February 2007 (UTC)||<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]<br />
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
<br />
*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)<br />
**Good idea! Calling it a "fine sword" definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
===10 Melee Weapons===<br />
{{suggestion|<br />
suggest_type=Weapons|<br />
suggest_scope=All|<br />
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.<br />
<br />
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 10% (->20%->35%)<br />
*'''Average Damage, untrained:''' 0,3 -> 0,4<br />
*'''Average Damage, CQB:''' 0,6 -> 0,8 <br />
*'''Average Damage, ACQB:''' 1,05 -> 1,4<br />
*'''Average Damage, BS:''' 1,2 -> 1,55 <br />
<br />
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 40% (->50%->65%->75%)<br />
*'''Average Damage, untrained:''' 0.4 -> 0,8<br />
*'''Average Damage, CQB:''' 0,5 -> 1 <br />
*'''Average Damage, ACQB:''' 0,65 -> 1,3<br />
*'''Average Damage, BS:''' 0,8 -> 1,45<br />
*'''Average Damage, Fencing:''' 0,9 -> 1,65 <br />
*'''Average Damage, Exp. Fenc.:''' 1,05 -> 1,8 <br />
<br />
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
*'''Average Damage, Fencing:''' 1,35 -> 1,95 <br />
*'''Average Damage, Exp. Fenc.:''' 1,5 -> 2,1 <br />
<br />
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
<br />
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).<br />
<br />
'''Base Damage''' 4, '''Accuracy''' 5% (->15%->30%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,25<br />
*'''Average Damage, CQB:''' 0,6 -> 0,75 <br />
*'''Average Damage, ACQB:''' 1,2 -> 1,5<br />
*'''Average Damage, BS:''' 1,35 -> 1,65 <br />
<br />
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
<br />
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0.75 -> 1<br />
*'''Average Damage, CQB:''' 1,05 -> 1,4<br />
*'''Average Damage, ACQB:''' 1,5 -> 2<br />
*'''Average Damage, BS:''' 1,65 -> 2,15<br />
*'''Average Damage, Fencing:''' 1,95 -> 2,55<br />
*'''Average Damage, Exp. Fenc.:''' 2,1 -> 2,8<br />
<br />
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. <br />
<br />
'''Base Damage''' 4, '''Accuracy''' 20% (>30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,8 -> 1 <br />
*'''Average Damage, CQB:''' 1,2 -> 1,5 <br />
*'''Average Damage, ACQB:''' 1,8 -> 2,25<br />
*'''Average Damage, BS:''' 1,95 -> 2,4 <br />
*'''Average Damage, Fencing:''' 2,35 -> 2,9<br />
*'''Average Damage, Exp. Fenc.:''' 2,5 -> 3,05 <br />
<br />
9)'''Knife:''' Including it for sake of completeness.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,4<br />
*'''Average Damage, CQB:''' 0,3 -> 0,6 <br />
*'''Average Damage, ACQB:''' 0,45 -> 0,9<br />
*'''Average Damage, BS:''' 0,6 -> 1,05<br />
<br />
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. <br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
*'''Average Damage, Fencing:''' 1,25 -> 1,8 <br />
*'''Average Damage, Exp. Fenc.:''' 1,4 -> 1,95 <br />
<br />
|<br />
suggest_time=22:13, 18 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen<br />
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)<br />
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Big Stick and Cudgel===<br />
{{suggestion|<br />
suggest_type=2 new, related items|<br />
suggest_scope=All players|<br />
suggest_description=1. Big stick: Or "There are trees all around me. Why's it so hard to find driftwood?"<br />
<br />
The big stick would be found in jungle squares. The thicker the jungle, the more likely it is that you'll find a big stick. The big stick would take up two inventory spaces. By itself, it's useless. However, it can be made into a couple other things. <br />
<br />
A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP). This gives you two pieces of driftwood. Why do I propose this? Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood! There are lots and lots of trees out in the jungle! Surely I can find pieces of wood out there! I apparently also like to use exclamation marks!<br />
<br />
B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel. See below.<br />
<br />
Suggestion 2: The Cudgel: Or "Hitting each other with sticks."<br />
<br />
The cudgel also takes 2 inventory spaces. It does 1 HP damage without body building and 2HP damage with it. Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%. Why does it have a higher chance to hit? Because it's a really big stick! People have been hitting each other with sticks for ages! Now, even with that, it's still inferior to the machete. So why's it useful? <br />
<br />
1. Higher chance to hit than daggers, knives, and fists.<br />
2. It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.<br />
<br />
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out. Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|<br />
suggest_time=02:29, 10 March 2007 (UTC)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)<br />
:In answer to your question, I would say "no" to completely cleared and "very low chance" to very low density. Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
::The only problem I have with this suggestion is that there's nothing to restrict items found to certain densities.. but that might be something I can add. --[[User:Simon|Simon]] 19:12, 29 May 2007 (UTC)<br />
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)<br />
:This is technically true, but the point is missed. On a jungle island, one should be able to find sign post material where trees can be found. That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
:The term "driftwood" is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Tranquiliser/Paralyzing Dart===<br />
{{suggestion|<br />
suggest_type=Ammunition|<br />
suggest_scope=Hunters who don't like to be bitten back|<br />
suggest_description=Many hunters don't like FAKs taking up space that could be used for ammo and thus go without them. The animals don't go down without a fight however and the bush doesn't have the tools for a last minute tusk wound patch up before bed. If only the animals could be passified. Firing a tranquiliser from a rifle like a regular bullet or a paralyzing dart from a blowpipe, one can stun an animal, preventing automatic and retalitory attacks for awhile. In humans it reduces attack strength and/or accuracy and increases AP usage.|<br />
suggest_time=17:05, 6 April 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I disagree with your base claim - I'd imagine that as many, if not more hunters travel with a lot of first aid kits since it allows them to spend longer in the jungle. This suggestion just seems to remove the challenge of fighting something that will fight back, and reduce the need to go into the jungle properly equipped. It would also seem easy to abuse against other player characters. --[[User:Johan Crichton|Johan Crichton]] 21:56, 6 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Ivory===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=Back then the jungles were full of ivory poachers. What I'm proposing is the ability to harvest ivory from the dead elephants in the game. With each elephant you harvest you receive 2 units of ivory. To keep it simple you can harvest the ivory using a machete or a cutlass. Each unit of ivory would be worth 2 gold coins.|<br />
suggest_time=15:16 03 May 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Cool, maybe something like this could be added to tigers. --[[User:Wulla-mullung|Wulla-mullung]]<br />
<br />
What would the ivory do? We could use it to make handles for the weapons, or ornaments for rifles. or chess pieces! -[[User:Elegost|Elegost]] 02:16, 17 May 2007 (UTC)<br />
:This would go along with the meat suggestion elsewhere in the wiki. Perhaps when an animal dies, there are certain items that can be harvested from their corpse including meat x (number depends on size of animal), ivory from elephants, skin from bear or tiger, feathers from parrot. Once you've recovered as much as you can from the corpse, you'll just search the surrounding area instead. --[[User:Simon|Simon]] 07:26, 26 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Shartak Laser===<br />
{{suggestion|<br />
suggest_type=Super weapon|<br />
suggest_scope=anyone|<br />
suggest_description=<br />
This is the super (edited) Shartak version of the most awesome Spartan Laser from the Halo 3. It deals 10 dmg and is 50% accurate (since it does take a lot of effort to aim the thing). It cannot be found anywhere, but you need to make it. You'd need two pieces of driftwood, a mango, a gem, a dead parrot in the same square and a gps unit. It has four shots and has a 30% chance of breaking after firing. when out of ammo, it becomes useless baggage. you cannot sell a used or partially used shartak laser to traders. The pic of the Shartak laser is here. http://derby.jconserv.net/viewtopic.php?t=14&start=105|<br />
suggest_time=13:12, 22 May 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
(Pssst, Simon, just say you've implemented it! Where are you going to get a headless parrot from anyway?) --[[User:Rozen|Rozen]] 16:04, 22 May 2007 (UTC)<br />
* This has been added, it's in a secret location and you'll have to journey through shark infested water and back to the mainland to find it. ;) --[[User:Simon|Simon]] 22:32, 25 June 2007 (UTC)<br />
:seriously?!?!? why can't i have a free one?:D -[[User:Elegost|Elegost]] 02:17, 26 June 2007 (UTC)<br />
::Ya, umm sorry I kinda took it. How about you give me 500 gold and it'll be at the Dalpok trader. --[[User:Wulla-mullung|Wulla-mullung]] 02:41, 26 June 2007 (UTC)<br />
:::LOL. No, not seriously. I regret to inform you that this will never be implemented. Perhaps if you could come up with some less outrageous and powerful things that could be manufactured you might be luckier. --[[User:Simon|Simon]] 07:22, 26 June 2007 (UTC)<br />
::::okay. you got me there. hahaha wait, i'll edit it. -[[User:Elegost|Elegost]] 10:42, 26 June 2007 (UTC)<br />
: How about having it burn out once all shots are fired?--[[User:Johan Crichton|Johan Crichton]] 21:28, 26 June 2007 (UTC)<br />
::sounds good. but i personally like the idea of it being disposable, just like the spartan laser. and you can't sell the empty one to the trader! -[[User:Elegost|Elegost]] 10:30, 27 June 2007 (UTC)<br />
::::The above is a lie, I really do have the Shartak Laser. Simon just thought better of letting everyone know one exsisted. --[[User:Wulla-mullung|Wulla-mullung]] 02:33, 29 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Bottle of Water===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=everyone who can drink bottles of water|<br />
suggest_description=I just realized i carry more bottles of water than FAKS. So, maybe we can use bottles of water on other people, you know, help them drink and restore health. like a fak :)|<br />
suggest_time=11:12, 6 June 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I fully agree - hence this suggestion: [[Suggestions:Miscellaneous#UI:_Heal_Patient_as_possible_action]] --[[User:Johan Crichton|Johan Crichton]] 04:43, 3 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Melee Weapon Breaking tweak===<br />
{{suggestion|<br />
suggest_type=weapon tweak|<br />
suggest_scope=everyone|<br />
suggest_description= the rate of breaking machetes could be altered a bit. I haven't had much luck breaking machetes these days. Shouldn't they break a lot too? Cutlasses seem to break a lot. And the non-breaking quality of the machete makes it a not-so-good item to trade at the traders. And perhaps writing materials could be blunted when writing too.<br />
and maybe the sharpening stones can wear out after a while, like around ten sharpenings, it'll crumble to dust. And that'll stimulate players to buy or sell sharpening stones.|<br />
suggest_time=09:00, 2 July 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I've had the opposite with machetes of late - if you use them for combat, they seem to break reasonably often. --[[User:Johan Crichton|Johan Crichton]] 22:18, 3 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pit Trap===<br />
{{suggestion|<br />
suggest_type=Item/Skill|<br />
suggest_scope=Everyone|<br />
suggest_description=Once a hole has been dug with the digging skill/shovel, driftwood can be used to conceal the hole, creating a pit trap. The next individual/animal to enter the hex will fall into the pit, taking 6 points of damage. This naturally destroys the driftwood covering for the pit and thus the pit would need to be 'reset' with more driftwood.<br />
<br />
If it would also cost a point of movement to get out of the pit as well, that would be interesting.|<br />
suggest_time=10:04, 2 July 2007 (EST)|<br />
suggest_author=GreyA2|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Similar suggestions already exist - [[Suggestions:Skills#Jungle_Skills]] has a mention of a 'Make/Detect Traps' skill, and [[Suggestions:Skills#Trap_Laying]]. --[[User:Johan Crichton|Johan Crichton]] 04:42, 3 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Knife Tweak===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=I just noticed that knives have the same accuracy as cutlasses and machetes.<br />
I was thinking, most people survive with the little blade called a knife, because in the real world, it is fairly accurate and easy to wield. Perhaps the knife and dagger's accuracies could be raised to 50%, but the damage will remain the same. It becomes more accurate, and the perfect assassin's weapon, or to help newer players to hit things faster. |<br />
suggest_time=10:17, 12 July 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* 50% before skills take effect (85%? with 2 skills) or 50% after skills.. so just 5% increase? --[[User:Simon|Simon]] 18:31, 12 July 2007 (UTC)<br />
::50% max. so, just add 5%, or, you could add 10% and make it 55%. -[[User:Elegost|Elegost]] 10:08, 13 July 2007 (UTC)<br />
:::Implemented --[[User:Simon|Simon]] 18:40, 30 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hunting-Skinning-Trading===<br />
{{suggestion|<br />
suggest_type=new ways of income|<br />
suggest_scope=Everyone|<br />
suggest_description=When you kill an animal, you get exp, but no gold. When you trade, you get gold and experience if it's inter-settlement. In reality, peope make food and skins from hunting, in reality, people set into each other with cutlasses. Or did...anyway. I'm suggesting that when you kill a creature, great or small, you get a body part of that creature, pelt, leather, ivory, eyeball...that kind of thing. You can then sell it at the trader for some gold, bigger or rarer the beast, the more gold. Squid eyes being worth the most, parrot feathers the least. It's also been suggested that you get meat from the animal, which you can eat to recover some HP. This is a suggestion made with new players in mind, as my newest character realised he got more of a reward going safely from town to town and gtting hsi gold and exp than he did traveling into dangerous jungle and killing stuff. |<br />
suggest_time=00:11 am, Thurdsay 30th Aug |<br />
suggest_author=[[User:RobZombie|RobZombie]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===The Most-Awesome-Titanium Sword===<br />
{{suggestion|<br />
suggest_type=replacement to the heavy sword|<br />
suggest_scope=everyone|<br />
suggest_description=Since someone was kind enough to spoil the locations of heavy swords, I hereby present you with this. The Most-Awesome-Titanium Sword! or the MATS.<br />
<br><br />
Since Simon wouldn't implement the Shartak Laser, we'll have this.<br />
<br>MATS stats<br />
<br>Damage- 5<br />
<br>Accuracy- 50% (cause its made of titanium, its easier to wield in theory)<br />
<br>Chances for Critical- 18%<br />
:Critical Hit- 10dmg to target<br />
::Critical Miss- you break it, and you get hit for 5 damage by the broken blade<br />
<br>Search Odds- 10% at only ONE place, or certain coordinate |<br />
suggest_time=07:54, 4 September 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
You scare me sometimes Ele ;P -[[User:Cthulhu|Cthulhu]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Bugs&diff=15114Bugs2007-07-25T00:34:56Z<p>AlexanderRM: /* AP over max */</p>
<hr />
<div>This page is for adding reports of possible bugs. Once the bug has been confirmed, it can be moved into the Known Bugs section.<br />
<br />
Before reporting a bug, you might want to check [[Bugs:Not|Not Bugs]] just in case it's actually not a bug.<br />
<br />
Bugs that have been resolved and older than a week, can be found at [[Bugs:Fixed]].<br />
<br />
== Example ==<br />
<br />
Use a simple, sensible bug title. Provide information about your browser, operating system, character class, and location terrain if necessary.<br />
<br />
To use the template, enter the following, but replace '''emboldened text''' with text appropriate to your bug report:<br />
<br />
<nowiki>===</nowiki>'''Bug Title'''<nowiki>===</nowiki><br />
<nowiki>{{bugreport</nowiki>|<br />
bug_time=<nowiki>~~~~~</nowiki>|<br />
bug_author=<nowiki>~~~</nowiki>|<br />
bug_status='''new / fixed / not a bug'''|<br />
bug_severity='''low / med / high / critical'''|<br />
bug_description='''Full description. Check spelling and be descriptive.'''|<br />
bug_comments=<br />
&lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&gt;<br />
'''Comment here'''<br />
&lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&gt;<br />
}}<br />
<br />
{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
== Possible Bugs ==<br />
===blowpipe problem===<br />
{{bugreport|<br />
bug_time=20:10, 10 June 2007 (UTC)|<br />
bug_author=[[User:Nick Boone|nick]]|<br />
bug_status=new|<br />
bug_severity=med|<br />
bug_description=I have 2 blowpipes. I cannot load both with poison darts...are they 2 diffrent types or...|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:I'd need a character id or name to check. --[[User:Simon|Simon]] 09:51, 24 June 2007 (UTC)<br />
-<b>re:</b> the name is just: "Nick Boone"...<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trading===<br />
{{bugreport|<br />
bug_time=00:24, 7 September 2006 (UTC)|<br />
bug_author=[[User:One of many doctors|One of many doctors]]|<br />
bug_status=new |<br />
bug_severity=low|<br />
bug_description=I'm at trader Harry's hut in York and decide to trade gold coins for gems. He says:<br />
:''You ask to trade your gold coins for his gems. Trader Harry makes you an offer, "Gems are in short supply so I want more than the usual price. I want '''thirty four''' gold coins for a gem"''<br />
When I try to trade gems for gold coins he says:<br />
You ask to trade your gems for his gold coins.<br />
:''Trader Harry makes you an offer, "I'll give you '''four''' gold coins for a gem"''<br />
|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Are you a new/old trader, is he happy to see you or bored with your presence in his store? Are you using a native character? Either of these conditions could result in over the top price differences, or it could just be a bug! --[[User:Simon|Simon]] 15:41, 7 September 2006 (UTC)<br />
:Probably old Outsider. He keeps saying something about how there's an entire island to explore, but I don't see how that can account for a 850% price difference. --[[User:One of many doctors|One of many doctors]] 01:30, 8 September 2006 (UTC)<br />
::It's a "feature" of the trading, although it does seem a little harsh. --[[User:Simon|Simon]] 12:49, 14 October 2006 (UTC)<br />
::: "blunt knives are in short supply so I want more than the usual cost. I want two knives for a blunt knife." today. This isn't a glitch but you should still fix it. why don't we suggest blunt and non-blunt weapons being added together for the price? --[[User:AlexanderRM|AlexanderRM]] 00:30, 13 April 2007 (UTC)<br />
:::: You mean make the blunt knife and knife have the same value? Ideally the trader would just ignore the short supply modifier for blunt machete/cutlass/knife and that would probably make it a straight swap. --[[User:Simon|Simon]] 07:39, 30 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Haggling Text when Selling===<br />
{{bugreport|<br />
bug_time=23:39, 4 February 2007 (UTC)|<br />
bug_author=[[User:Johan Crichton|Johan Crichton]]|<br />
bug_status=new |<br />
bug_severity=low |<br />
bug_description=When you're selling items to a trader, if you have haggling you get a message about the trader not prepared to lower his prices (IIRC). Shouldn't it be that the trader isn't prepared to pay more?|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
What's the difference between selling items and buying items when no money is changing hands, just different quantities of goods? Do you mean when you're trying to get fewer items back than what you're giving him? --[[User:Simon|Simon]] 10:04, 24 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Buying Items over Inventory limit===<br />
{{bugreport|<br />
bug_time=03:20, 16 March 2007 (UTC)|<br />
bug_author=[[User:Johan Crichton|Johan Crichton]]|<br />
bug_status=new |<br />
bug_severity=low |<br />
bug_description=While I don't think I could trade for more items to carry, it was possible for me to buy (with gold) the item putting my invsize at 72 / 70. This seems wrong?|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
It's probably a bit late, but do you remember what item you bought and how many of them you bought in one go? --[[User:Simon|Simon]] 07:36, 30 May 2007 (UTC)<br />
:I'm thinking it was bullets (if I recall correctly that you can buy several bullets for a single gold coin) but aren't 100% sure of that.--[[User:Johan Crichton|Johan Crichton]] 10:27, 30 May 2007 (UTC)<br />
::Trying to buy multiple fruit seemed to be prevented by the trader being concerned about my load - couldn't try with rifle bullets as they were out of stock. --[[User:Johan Crichton|Johan Crichton]] 01:34, 6 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Item multiplication in holes===<br />
{{bugreport|<br />
bug_time=13:38, 18 March 2007 (UTC)|<br />
bug_author=[[User:Xintlaer|Xintlaer]]|<br />
bug_status=new |<br />
bug_severity=critical|<br />
bug_description=I dug the maximal depth of hole right south of the pirate shaman. Then I dropped a blowpipe into it, yet it didn't dissapear from my inventory, so I repeated it three times. Afterwards I filled the hole with earth up to the top, and the blowpipe was still in my inventory. When I dug back into the ground I found 3 blowpipes... I believe that this may lead to item multiplying and players multiplying their gold to insane amounts.|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Shhh... don't tell everyone ;) Seriously though, this does seem like a bug, but I could have sworn this was fixed during testing. I'll have a poke around and see what's going on. --[[User:Simon|Simon]] 14:55, 10 April 2007 (UTC)<br />
:* I've been unable to replicate this. I'm going to consider it fixed unless you can provide steps that reproduce the problem. --[[User:Simon|Simon]] 22:35, 1 June 2007 (UTC)<br />
* Did it again... dug a hole at the place where Jakota was standing to it's maximal depth, held a blowpipe in my inventory, tossed it into the hole three times without it dissapearing, filled the hole up to the top, and dug it back again... Presto... now I have four blowpipes... tomorrow I'll check it with something else, and I'll try to give some other details. And besides, those three blowpipes are now listed as a separate stack of items in my inventory. --[[User:Xintlaer|Xintlaer]] 20:33, 5 June 2007 (UTC)<br />
* OK, by now i know that it works with empty blowpipes on any square... when I tossed a machette into a hole it dissapeared from my inventory normally--[[User:Xintlaer|Xintlaer]] 12:54, 6 June 2007 (UTC)<br />
* Ah, that would explain why I couldn't replicate it. I was using gold and machetes.. I suspect bottles of water, blowpipes, and rifles will all exhibit the same effect. Not sure if you'd need to dig right down either. --[[User:Simon|Simon]] 07:17, 7 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===AP over max===<br />
{{bugreport|<br />
bug_time=21:55, 22 July 2007 (UTC)|<br />
bug_author=[[User:AlexanderRM|AlexanderRM]]|<br />
bug_status=new|<br />
bug_severity=low / med|<br />
bug_description=Today I logged on after a few weeks of not playing to find that a tiger had killed me some time ago. So I assumed spirit form, contacted the home shaman, and then glanced over and noticed that I had 90AP left. I'm a warrior by the way.<br />
And then I stood up and lost 20AP. On a side note there seems to have been a massive shargle slaughter in raktam...|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I think it wasn't a bug :) Check [http://forum.shartak.com/index.php/topic,583.0.html More AP AGAIN] topic on the forums. Although I don't know if I understand everything right - you spent 25 AP contacting home shaman and another 20 AP standing up? --[[User:Lama|Lama]] 00:27, 23 July 2007 (UTC)<br />
* Wow... and now my location dot doesn't seem to show up on the map. Drat...--[[User:AlexanderRM|AlexanderRM]] 00:34, 25 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Clear all jungle with Trailblazing===<br />
{{bugreport|<br />
bug_time=01:04, 24 July 2007 (UTC)|<br />
bug_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
bug_status=New.|<br />
bug_severity=Low/Med.|<br />
bug_description=Out in the jungle, it will show a button with the title "Clear all jungle ([Jungle density level] AP)" However, I have Trailblazing, which means that every level of jungle cleared is .5 AP, rather than the normal 1 AP. Shouldn't the "Clear all jungle" button's AP be changed to reflect this? |<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Bugs&diff=15103Bugs2007-07-22T21:57:45Z<p>AlexanderRM: /* AP over max */</p>
<hr />
<div>This page is for adding reports of possible bugs. Once the bug has been confirmed, it can be moved into the Known Bugs section.<br />
<br />
Before reporting a bug, you might want to check [[Bugs:Not|Not Bugs]] just in case it's actually not a bug.<br />
<br />
Bugs that have been resolved and older than a week, can be found at [[Bugs:Fixed]].<br />
<br />
== Example ==<br />
<br />
Use a simple, sensible bug title. Provide information about your browser, operating system, character class, and location terrain if necessary.<br />
<br />
To use the template, enter the following, but replace '''emboldened text''' with text appropriate to your bug report:<br />
<br />
<nowiki>===</nowiki>'''Bug Title'''<nowiki>===</nowiki><br />
<nowiki>{{bugreport</nowiki>|<br />
bug_time=<nowiki>~~~~~</nowiki>|<br />
bug_author=<nowiki>~~~</nowiki>|<br />
bug_status='''new / fixed / not a bug'''|<br />
bug_severity='''low / med / high / critical'''|<br />
bug_description='''Full description. Check spelling and be descriptive.'''|<br />
bug_comments=<br />
&lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&gt;<br />
'''Comment here'''<br />
&lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&gt;<br />
}}<br />
<br />
{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
== Possible Bugs ==<br />
===blowpipe problem===<br />
{{bugreport|<br />
bug_time=20:10, 10 June 2007 (UTC)|<br />
bug_author=[[User:Nick Boone|nick]]|<br />
bug_status=new|<br />
bug_severity=med|<br />
bug_description=I have 2 blowpipes. I cannot load both with poison darts...are they 2 diffrent types or...|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:I'd need a character id or name to check. --[[User:Simon|Simon]] 09:51, 24 June 2007 (UTC)<br />
-<b>re:</b> the name is just: "Nick Boone"...<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trading===<br />
{{bugreport|<br />
bug_time=00:24, 7 September 2006 (UTC)|<br />
bug_author=[[User:One of many doctors|One of many doctors]]|<br />
bug_status=new |<br />
bug_severity=low|<br />
bug_description=I'm at trader Harry's hut in York and decide to trade gold coins for gems. He says:<br />
:''You ask to trade your gold coins for his gems. Trader Harry makes you an offer, "Gems are in short supply so I want more than the usual price. I want '''thirty four''' gold coins for a gem"''<br />
When I try to trade gems for gold coins he says:<br />
You ask to trade your gems for his gold coins.<br />
:''Trader Harry makes you an offer, "I'll give you '''four''' gold coins for a gem"''<br />
|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Are you a new/old trader, is he happy to see you or bored with your presence in his store? Are you using a native character? Either of these conditions could result in over the top price differences, or it could just be a bug! --[[User:Simon|Simon]] 15:41, 7 September 2006 (UTC)<br />
:Probably old Outsider. He keeps saying something about how there's an entire island to explore, but I don't see how that can account for a 850% price difference. --[[User:One of many doctors|One of many doctors]] 01:30, 8 September 2006 (UTC)<br />
::It's a "feature" of the trading, although it does seem a little harsh. --[[User:Simon|Simon]] 12:49, 14 October 2006 (UTC)<br />
::: "blunt knives are in short supply so I want more than the usual cost. I want two knives for a blunt knife." today. This isn't a glitch but you should still fix it. why don't we suggest blunt and non-blunt weapons being added together for the price? --[[User:AlexanderRM|AlexanderRM]] 00:30, 13 April 2007 (UTC)<br />
:::: You mean make the blunt knife and knife have the same value? Ideally the trader would just ignore the short supply modifier for blunt machete/cutlass/knife and that would probably make it a straight swap. --[[User:Simon|Simon]] 07:39, 30 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Haggling Text when Selling===<br />
{{bugreport|<br />
bug_time=23:39, 4 February 2007 (UTC)|<br />
bug_author=[[User:Johan Crichton|Johan Crichton]]|<br />
bug_status=new |<br />
bug_severity=low |<br />
bug_description=When you're selling items to a trader, if you have haggling you get a message about the trader not prepared to lower his prices (IIRC). Shouldn't it be that the trader isn't prepared to pay more?|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
What's the difference between selling items and buying items when no money is changing hands, just different quantities of goods? Do you mean when you're trying to get fewer items back than what you're giving him? --[[User:Simon|Simon]] 10:04, 24 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Buying Items over Inventory limit===<br />
{{bugreport|<br />
bug_time=03:20, 16 March 2007 (UTC)|<br />
bug_author=[[User:Johan Crichton|Johan Crichton]]|<br />
bug_status=new |<br />
bug_severity=low |<br />
bug_description=While I don't think I could trade for more items to carry, it was possible for me to buy (with gold) the item putting my invsize at 72 / 70. This seems wrong?|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
It's probably a bit late, but do you remember what item you bought and how many of them you bought in one go? --[[User:Simon|Simon]] 07:36, 30 May 2007 (UTC)<br />
:I'm thinking it was bullets (if I recall correctly that you can buy several bullets for a single gold coin) but aren't 100% sure of that.--[[User:Johan Crichton|Johan Crichton]] 10:27, 30 May 2007 (UTC)<br />
::Trying to buy multiple fruit seemed to be prevented by the trader being concerned about my load - couldn't try with rifle bullets as they were out of stock. --[[User:Johan Crichton|Johan Crichton]] 01:34, 6 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Item multiplication in holes===<br />
{{bugreport|<br />
bug_time=13:38, 18 March 2007 (UTC)|<br />
bug_author=[[User:Xintlaer|Xintlaer]]|<br />
bug_status=new |<br />
bug_severity=critical|<br />
bug_description=I dug the maximal depth of hole right south of the pirate shaman. Then I dropped a blowpipe into it, yet it didn't dissapear from my inventory, so I repeated it three times. Afterwards I filled the hole with earth up to the top, and the blowpipe was still in my inventory. When I dug back into the ground I found 3 blowpipes... I believe that this may lead to item multiplying and players multiplying their gold to insane amounts.|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Shhh... don't tell everyone ;) Seriously though, this does seem like a bug, but I could have sworn this was fixed during testing. I'll have a poke around and see what's going on. --[[User:Simon|Simon]] 14:55, 10 April 2007 (UTC)<br />
:* I've been unable to replicate this. I'm going to consider it fixed unless you can provide steps that reproduce the problem. --[[User:Simon|Simon]] 22:35, 1 June 2007 (UTC)<br />
* Did it again... dug a hole at the place where Jakota was standing to it's maximal depth, held a blowpipe in my inventory, tossed it into the hole three times without it dissapearing, filled the hole up to the top, and dug it back again... Presto... now I have four blowpipes... tomorrow I'll check it with something else, and I'll try to give some other details. And besides, those three blowpipes are now listed as a separate stack of items in my inventory. --[[User:Xintlaer|Xintlaer]] 20:33, 5 June 2007 (UTC)<br />
* OK, by now i know that it works with empty blowpipes on any square... when I tossed a machette into a hole it dissapeared from my inventory normally--[[User:Xintlaer|Xintlaer]] 12:54, 6 June 2007 (UTC)<br />
* Ah, that would explain why I couldn't replicate it. I was using gold and machetes.. I suspect bottles of water, blowpipes, and rifles will all exhibit the same effect. Not sure if you'd need to dig right down either. --[[User:Simon|Simon]] 07:17, 7 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===AP over max===<br />
{{bugreport|<br />
bug_time=21:55, 22 July 2007 (UTC)|<br />
bug_author=[[User:AlexanderRM|AlexanderRM]]|<br />
bug_status=new<br />
bug_severity=low / med|<br />
bug_description=Today I logged on after a few weeks of not playing to find that a tiger had killed me some time ago. So I assumed spirit form, contacted the home shaman, and then glanced over and noticed that I had 90AP left. I'm a warrior by the way.<br />
And then I stood up and lost 20AP. On a side note there seems to have been a massive shargle slaughter in raktam...<br />
<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Bugs&diff=15102Bugs2007-07-22T21:56:14Z<p>AlexanderRM: /* AP over max */</p>
<hr />
<div>This page is for adding reports of possible bugs. Once the bug has been confirmed, it can be moved into the Known Bugs section.<br />
<br />
Before reporting a bug, you might want to check [[Bugs:Not|Not Bugs]] just in case it's actually not a bug.<br />
<br />
Bugs that have been resolved and older than a week, can be found at [[Bugs:Fixed]].<br />
<br />
== Example ==<br />
<br />
Use a simple, sensible bug title. Provide information about your browser, operating system, character class, and location terrain if necessary.<br />
<br />
To use the template, enter the following, but replace '''emboldened text''' with text appropriate to your bug report:<br />
<br />
<nowiki>===</nowiki>'''Bug Title'''<nowiki>===</nowiki><br />
<nowiki>{{bugreport</nowiki>|<br />
bug_time=<nowiki>~~~~~</nowiki>|<br />
bug_author=<nowiki>~~~</nowiki>|<br />
bug_status='''new / fixed / not a bug'''|<br />
bug_severity='''low / med / high / critical'''|<br />
bug_description='''Full description. Check spelling and be descriptive.'''|<br />
bug_comments=<br />
&lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&gt;<br />
'''Comment here'''<br />
&lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&gt;<br />
}}<br />
<br />
{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
== Possible Bugs ==<br />
===blowpipe problem===<br />
{{bugreport|<br />
bug_time=20:10, 10 June 2007 (UTC)|<br />
bug_author=[[User:Nick Boone|nick]]|<br />
bug_status=new|<br />
bug_severity=med|<br />
bug_description=I have 2 blowpipes. I cannot load both with poison darts...are they 2 diffrent types or...|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:I'd need a character id or name to check. --[[User:Simon|Simon]] 09:51, 24 June 2007 (UTC)<br />
-<b>re:</b> the name is just: "Nick Boone"...<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trading===<br />
{{bugreport|<br />
bug_time=00:24, 7 September 2006 (UTC)|<br />
bug_author=[[User:One of many doctors|One of many doctors]]|<br />
bug_status=new |<br />
bug_severity=low|<br />
bug_description=I'm at trader Harry's hut in York and decide to trade gold coins for gems. He says:<br />
:''You ask to trade your gold coins for his gems. Trader Harry makes you an offer, "Gems are in short supply so I want more than the usual price. I want '''thirty four''' gold coins for a gem"''<br />
When I try to trade gems for gold coins he says:<br />
You ask to trade your gems for his gold coins.<br />
:''Trader Harry makes you an offer, "I'll give you '''four''' gold coins for a gem"''<br />
|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Are you a new/old trader, is he happy to see you or bored with your presence in his store? Are you using a native character? Either of these conditions could result in over the top price differences, or it could just be a bug! --[[User:Simon|Simon]] 15:41, 7 September 2006 (UTC)<br />
:Probably old Outsider. He keeps saying something about how there's an entire island to explore, but I don't see how that can account for a 850% price difference. --[[User:One of many doctors|One of many doctors]] 01:30, 8 September 2006 (UTC)<br />
::It's a "feature" of the trading, although it does seem a little harsh. --[[User:Simon|Simon]] 12:49, 14 October 2006 (UTC)<br />
::: "blunt knives are in short supply so I want more than the usual cost. I want two knives for a blunt knife." today. This isn't a glitch but you should still fix it. why don't we suggest blunt and non-blunt weapons being added together for the price? --[[User:AlexanderRM|AlexanderRM]] 00:30, 13 April 2007 (UTC)<br />
:::: You mean make the blunt knife and knife have the same value? Ideally the trader would just ignore the short supply modifier for blunt machete/cutlass/knife and that would probably make it a straight swap. --[[User:Simon|Simon]] 07:39, 30 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Haggling Text when Selling===<br />
{{bugreport|<br />
bug_time=23:39, 4 February 2007 (UTC)|<br />
bug_author=[[User:Johan Crichton|Johan Crichton]]|<br />
bug_status=new |<br />
bug_severity=low |<br />
bug_description=When you're selling items to a trader, if you have haggling you get a message about the trader not prepared to lower his prices (IIRC). Shouldn't it be that the trader isn't prepared to pay more?|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
What's the difference between selling items and buying items when no money is changing hands, just different quantities of goods? Do you mean when you're trying to get fewer items back than what you're giving him? --[[User:Simon|Simon]] 10:04, 24 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Buying Items over Inventory limit===<br />
{{bugreport|<br />
bug_time=03:20, 16 March 2007 (UTC)|<br />
bug_author=[[User:Johan Crichton|Johan Crichton]]|<br />
bug_status=new |<br />
bug_severity=low |<br />
bug_description=While I don't think I could trade for more items to carry, it was possible for me to buy (with gold) the item putting my invsize at 72 / 70. This seems wrong?|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
It's probably a bit late, but do you remember what item you bought and how many of them you bought in one go? --[[User:Simon|Simon]] 07:36, 30 May 2007 (UTC)<br />
:I'm thinking it was bullets (if I recall correctly that you can buy several bullets for a single gold coin) but aren't 100% sure of that.--[[User:Johan Crichton|Johan Crichton]] 10:27, 30 May 2007 (UTC)<br />
::Trying to buy multiple fruit seemed to be prevented by the trader being concerned about my load - couldn't try with rifle bullets as they were out of stock. --[[User:Johan Crichton|Johan Crichton]] 01:34, 6 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Item multiplication in holes===<br />
{{bugreport|<br />
bug_time=13:38, 18 March 2007 (UTC)|<br />
bug_author=[[User:Xintlaer|Xintlaer]]|<br />
bug_status=new |<br />
bug_severity=critical|<br />
bug_description=I dug the maximal depth of hole right south of the pirate shaman. Then I dropped a blowpipe into it, yet it didn't dissapear from my inventory, so I repeated it three times. Afterwards I filled the hole with earth up to the top, and the blowpipe was still in my inventory. When I dug back into the ground I found 3 blowpipes... I believe that this may lead to item multiplying and players multiplying their gold to insane amounts.|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Shhh... don't tell everyone ;) Seriously though, this does seem like a bug, but I could have sworn this was fixed during testing. I'll have a poke around and see what's going on. --[[User:Simon|Simon]] 14:55, 10 April 2007 (UTC)<br />
:* I've been unable to replicate this. I'm going to consider it fixed unless you can provide steps that reproduce the problem. --[[User:Simon|Simon]] 22:35, 1 June 2007 (UTC)<br />
* Did it again... dug a hole at the place where Jakota was standing to it's maximal depth, held a blowpipe in my inventory, tossed it into the hole three times without it dissapearing, filled the hole up to the top, and dug it back again... Presto... now I have four blowpipes... tomorrow I'll check it with something else, and I'll try to give some other details. And besides, those three blowpipes are now listed as a separate stack of items in my inventory. --[[User:Xintlaer|Xintlaer]] 20:33, 5 June 2007 (UTC)<br />
* OK, by now i know that it works with empty blowpipes on any square... when I tossed a machette into a hole it dissapeared from my inventory normally--[[User:Xintlaer|Xintlaer]] 12:54, 6 June 2007 (UTC)<br />
* Ah, that would explain why I couldn't replicate it. I was using gold and machetes.. I suspect bottles of water, blowpipes, and rifles will all exhibit the same effect. Not sure if you'd need to dig right down either. --[[User:Simon|Simon]] 07:17, 7 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===AP over max===<br />
{{bugreport|<br />
bug_time=21:55, 22 July 2007 (UTC)|<br />
bug_author=[[User:AlexanderRM|AlexanderRM]]|<br />
bug_status=new<br />
bug_severity=low / med|<br />
bug_description=Today I logged on after a few weeks of not playing to find that a tiger had killed me some time ago. So I assumed spirit form, contacted the home shaman, and then glanced over and noticed that I had 90AP left. I'm a warrior by the way.<br />
And then I stood up and lost 20AP.<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Bugs&diff=15101Bugs2007-07-22T21:55:17Z<p>AlexanderRM: /* Item multiplication in holes */</p>
<hr />
<div>This page is for adding reports of possible bugs. Once the bug has been confirmed, it can be moved into the Known Bugs section.<br />
<br />
Before reporting a bug, you might want to check [[Bugs:Not|Not Bugs]] just in case it's actually not a bug.<br />
<br />
Bugs that have been resolved and older than a week, can be found at [[Bugs:Fixed]].<br />
<br />
== Example ==<br />
<br />
Use a simple, sensible bug title. Provide information about your browser, operating system, character class, and location terrain if necessary.<br />
<br />
To use the template, enter the following, but replace '''emboldened text''' with text appropriate to your bug report:<br />
<br />
<nowiki>===</nowiki>'''Bug Title'''<nowiki>===</nowiki><br />
<nowiki>{{bugreport</nowiki>|<br />
bug_time=<nowiki>~~~~~</nowiki>|<br />
bug_author=<nowiki>~~~</nowiki>|<br />
bug_status='''new / fixed / not a bug'''|<br />
bug_severity='''low / med / high / critical'''|<br />
bug_description='''Full description. Check spelling and be descriptive.'''|<br />
bug_comments=<br />
&lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&gt;<br />
'''Comment here'''<br />
&lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&gt;<br />
}}<br />
<br />
{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
== Possible Bugs ==<br />
===blowpipe problem===<br />
{{bugreport|<br />
bug_time=20:10, 10 June 2007 (UTC)|<br />
bug_author=[[User:Nick Boone|nick]]|<br />
bug_status=new|<br />
bug_severity=med|<br />
bug_description=I have 2 blowpipes. I cannot load both with poison darts...are they 2 diffrent types or...|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:I'd need a character id or name to check. --[[User:Simon|Simon]] 09:51, 24 June 2007 (UTC)<br />
-<b>re:</b> the name is just: "Nick Boone"...<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trading===<br />
{{bugreport|<br />
bug_time=00:24, 7 September 2006 (UTC)|<br />
bug_author=[[User:One of many doctors|One of many doctors]]|<br />
bug_status=new |<br />
bug_severity=low|<br />
bug_description=I'm at trader Harry's hut in York and decide to trade gold coins for gems. He says:<br />
:''You ask to trade your gold coins for his gems. Trader Harry makes you an offer, "Gems are in short supply so I want more than the usual price. I want '''thirty four''' gold coins for a gem"''<br />
When I try to trade gems for gold coins he says:<br />
You ask to trade your gems for his gold coins.<br />
:''Trader Harry makes you an offer, "I'll give you '''four''' gold coins for a gem"''<br />
|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Are you a new/old trader, is he happy to see you or bored with your presence in his store? Are you using a native character? Either of these conditions could result in over the top price differences, or it could just be a bug! --[[User:Simon|Simon]] 15:41, 7 September 2006 (UTC)<br />
:Probably old Outsider. He keeps saying something about how there's an entire island to explore, but I don't see how that can account for a 850% price difference. --[[User:One of many doctors|One of many doctors]] 01:30, 8 September 2006 (UTC)<br />
::It's a "feature" of the trading, although it does seem a little harsh. --[[User:Simon|Simon]] 12:49, 14 October 2006 (UTC)<br />
::: "blunt knives are in short supply so I want more than the usual cost. I want two knives for a blunt knife." today. This isn't a glitch but you should still fix it. why don't we suggest blunt and non-blunt weapons being added together for the price? --[[User:AlexanderRM|AlexanderRM]] 00:30, 13 April 2007 (UTC)<br />
:::: You mean make the blunt knife and knife have the same value? Ideally the trader would just ignore the short supply modifier for blunt machete/cutlass/knife and that would probably make it a straight swap. --[[User:Simon|Simon]] 07:39, 30 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Haggling Text when Selling===<br />
{{bugreport|<br />
bug_time=23:39, 4 February 2007 (UTC)|<br />
bug_author=[[User:Johan Crichton|Johan Crichton]]|<br />
bug_status=new |<br />
bug_severity=low |<br />
bug_description=When you're selling items to a trader, if you have haggling you get a message about the trader not prepared to lower his prices (IIRC). Shouldn't it be that the trader isn't prepared to pay more?|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
What's the difference between selling items and buying items when no money is changing hands, just different quantities of goods? Do you mean when you're trying to get fewer items back than what you're giving him? --[[User:Simon|Simon]] 10:04, 24 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Buying Items over Inventory limit===<br />
{{bugreport|<br />
bug_time=03:20, 16 March 2007 (UTC)|<br />
bug_author=[[User:Johan Crichton|Johan Crichton]]|<br />
bug_status=new |<br />
bug_severity=low |<br />
bug_description=While I don't think I could trade for more items to carry, it was possible for me to buy (with gold) the item putting my invsize at 72 / 70. This seems wrong?|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
It's probably a bit late, but do you remember what item you bought and how many of them you bought in one go? --[[User:Simon|Simon]] 07:36, 30 May 2007 (UTC)<br />
:I'm thinking it was bullets (if I recall correctly that you can buy several bullets for a single gold coin) but aren't 100% sure of that.--[[User:Johan Crichton|Johan Crichton]] 10:27, 30 May 2007 (UTC)<br />
::Trying to buy multiple fruit seemed to be prevented by the trader being concerned about my load - couldn't try with rifle bullets as they were out of stock. --[[User:Johan Crichton|Johan Crichton]] 01:34, 6 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Item multiplication in holes===<br />
{{bugreport|<br />
bug_time=13:38, 18 March 2007 (UTC)|<br />
bug_author=[[User:Xintlaer|Xintlaer]]|<br />
bug_status=new |<br />
bug_severity=critical|<br />
bug_description=I dug the maximal depth of hole right south of the pirate shaman. Then I dropped a blowpipe into it, yet it didn't dissapear from my inventory, so I repeated it three times. Afterwards I filled the hole with earth up to the top, and the blowpipe was still in my inventory. When I dug back into the ground I found 3 blowpipes... I believe that this may lead to item multiplying and players multiplying their gold to insane amounts.|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Shhh... don't tell everyone ;) Seriously though, this does seem like a bug, but I could have sworn this was fixed during testing. I'll have a poke around and see what's going on. --[[User:Simon|Simon]] 14:55, 10 April 2007 (UTC)<br />
:* I've been unable to replicate this. I'm going to consider it fixed unless you can provide steps that reproduce the problem. --[[User:Simon|Simon]] 22:35, 1 June 2007 (UTC)<br />
* Did it again... dug a hole at the place where Jakota was standing to it's maximal depth, held a blowpipe in my inventory, tossed it into the hole three times without it dissapearing, filled the hole up to the top, and dug it back again... Presto... now I have four blowpipes... tomorrow I'll check it with something else, and I'll try to give some other details. And besides, those three blowpipes are now listed as a separate stack of items in my inventory. --[[User:Xintlaer|Xintlaer]] 20:33, 5 June 2007 (UTC)<br />
* OK, by now i know that it works with empty blowpipes on any square... when I tossed a machette into a hole it dissapeared from my inventory normally--[[User:Xintlaer|Xintlaer]] 12:54, 6 June 2007 (UTC)<br />
* Ah, that would explain why I couldn't replicate it. I was using gold and machetes.. I suspect bottles of water, blowpipes, and rifles will all exhibit the same effect. Not sure if you'd need to dig right down either. --[[User:Simon|Simon]] 07:17, 7 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===AP over max===<br />
{{bugreport|<br />
bug_time=21:55, 22 July 2007 (UTC)|<br />
bug_author=[[User:AlexanderRM|AlexanderRM]]|<br />
bug_status=new<br />
bug_severity=low / med|<br />
bug_description=Today I logged on after a few weeks of not playing to find that a tiger had killed me some time ago. So I assumed spirit form, contacted the home shaman, and then glanced over and noticed that I had 90AP left. I'm a warrior by the way.<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Requests_for_information&diff=14951Requests for information2007-07-03T23:28:39Z<p>AlexanderRM: /* "Shargle" */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
'''Requests for information''' are welcomed on this wiki. Any player with a question about the game should ask it '''on this page''' if articles like [[Gameplay]], [[Character classes]], [[Items]] and [[Skills]] don't have the answer.<br />
<br />
== About the wiki ==<br />
This wiki can be used as a reference guide as you explore the island of Shartak. Players are constantly adding and improving information about all aspects of life on Shartak, but it is always possible for information to be incomplete or out of date. All visitors are invited to [[Special:Userlogin|create an account]], '''read [[Help:Editing]]''', and improve the wiki along with us. The [[Main Page]] has a list of pages and projects you can contribute to.<br />
<br />
== Vital statistics ==<br />
<br />
=== Hit Points (HP) ===<br />
:''See [[Gameplay#Hit Points]].''<br />
<br />
=== Action Points (AP) ===<br />
:''See [[Gameplay#Action Points]].''<br />
<br />
=== Experience Points (XP) ===<br />
:''See [[Gameplay#Experience Points]] and [[XP]].''<br />
<br />
== Death ==<br />
:''See [[Death]].''<br />
<br />
=== Staying alive ===<br />
Q. How can one avoid being hunted down when logged out? --[[User:LouisB3|LouisB3]] 00:19, 16 May 2006 (BST)<br />
<br />
A. See [[Tips and tricks#Staying alive]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:33, 19 July 2006 (UTC)<br />
<br />
=== NPC (Non-Player Character) deaths ===<br />
Q. The 'statistics on kills' page [http://www.shartak.com/statkills.html] shows each group has killed a shaman numerous times. As I understand, there is always 1 shaman in each town/village. What are the consequences of this? Unable to be revived until one respawns? -[[User:Jackel|Jackel]]<br />
<br />
A. If the shaman of your town/village dies, you cannot be revived. Attempting to contact the shaman of your town/village while he "a spirit" yields this message: ''You sense that XX wishes you to be patient and ask again later as he is a spirit as well and is trying to return to his body so he can help others.'' It is unknown how long it takes for a shaman to be revived.<br />
<br />
Q. Do animals have a players killed listing page, where the rabid tiger of raktam can compete for top billing with the brutal biter of bonobo? --[[User:Tycho44|Tycho44]] 09:05, 13 May 2006 (BST)<br />
<br />
A. No. Animal kills are not reported. &mdash; [[User:Elembis|Elembis]] 02:14, 25 May 2006 (BST)<br />
<br />
==Items==<br />
:''See [[Items]].''<br />
<br />
Q. Can items that you are carrying be destroyed or damaged? Specifically, can a machete ever be broken or become dull with use requiring sharpening? Is there any reason to carry around more than one machete? -[[User:Arminius|Arminius]] 01:59, 24 February 2006 (GMT)<br />
<br />
A. Yes, [[Items#Melee_Weapons|melee weapons]] can be damaged and destroyed. Machetes can be dulled by chopping at the jungle (but sharpened again with a [[Items#Sharpening_Stone|sharpening stone]], and any bladed weapon can be broken in an attempted attack on a person or animal. or broken by attacking a person or animal. The chances of a blade breaking or becoming dull are rare but relatively unknown (see [[Special weapon event odds]]). &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)<br />
<br />
Q. I would like to ask for everyones help in finding more about the elusive heavy sword, like what density of jungle did you find them in, is there a hut underneath the jungle or was it a jungle square with a hut? Or if you actually find them in the jungle? THe info on them right now is shaky. Im currently going on a search-a-thon but help is greatly appreciated.<br />
:Please feel free to add some data to [[Search odds]] or [[Search odds condensed]] to help in the effort to work out where to find this item and others! -- [[User:Fitzcarraldo|Fitzcarraldo]] 10:27, 26 February 2006 (GMT)<br />
<br />
Q. Do poison darts poison?<br />
<br />
A. Yes; see [[Items#Ranged weapons and ammunition]]. &mdash; [[User:Elembis|Elembis]] 00:34, 19 June 2006 (BST)<br />
<br />
Q. Are poisionous berries useful for anything, such as the making of poison darts?<br />
<br />
A. All you can do is eat them and [[XP|gain experience]] for doing so. This is actually rather common, especially among players who role-play (play their characters as they would be played in real life; a scientist, for example, would not attack other people unless provoked). &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST) (Note that an empty bottle/gourd for salt water is now more efficient than a poisonberry bush. --[[User:Tycho44|Tycho44]] 05:22, 10 July 2006 (UTC))<br />
<br />
==Skills==<br />
:''See [[Skills]].''<br />
<br />
===''Clan leadership''===<br />
:''Moved from [[Game design]] on 22:44, 18 July 2006 (UTC).<br />
i needed to state this here it's the most related subject,why isn't clan leadership on the skills page?. {{unsigned|Eminem1|07:40, July 6, 2006}}<br />
:Simon and I recently discussed setting a level requirement for ''[[clan leadership]]'', and I suggested level 5. It may be that he's implemented this without anyone noticing before now. (By the way, questions like this are what the [[Requests for information]] page is for.) &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 08:39, 6 July 2006 (UTC)<br />
ok,thanks elembis :) [[User:Eminem1|Eminem1]] 11:11, 6 July 2006 (UTC)<br />
<br />
===''Scavenging''===<br />
Q. The scanvenging skill for settlers and villagers says that it "Assists in finding things within certain areas." What are these 'certain areas', and how much does having the skill improve your search odds? [[User:Arminius|Arminius]] 03:31, 24 April 2006 (BST)<br />
<br />
A. I don't know! Please post your Search Data to [[Search odds condensed]] or [[Search odds]], and help us find out. You don't need to be a Scavenger to post your Search Data -- we need more data to determine the baseline search odds. --[[User:Tycho44|Tycho44]] 08:46, 29 April 2006 (BST)<br />
: It appears that, in herbal huts, settlers with scavenging have a one-in-two total find rate and a healing herb find rate of one-in-three, while people without scavenging have a one-in-three total find rate and a healing herb find rate of only one-in-five. (this info was recently added to [[Search odds condensed]]) [[User:Arminius|Arminius]] 21:14, 30 April 2006 (BST)<br />
<br />
===''In-game clan data''===<br />
Q. Can the in-game clan page (the one you are sent to when you click "form a clan" be edited after writing? I would assume the answear is yes but wanted to make sure. --[[User:AlexanderRM|AlexanderRM]] 8:26 PM, 25 Febuary 2007 (EST)<br />
A. I got tired of waiting for an answear and created VLN anyway... turns out the answear is yes. --[[User:AlexanderRM|AlexanderRM]] 3:09 PM, 11 March 2007 (EST)<br />
<br />
===''Exorcism''===<br />
Q. So I've exorcised once before, and it worked. Next time I tried it though, I got a message saying it failed and maybe there wasn't any spirits nearby. I check my location and there was one spirit. Is there a failure rate, or is this a bug? --[[User:Wulla-mullung|Wulla-mullung]] 17:54, 17 May 2007 (UTC)<br />
<br />
A. No bugs, Its like exorcism is a weapon and you just missed. You spilled your holy water or snapped your magic stick --[[User:Rozen|Rozen]] 07:39, 18 May 2007 (UTC)<br />
:Ah I see. Thank you kind sir. Perhaps the failure rate should be lower, though.--[[User:Wulla-mullung|Wulla-mullung]] 17:51, 18 May 2007 (UTC)<br />
<br />
==Locations==<br />
:''See [[Locations]].''<br />
<br />
==General gameplay==<br />
<br />
Q. What time period is the game based in? Excepting the GPS, the choice of items available impies anywhere from the 1600's to the early 1900's. The GPS unit seems a little out of place but implies that the time period has to be present day. Maybe i missed some other items or note about the date? --[[User:Frisco|Frisco]] 21:52, 26 February 2006 (GMT)<br />
<br />
A1. I'm not sure there is really an answer to this as such.. or perhaps many answers.. but.. the whole thing has a kinda lost world feel to it I think. Natives cut off from civilisation. Outsiders from the modern world stranded. Such an idea could explain almost any range of technology, except something like a satellite dish or long range radio transmitters that would allow outsiders to broadcast their distress and get rescued of course.<br />
<br />
Q. Today my level 7 soldier attacked a parrot with a machete (normally 3 damage) and got the following message:<br />
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''<br />
:''You attack the parrot for 5 damage. It dies.''<br />
Is this new, or just very uncommon?--[[User:Frisco|Frisco]] 16:26, 16 March 2006 (GMT)<br />
<br />
A. It's an uncommon bonus. Another uncommon event resulting from an attack is that a melee weapon will break and become useless. See [[Special weapon event odds]] for more information. &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)<br />
<br />
Q. Has anyone experienced the luck/skill effect while using their fists?<br />
<br />
A. Well, there we go. My lucky hit dealt a target 4 damage (with Body Building). --[[User:Lint|Lint]] 00:23, 23 May 2006 (BST)<br />
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''<br />
:''You attack the elephant for 4 damage. It drops to 41 HP.''<br />
::Good thing you didn't break your fists! --[[User:Tycho44|Tycho44]] 18:16, 31 May 2006 (BST)<br />
<br />
Q. Has anyone experienced the luck/skill effect while using a rifle or blowpipe?<br />
<br />
Q. Are knives and daggers breakable?<br />
<br />
Q. Is there a way to make the curse thing go away?<br />
<br />
A. Yes: if you don't continue to anger the spirits they will lift the curse after a few days. See also the [http://www.shartak.com/faq.html#curse FAQ]. A curse will wear off automatically unless the zerging continues. <br />
<br />
Q. How do I get rid of my cursed accounts? Can I delete my zerged characters? <br />
<br />
A. If you want to remove a character from Shartak, stop logging in to that character. After a week, that character will become inactive, and will essentially disappear from the Shartak world. If you want to keep using a character but free yourself from the ancients' curse, simply move that character away from all your other accounts. It is rumored that mild curses will disappear in a couple of days. Be patient.<br />
<br />
A. Thank you very much who ever you are i will use your advise very wisely!<br />
<br />
== Animals ==<br />
:''See [[Animals]].''<br />
<br />
=== Easy elephant ===<br />
Q. Are elephants easier to hit? I attacked and killed one with it's full 60 hp and missed only once. I have a 45% hit rate with my machete and deal 3 dmg per succesful blow. I did not get one of those flavour texts and did 3 dmg each time. --[[User:One of many doctors|One of many doctors]] 02:15, 21 March 2006 (GMT)<br />
<br />
A. There's no way that an elephant would have been that easy to kill.. 21 attacks with only 1 miss is 95% hit and you certainly don't get that! I guess the RNG (Random Number God) smiled on you. --[[User:Simon|Simon]] 14:44, 21 March 2006 (GMT)<br />
<br />
==="Shargle"===<br />
Not sure if this goes here, but that's really what I'm asking... In the weapon hut in raktam:<br />
<br />
Also here is the body of a shargle.<br />
<br />
Very simple question: what's a shargle? --[[User:AlexanderRM|AlexanderRM]] 23:25, 3 July 2007 (UTC)<br />
: Oh, oddly enough, the etching for that area was “You can find Shargle Eggs up the mountain”. Is it maybe that giant bird thing from awhile back?--[[User:AlexanderRM|AlexanderRM]] 23:27, 3 July 2007 (UTC)<br />
<br />
== Common edits ==<br />
<br />
=== Clan pages ===<br />
<br />
Q. How do I make a clan page?<br />
<br />
A. In the search box on the left side of the page, enter your clan's name and click "Go". If the page doesn't exist, you will then see a notice at the top of the page that reads "No page with this exact title exists". Clicking on "this exact title" will allow you to edit that page, and when you save your edit the page will be created.<br />
<br />
Please '''categorize your clan''' by including <!-- You don't need the nowiki tags, they are just there to prevent linking this page as a Clan -->"<nowiki>[[Category:Clans]]</nowiki>" (no quotes) somewhere on the page, as well as "<nowiki>[[Category:Clans for outsiders]]</nowiki>", "<nowiki>[[Category:Clans for natives]]</nowiki>" or "<nowiki>[[Category:Clans for both]]</nowiki>" so people will know who your clan accepts as members. Clans are strongly encouraged to use the [[Template talk:Clanbox|Clanbox template]] to present their information in an orderly fashion.<br />
<br />
=== Linking profiles ===<br />
<br />
Q. How can I link my game profile?<br />
<br />
A. If you know your ID number (which is at the end of the URL of your profile) you can use [[Template:Profile]] to link to your profile. Simply enter <nowiki>{{profile|6|Example}}</nowiki>, where "6" is your ID and "Example" is your name, to get {{profile|6|Example}} as the result.<br />
<br />
=== Creating Templates ===<br />
<br />
Q. How do you make templates, like the [[Template:IdentifyFriendOrFoe|IFF template]]?<br />
<br />
A. It can be complicated. For those who don't know, putting <nowiki>{{ExampleTemplate}}</nowiki> on a page results in that text being replaced by the content of Template:ExampleTemplate. Wikimedia's [http://meta.wikimedia.org/wiki/Help:A_quick_guide_to_templates quick guide to templates] is a good starting point for people making templates, and I can be contacted with specific questions. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:55, 1 September 2006 (UTC)</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Requests_for_information&diff=14950Requests for information2007-07-03T23:27:46Z<p>AlexanderRM: /* "Shargle" */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
'''Requests for information''' are welcomed on this wiki. Any player with a question about the game should ask it '''on this page''' if articles like [[Gameplay]], [[Character classes]], [[Items]] and [[Skills]] don't have the answer.<br />
<br />
== About the wiki ==<br />
This wiki can be used as a reference guide as you explore the island of Shartak. Players are constantly adding and improving information about all aspects of life on Shartak, but it is always possible for information to be incomplete or out of date. All visitors are invited to [[Special:Userlogin|create an account]], '''read [[Help:Editing]]''', and improve the wiki along with us. The [[Main Page]] has a list of pages and projects you can contribute to.<br />
<br />
== Vital statistics ==<br />
<br />
=== Hit Points (HP) ===<br />
:''See [[Gameplay#Hit Points]].''<br />
<br />
=== Action Points (AP) ===<br />
:''See [[Gameplay#Action Points]].''<br />
<br />
=== Experience Points (XP) ===<br />
:''See [[Gameplay#Experience Points]] and [[XP]].''<br />
<br />
== Death ==<br />
:''See [[Death]].''<br />
<br />
=== Staying alive ===<br />
Q. How can one avoid being hunted down when logged out? --[[User:LouisB3|LouisB3]] 00:19, 16 May 2006 (BST)<br />
<br />
A. See [[Tips and tricks#Staying alive]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:33, 19 July 2006 (UTC)<br />
<br />
=== NPC (Non-Player Character) deaths ===<br />
Q. The 'statistics on kills' page [http://www.shartak.com/statkills.html] shows each group has killed a shaman numerous times. As I understand, there is always 1 shaman in each town/village. What are the consequences of this? Unable to be revived until one respawns? -[[User:Jackel|Jackel]]<br />
<br />
A. If the shaman of your town/village dies, you cannot be revived. Attempting to contact the shaman of your town/village while he "a spirit" yields this message: ''You sense that XX wishes you to be patient and ask again later as he is a spirit as well and is trying to return to his body so he can help others.'' It is unknown how long it takes for a shaman to be revived.<br />
<br />
Q. Do animals have a players killed listing page, where the rabid tiger of raktam can compete for top billing with the brutal biter of bonobo? --[[User:Tycho44|Tycho44]] 09:05, 13 May 2006 (BST)<br />
<br />
A. No. Animal kills are not reported. &mdash; [[User:Elembis|Elembis]] 02:14, 25 May 2006 (BST)<br />
<br />
==Items==<br />
:''See [[Items]].''<br />
<br />
Q. Can items that you are carrying be destroyed or damaged? Specifically, can a machete ever be broken or become dull with use requiring sharpening? Is there any reason to carry around more than one machete? -[[User:Arminius|Arminius]] 01:59, 24 February 2006 (GMT)<br />
<br />
A. Yes, [[Items#Melee_Weapons|melee weapons]] can be damaged and destroyed. Machetes can be dulled by chopping at the jungle (but sharpened again with a [[Items#Sharpening_Stone|sharpening stone]], and any bladed weapon can be broken in an attempted attack on a person or animal. or broken by attacking a person or animal. The chances of a blade breaking or becoming dull are rare but relatively unknown (see [[Special weapon event odds]]). &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)<br />
<br />
Q. I would like to ask for everyones help in finding more about the elusive heavy sword, like what density of jungle did you find them in, is there a hut underneath the jungle or was it a jungle square with a hut? Or if you actually find them in the jungle? THe info on them right now is shaky. Im currently going on a search-a-thon but help is greatly appreciated.<br />
:Please feel free to add some data to [[Search odds]] or [[Search odds condensed]] to help in the effort to work out where to find this item and others! -- [[User:Fitzcarraldo|Fitzcarraldo]] 10:27, 26 February 2006 (GMT)<br />
<br />
Q. Do poison darts poison?<br />
<br />
A. Yes; see [[Items#Ranged weapons and ammunition]]. &mdash; [[User:Elembis|Elembis]] 00:34, 19 June 2006 (BST)<br />
<br />
Q. Are poisionous berries useful for anything, such as the making of poison darts?<br />
<br />
A. All you can do is eat them and [[XP|gain experience]] for doing so. This is actually rather common, especially among players who role-play (play their characters as they would be played in real life; a scientist, for example, would not attack other people unless provoked). &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST) (Note that an empty bottle/gourd for salt water is now more efficient than a poisonberry bush. --[[User:Tycho44|Tycho44]] 05:22, 10 July 2006 (UTC))<br />
<br />
==Skills==<br />
:''See [[Skills]].''<br />
<br />
===''Clan leadership''===<br />
:''Moved from [[Game design]] on 22:44, 18 July 2006 (UTC).<br />
i needed to state this here it's the most related subject,why isn't clan leadership on the skills page?. {{unsigned|Eminem1|07:40, July 6, 2006}}<br />
:Simon and I recently discussed setting a level requirement for ''[[clan leadership]]'', and I suggested level 5. It may be that he's implemented this without anyone noticing before now. (By the way, questions like this are what the [[Requests for information]] page is for.) &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 08:39, 6 July 2006 (UTC)<br />
ok,thanks elembis :) [[User:Eminem1|Eminem1]] 11:11, 6 July 2006 (UTC)<br />
<br />
===''Scavenging''===<br />
Q. The scanvenging skill for settlers and villagers says that it "Assists in finding things within certain areas." What are these 'certain areas', and how much does having the skill improve your search odds? [[User:Arminius|Arminius]] 03:31, 24 April 2006 (BST)<br />
<br />
A. I don't know! Please post your Search Data to [[Search odds condensed]] or [[Search odds]], and help us find out. You don't need to be a Scavenger to post your Search Data -- we need more data to determine the baseline search odds. --[[User:Tycho44|Tycho44]] 08:46, 29 April 2006 (BST)<br />
: It appears that, in herbal huts, settlers with scavenging have a one-in-two total find rate and a healing herb find rate of one-in-three, while people without scavenging have a one-in-three total find rate and a healing herb find rate of only one-in-five. (this info was recently added to [[Search odds condensed]]) [[User:Arminius|Arminius]] 21:14, 30 April 2006 (BST)<br />
<br />
===''In-game clan data''===<br />
Q. Can the in-game clan page (the one you are sent to when you click "form a clan" be edited after writing? I would assume the answear is yes but wanted to make sure. --[[User:AlexanderRM|AlexanderRM]] 8:26 PM, 25 Febuary 2007 (EST)<br />
A. I got tired of waiting for an answear and created VLN anyway... turns out the answear is yes. --[[User:AlexanderRM|AlexanderRM]] 3:09 PM, 11 March 2007 (EST)<br />
<br />
===''Exorcism''===<br />
Q. So I've exorcised once before, and it worked. Next time I tried it though, I got a message saying it failed and maybe there wasn't any spirits nearby. I check my location and there was one spirit. Is there a failure rate, or is this a bug? --[[User:Wulla-mullung|Wulla-mullung]] 17:54, 17 May 2007 (UTC)<br />
<br />
A. No bugs, Its like exorcism is a weapon and you just missed. You spilled your holy water or snapped your magic stick --[[User:Rozen|Rozen]] 07:39, 18 May 2007 (UTC)<br />
:Ah I see. Thank you kind sir. Perhaps the failure rate should be lower, though.--[[User:Wulla-mullung|Wulla-mullung]] 17:51, 18 May 2007 (UTC)<br />
<br />
==Locations==<br />
:''See [[Locations]].''<br />
<br />
==General gameplay==<br />
<br />
Q. What time period is the game based in? Excepting the GPS, the choice of items available impies anywhere from the 1600's to the early 1900's. The GPS unit seems a little out of place but implies that the time period has to be present day. Maybe i missed some other items or note about the date? --[[User:Frisco|Frisco]] 21:52, 26 February 2006 (GMT)<br />
<br />
A1. I'm not sure there is really an answer to this as such.. or perhaps many answers.. but.. the whole thing has a kinda lost world feel to it I think. Natives cut off from civilisation. Outsiders from the modern world stranded. Such an idea could explain almost any range of technology, except something like a satellite dish or long range radio transmitters that would allow outsiders to broadcast their distress and get rescued of course.<br />
<br />
Q. Today my level 7 soldier attacked a parrot with a machete (normally 3 damage) and got the following message:<br />
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''<br />
:''You attack the parrot for 5 damage. It dies.''<br />
Is this new, or just very uncommon?--[[User:Frisco|Frisco]] 16:26, 16 March 2006 (GMT)<br />
<br />
A. It's an uncommon bonus. Another uncommon event resulting from an attack is that a melee weapon will break and become useless. See [[Special weapon event odds]] for more information. &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)<br />
<br />
Q. Has anyone experienced the luck/skill effect while using their fists?<br />
<br />
A. Well, there we go. My lucky hit dealt a target 4 damage (with Body Building). --[[User:Lint|Lint]] 00:23, 23 May 2006 (BST)<br />
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''<br />
:''You attack the elephant for 4 damage. It drops to 41 HP.''<br />
::Good thing you didn't break your fists! --[[User:Tycho44|Tycho44]] 18:16, 31 May 2006 (BST)<br />
<br />
Q. Has anyone experienced the luck/skill effect while using a rifle or blowpipe?<br />
<br />
Q. Are knives and daggers breakable?<br />
<br />
Q. Is there a way to make the curse thing go away?<br />
<br />
A. Yes: if you don't continue to anger the spirits they will lift the curse after a few days. See also the [http://www.shartak.com/faq.html#curse FAQ]. A curse will wear off automatically unless the zerging continues. <br />
<br />
Q. How do I get rid of my cursed accounts? Can I delete my zerged characters? <br />
<br />
A. If you want to remove a character from Shartak, stop logging in to that character. After a week, that character will become inactive, and will essentially disappear from the Shartak world. If you want to keep using a character but free yourself from the ancients' curse, simply move that character away from all your other accounts. It is rumored that mild curses will disappear in a couple of days. Be patient.<br />
<br />
A. Thank you very much who ever you are i will use your advise very wisely!<br />
<br />
== Animals ==<br />
:''See [[Animals]].''<br />
<br />
=== Easy elephant ===<br />
Q. Are elephants easier to hit? I attacked and killed one with it's full 60 hp and missed only once. I have a 45% hit rate with my machete and deal 3 dmg per succesful blow. I did not get one of those flavour texts and did 3 dmg each time. --[[User:One of many doctors|One of many doctors]] 02:15, 21 March 2006 (GMT)<br />
<br />
A. There's no way that an elephant would have been that easy to kill.. 21 attacks with only 1 miss is 95% hit and you certainly don't get that! I guess the RNG (Random Number God) smiled on you. --[[User:Simon|Simon]] 14:44, 21 March 2006 (GMT)<br />
<br />
==="Shargle"===<br />
Not sure if this goes here, but that's really what I'm asking... In the weapon hut in raktam:<br />
<br />
Also here is the body of a shargle.<br />
<br />
Very simple question: what's a shargle? --[[User:AlexanderRM|AlexanderRM]] 23:25, 3 July 2007 (UTC)<br />
: Oh, oddly enough, the etching for that area was “You can find Shargle Eggs up the mountain”. --[[User:AlexanderRM|AlexanderRM]] 23:27, 3 July 2007 (UTC)<br />
<br />
== Common edits ==<br />
<br />
=== Clan pages ===<br />
<br />
Q. How do I make a clan page?<br />
<br />
A. In the search box on the left side of the page, enter your clan's name and click "Go". If the page doesn't exist, you will then see a notice at the top of the page that reads "No page with this exact title exists". Clicking on "this exact title" will allow you to edit that page, and when you save your edit the page will be created.<br />
<br />
Please '''categorize your clan''' by including <!-- You don't need the nowiki tags, they are just there to prevent linking this page as a Clan -->"<nowiki>[[Category:Clans]]</nowiki>" (no quotes) somewhere on the page, as well as "<nowiki>[[Category:Clans for outsiders]]</nowiki>", "<nowiki>[[Category:Clans for natives]]</nowiki>" or "<nowiki>[[Category:Clans for both]]</nowiki>" so people will know who your clan accepts as members. Clans are strongly encouraged to use the [[Template talk:Clanbox|Clanbox template]] to present their information in an orderly fashion.<br />
<br />
=== Linking profiles ===<br />
<br />
Q. How can I link my game profile?<br />
<br />
A. If you know your ID number (which is at the end of the URL of your profile) you can use [[Template:Profile]] to link to your profile. Simply enter <nowiki>{{profile|6|Example}}</nowiki>, where "6" is your ID and "Example" is your name, to get {{profile|6|Example}} as the result.<br />
<br />
=== Creating Templates ===<br />
<br />
Q. How do you make templates, like the [[Template:IdentifyFriendOrFoe|IFF template]]?<br />
<br />
A. It can be complicated. For those who don't know, putting <nowiki>{{ExampleTemplate}}</nowiki> on a page results in that text being replaced by the content of Template:ExampleTemplate. Wikimedia's [http://meta.wikimedia.org/wiki/Help:A_quick_guide_to_templates quick guide to templates] is a good starting point for people making templates, and I can be contacted with specific questions. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:55, 1 September 2006 (UTC)</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Requests_for_information&diff=14949Requests for information2007-07-03T23:25:53Z<p>AlexanderRM: /* Animals */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
'''Requests for information''' are welcomed on this wiki. Any player with a question about the game should ask it '''on this page''' if articles like [[Gameplay]], [[Character classes]], [[Items]] and [[Skills]] don't have the answer.<br />
<br />
== About the wiki ==<br />
This wiki can be used as a reference guide as you explore the island of Shartak. Players are constantly adding and improving information about all aspects of life on Shartak, but it is always possible for information to be incomplete or out of date. All visitors are invited to [[Special:Userlogin|create an account]], '''read [[Help:Editing]]''', and improve the wiki along with us. The [[Main Page]] has a list of pages and projects you can contribute to.<br />
<br />
== Vital statistics ==<br />
<br />
=== Hit Points (HP) ===<br />
:''See [[Gameplay#Hit Points]].''<br />
<br />
=== Action Points (AP) ===<br />
:''See [[Gameplay#Action Points]].''<br />
<br />
=== Experience Points (XP) ===<br />
:''See [[Gameplay#Experience Points]] and [[XP]].''<br />
<br />
== Death ==<br />
:''See [[Death]].''<br />
<br />
=== Staying alive ===<br />
Q. How can one avoid being hunted down when logged out? --[[User:LouisB3|LouisB3]] 00:19, 16 May 2006 (BST)<br />
<br />
A. See [[Tips and tricks#Staying alive]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:33, 19 July 2006 (UTC)<br />
<br />
=== NPC (Non-Player Character) deaths ===<br />
Q. The 'statistics on kills' page [http://www.shartak.com/statkills.html] shows each group has killed a shaman numerous times. As I understand, there is always 1 shaman in each town/village. What are the consequences of this? Unable to be revived until one respawns? -[[User:Jackel|Jackel]]<br />
<br />
A. If the shaman of your town/village dies, you cannot be revived. Attempting to contact the shaman of your town/village while he "a spirit" yields this message: ''You sense that XX wishes you to be patient and ask again later as he is a spirit as well and is trying to return to his body so he can help others.'' It is unknown how long it takes for a shaman to be revived.<br />
<br />
Q. Do animals have a players killed listing page, where the rabid tiger of raktam can compete for top billing with the brutal biter of bonobo? --[[User:Tycho44|Tycho44]] 09:05, 13 May 2006 (BST)<br />
<br />
A. No. Animal kills are not reported. &mdash; [[User:Elembis|Elembis]] 02:14, 25 May 2006 (BST)<br />
<br />
==Items==<br />
:''See [[Items]].''<br />
<br />
Q. Can items that you are carrying be destroyed or damaged? Specifically, can a machete ever be broken or become dull with use requiring sharpening? Is there any reason to carry around more than one machete? -[[User:Arminius|Arminius]] 01:59, 24 February 2006 (GMT)<br />
<br />
A. Yes, [[Items#Melee_Weapons|melee weapons]] can be damaged and destroyed. Machetes can be dulled by chopping at the jungle (but sharpened again with a [[Items#Sharpening_Stone|sharpening stone]], and any bladed weapon can be broken in an attempted attack on a person or animal. or broken by attacking a person or animal. The chances of a blade breaking or becoming dull are rare but relatively unknown (see [[Special weapon event odds]]). &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)<br />
<br />
Q. I would like to ask for everyones help in finding more about the elusive heavy sword, like what density of jungle did you find them in, is there a hut underneath the jungle or was it a jungle square with a hut? Or if you actually find them in the jungle? THe info on them right now is shaky. Im currently going on a search-a-thon but help is greatly appreciated.<br />
:Please feel free to add some data to [[Search odds]] or [[Search odds condensed]] to help in the effort to work out where to find this item and others! -- [[User:Fitzcarraldo|Fitzcarraldo]] 10:27, 26 February 2006 (GMT)<br />
<br />
Q. Do poison darts poison?<br />
<br />
A. Yes; see [[Items#Ranged weapons and ammunition]]. &mdash; [[User:Elembis|Elembis]] 00:34, 19 June 2006 (BST)<br />
<br />
Q. Are poisionous berries useful for anything, such as the making of poison darts?<br />
<br />
A. All you can do is eat them and [[XP|gain experience]] for doing so. This is actually rather common, especially among players who role-play (play their characters as they would be played in real life; a scientist, for example, would not attack other people unless provoked). &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST) (Note that an empty bottle/gourd for salt water is now more efficient than a poisonberry bush. --[[User:Tycho44|Tycho44]] 05:22, 10 July 2006 (UTC))<br />
<br />
==Skills==<br />
:''See [[Skills]].''<br />
<br />
===''Clan leadership''===<br />
:''Moved from [[Game design]] on 22:44, 18 July 2006 (UTC).<br />
i needed to state this here it's the most related subject,why isn't clan leadership on the skills page?. {{unsigned|Eminem1|07:40, July 6, 2006}}<br />
:Simon and I recently discussed setting a level requirement for ''[[clan leadership]]'', and I suggested level 5. It may be that he's implemented this without anyone noticing before now. (By the way, questions like this are what the [[Requests for information]] page is for.) &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 08:39, 6 July 2006 (UTC)<br />
ok,thanks elembis :) [[User:Eminem1|Eminem1]] 11:11, 6 July 2006 (UTC)<br />
<br />
===''Scavenging''===<br />
Q. The scanvenging skill for settlers and villagers says that it "Assists in finding things within certain areas." What are these 'certain areas', and how much does having the skill improve your search odds? [[User:Arminius|Arminius]] 03:31, 24 April 2006 (BST)<br />
<br />
A. I don't know! Please post your Search Data to [[Search odds condensed]] or [[Search odds]], and help us find out. You don't need to be a Scavenger to post your Search Data -- we need more data to determine the baseline search odds. --[[User:Tycho44|Tycho44]] 08:46, 29 April 2006 (BST)<br />
: It appears that, in herbal huts, settlers with scavenging have a one-in-two total find rate and a healing herb find rate of one-in-three, while people without scavenging have a one-in-three total find rate and a healing herb find rate of only one-in-five. (this info was recently added to [[Search odds condensed]]) [[User:Arminius|Arminius]] 21:14, 30 April 2006 (BST)<br />
<br />
===''In-game clan data''===<br />
Q. Can the in-game clan page (the one you are sent to when you click "form a clan" be edited after writing? I would assume the answear is yes but wanted to make sure. --[[User:AlexanderRM|AlexanderRM]] 8:26 PM, 25 Febuary 2007 (EST)<br />
A. I got tired of waiting for an answear and created VLN anyway... turns out the answear is yes. --[[User:AlexanderRM|AlexanderRM]] 3:09 PM, 11 March 2007 (EST)<br />
<br />
===''Exorcism''===<br />
Q. So I've exorcised once before, and it worked. Next time I tried it though, I got a message saying it failed and maybe there wasn't any spirits nearby. I check my location and there was one spirit. Is there a failure rate, or is this a bug? --[[User:Wulla-mullung|Wulla-mullung]] 17:54, 17 May 2007 (UTC)<br />
<br />
A. No bugs, Its like exorcism is a weapon and you just missed. You spilled your holy water or snapped your magic stick --[[User:Rozen|Rozen]] 07:39, 18 May 2007 (UTC)<br />
:Ah I see. Thank you kind sir. Perhaps the failure rate should be lower, though.--[[User:Wulla-mullung|Wulla-mullung]] 17:51, 18 May 2007 (UTC)<br />
<br />
==Locations==<br />
:''See [[Locations]].''<br />
<br />
==General gameplay==<br />
<br />
Q. What time period is the game based in? Excepting the GPS, the choice of items available impies anywhere from the 1600's to the early 1900's. The GPS unit seems a little out of place but implies that the time period has to be present day. Maybe i missed some other items or note about the date? --[[User:Frisco|Frisco]] 21:52, 26 February 2006 (GMT)<br />
<br />
A1. I'm not sure there is really an answer to this as such.. or perhaps many answers.. but.. the whole thing has a kinda lost world feel to it I think. Natives cut off from civilisation. Outsiders from the modern world stranded. Such an idea could explain almost any range of technology, except something like a satellite dish or long range radio transmitters that would allow outsiders to broadcast their distress and get rescued of course.<br />
<br />
Q. Today my level 7 soldier attacked a parrot with a machete (normally 3 damage) and got the following message:<br />
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''<br />
:''You attack the parrot for 5 damage. It dies.''<br />
Is this new, or just very uncommon?--[[User:Frisco|Frisco]] 16:26, 16 March 2006 (GMT)<br />
<br />
A. It's an uncommon bonus. Another uncommon event resulting from an attack is that a melee weapon will break and become useless. See [[Special weapon event odds]] for more information. &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)<br />
<br />
Q. Has anyone experienced the luck/skill effect while using their fists?<br />
<br />
A. Well, there we go. My lucky hit dealt a target 4 damage (with Body Building). --[[User:Lint|Lint]] 00:23, 23 May 2006 (BST)<br />
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''<br />
:''You attack the elephant for 4 damage. It drops to 41 HP.''<br />
::Good thing you didn't break your fists! --[[User:Tycho44|Tycho44]] 18:16, 31 May 2006 (BST)<br />
<br />
Q. Has anyone experienced the luck/skill effect while using a rifle or blowpipe?<br />
<br />
Q. Are knives and daggers breakable?<br />
<br />
Q. Is there a way to make the curse thing go away?<br />
<br />
A. Yes: if you don't continue to anger the spirits they will lift the curse after a few days. See also the [http://www.shartak.com/faq.html#curse FAQ]. A curse will wear off automatically unless the zerging continues. <br />
<br />
Q. How do I get rid of my cursed accounts? Can I delete my zerged characters? <br />
<br />
A. If you want to remove a character from Shartak, stop logging in to that character. After a week, that character will become inactive, and will essentially disappear from the Shartak world. If you want to keep using a character but free yourself from the ancients' curse, simply move that character away from all your other accounts. It is rumored that mild curses will disappear in a couple of days. Be patient.<br />
<br />
A. Thank you very much who ever you are i will use your advise very wisely!<br />
<br />
== Animals ==<br />
:''See [[Animals]].''<br />
<br />
=== Easy elephant ===<br />
Q. Are elephants easier to hit? I attacked and killed one with it's full 60 hp and missed only once. I have a 45% hit rate with my machete and deal 3 dmg per succesful blow. I did not get one of those flavour texts and did 3 dmg each time. --[[User:One of many doctors|One of many doctors]] 02:15, 21 March 2006 (GMT)<br />
<br />
A. There's no way that an elephant would have been that easy to kill.. 21 attacks with only 1 miss is 95% hit and you certainly don't get that! I guess the RNG (Random Number God) smiled on you. --[[User:Simon|Simon]] 14:44, 21 March 2006 (GMT)<br />
<br />
==="Shargle"===<br />
Not sure if this goes here, but that's really what I'm asking... In the weapon hut in raktam:<br />
<br />
Also here is the body of a shargle.<br />
<br />
Very simple question: what's a shargle? --[[User:AlexanderRM|AlexanderRM]] 23:25, 3 July 2007 (UTC)<br />
<br />
== Common edits ==<br />
<br />
=== Clan pages ===<br />
<br />
Q. How do I make a clan page?<br />
<br />
A. In the search box on the left side of the page, enter your clan's name and click "Go". If the page doesn't exist, you will then see a notice at the top of the page that reads "No page with this exact title exists". Clicking on "this exact title" will allow you to edit that page, and when you save your edit the page will be created.<br />
<br />
Please '''categorize your clan''' by including <!-- You don't need the nowiki tags, they are just there to prevent linking this page as a Clan -->"<nowiki>[[Category:Clans]]</nowiki>" (no quotes) somewhere on the page, as well as "<nowiki>[[Category:Clans for outsiders]]</nowiki>", "<nowiki>[[Category:Clans for natives]]</nowiki>" or "<nowiki>[[Category:Clans for both]]</nowiki>" so people will know who your clan accepts as members. Clans are strongly encouraged to use the [[Template talk:Clanbox|Clanbox template]] to present their information in an orderly fashion.<br />
<br />
=== Linking profiles ===<br />
<br />
Q. How can I link my game profile?<br />
<br />
A. If you know your ID number (which is at the end of the URL of your profile) you can use [[Template:Profile]] to link to your profile. Simply enter <nowiki>{{profile|6|Example}}</nowiki>, where "6" is your ID and "Example" is your name, to get {{profile|6|Example}} as the result.<br />
<br />
=== Creating Templates ===<br />
<br />
Q. How do you make templates, like the [[Template:IdentifyFriendOrFoe|IFF template]]?<br />
<br />
A. It can be complicated. For those who don't know, putting <nowiki>{{ExampleTemplate}}</nowiki> on a page results in that text being replaced by the content of Template:ExampleTemplate. Wikimedia's [http://meta.wikimedia.org/wiki/Help:A_quick_guide_to_templates quick guide to templates] is a good starting point for people making templates, and I can be contacted with specific questions. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:55, 1 September 2006 (UTC)</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Suggestions:Classes&diff=14912Suggestions:Classes2007-06-28T22:10:25Z<p>AlexanderRM: /* Hunter */</p>
<hr />
<div>{{Suggestions header|page_type=Class}}<br />
<br />
==Classes==<br />
<br />
=== Priest ===<br />
Starts off with a "Holy Scripture" and the "Religious Devotion Skill". --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
:None of the other classes start with a skill. I think they should just have access to the skill, and maybe stuff like scientists don't (I'm not saying all scientists are unreligious, just that there probably aren't any THAT religious!). [[User:MorkaisChosen|MorkaisChosen]] 11:06, 17 February 2006 (GMT)<br />
<br />
: "Missionary" might be a better term, I think, than priest. It carries a better message for the whole colonial thing. I like the idea of having religious figures in the game. Makes it a tad more realistic.--[[User:Wifey|Wifey]] 06:40, 28 March 2006 (BST)<br />
<br />
: The Missionary / Priest would be a better counter class to the Shaman, which are the religious type of the Natives, rather than the technological. In addition, A better counter class to the scientist would also have to be made. Perhaps spy? As in the Native spy had been spying on / stealing technology from the scientists?--[[User:Zydd Soral|Zydd Soral]] 17:02 25 July 2006<br />
----<br />
<br />
=== Scientist (Rename) ===<br />
{{suggestion|<br />
suggest_type=Class, rename|<br />
suggest_scope=Scientist|<br />
suggest_description=This is a suggestion to change the name of the Scientist class to Professor. From Tarzan to Gilligan's Island, the science-type in has been regarded as Professor rather than Scientist.|<br />
suggest_time=21:48, 23 February 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I like! --[[User:One of many doctors|One of many doctors]] 03:38, 1 March 2006 (GMT)<br />
<br />
*I don't. If someone wants to roleplay as a scholarly Prof, more power to them. As it is, the term "Scientist" suggests a broader archetype, inviting players to make of their character what they will. which I favor. --[[User:Jackel|Jackel]] 23:56, 3 March 2006 (GMT)<br />
<br />
*I thought would be closer to anthropologists as, well those are the scientists who explore the jungle. I don't think there would be many astrophysicists or chemists(maybe a few chemists but they wouldn't be with the exploring group-they would come after). You might see one or two medical doctors, but all anthropologists who go into the field have first-aid training(and they don't bring medical doctors when working in hostile landscapes). On top of that the term anthropologist has so many subdisciplines that it is almost as broad as saying scientists. --[[User:Daylan|Daylan]] 00:36, 7 March 2006 (GMT)<br />
<br />
*I vote we change the name to doctor because it would be more historically accurate given the chronological context of the game, as most merchant/exploration vessels had doctors, and the majority of doctors during the era where highly educated, trained and scientific. --[[User:A for anarchy|A for anarchy]] 00:42, 23 July 2006 (UTC)<br />
:*With the recent skill changes for scientists, it certainly makes sense for them to be renamed doctors. [[User:Arminius|Arminius]] 00:21, 27 August 2006 (UTC)<br />
<br />
*The broadest term I can think of for this is Academic. That covers doctors, scientists, professors, priests, artists, missionaries, whatever. In the early colonial era, pretty much if it can read, it's an Academic. --[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:19, 28 November 2006 (UTC)<br />
<br />
*'''Oppose'''. "Doctor" suggests that the character does nothing but heal while "scientist" suggests that a player's options are more open (as they are). The new name would be a constraint (if only an artificial one) on a scientist's play style. Classes should be different, in my opinion, but they should not be narrow. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:37, 27 August 2006 (UTC)<br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Animal ===<br />
It would be interesting to play as an animal. They wouldn't be able to use some items or learn certain skills, but they could smell the trails of humans and other animals. Some could eat vegetation, an action similar to choping, and restore HP. --[[User:Darkferret|Darkferret]] 18:24, 4 March 2006 (GMT)<br />
<br />
''Comments''<br />
:(Obligatory thinly-disguised anti-griefing suggestion) I'd expect that a playable animal would never be able to see humans' names. --[[User:Berry|Berry]] 12:38, 7 March 2006 (GMT)<br />
:How would the existing human skill '''Animal Affinity''' affect playable animals? --[[User:Berry|Berry]] 12:38, 7 March 2006 (GMT)<br />
::''You go to attack Dr. J but he scratches you under your chin so you decide not to''<br />
:::Haha, okay, I guess that's sorted after all :) --[[User:Berry|Berry]] 14:26, 7 March 2006 (GMT)<br />
::::I actually don't think this would be very fun. Animals couldn't use ANY items (ok, maybe monkeys could use the GPS ;), communicate with anyone other than others of their kind (except for out-of-game), couldn't "level" unless whole new sets of skills for each animal class were created and tested. They would essentially exist to eat, and avoid being eaten; not unlike real animals, but not very fun compared to the other classes.--[[User:Jackel|Jackel]] 19:17, 8 March 2006 (GMT)<br />
:::::Not very fun? Elephants would be the only characters capable of swinging trees for great damage, monkeys get to swing in trees to avoid attacks and better chances of plucking fruit from the trees, crocs get drowning capability, parrots get all the talking capabilities plus faster movements, tigers get uber-stealth plus throat-bite, wild boars have charging damage, and the deer get to prance about looking pretty. But yeah, would require a lot of new sets of skills. Maybe polymorph should be a skill. --[[User:Frisco|Frisco]] 03:44, 10 March 2006 (GMT)<br />
:The general idea of playing a sentient animal strikes me as a little too silly.--[[User:Wifey|Wifey]] 07:01, 28 March 2006 (BST)<br />
:: Make "Shark" a playable race and let it dive under the water, and NPC animals would never attack an animal of their kind unless attacked (though sharks, tigers, crogodiles and so on might). Maybe animals would not be a starting class but an "animal form" skill could be added which gives you the ability to chose one type of animal (choices would be by class, for instance the warrior could chose from tiger, crocodile, and shark) and outsiders could buy it only if they have native knowledge. It would actually be multiple skills, "animal form", "second animal form", and possibly "third animal form". outsiders could not buy the last animal form skill. --[[User:AlexanderRM|AlexanderRM]] 20:30, 22 June 2007 (UTC)<br />
----<br />
<br />
=== Native Pirate ===<br />
Natives should have a pirate equivalent. Natives from nearby islands perhaps? They would have canoes in the water like the pirate ship but they would be more like huts as there would be more than one of them with less stuff in each. Native pirates would have 65 HP and start with a fish and a spear.--[[User:Darkferret|Darkferret]] 04:19, 1 April 2006 (BST)<br />
:Not every Outsider class has to have a Native equivalent nad vice versa<br />
----<br />
<br />
=== Mountain Men ===<br />
<br />
i dont know if there are any mountains in the game, as i havent played for long, but there should be a new group of units known as the "mountains men" they would have their own breed of warriors, shamans, etc... they could climb on the mountains (as others could not, atleeast not without a new skill know as "mountain climbing") this could totally change the game and expand the map, as these new "mountain men" would have their own technical "world" seeing as they just ventured past the mountains and found life so they would have certain items only attainable up in the mountains, like ice, which could act as an "anti" wound where it heals you 1 hp every 3 turns or so and would melt after several days. this could also open up an entirely new class, know as:<br />
<br />
trader, they can be played from any view point, mountain trader, native trader, etc... and they would start out with several items (maybe gold too) and they would be like shamans, when you attack them it says "they skillfully dodge you" but instead of never hitting, chances are just extremely low, traders could not attack other players unless they are defending (ie, someone attacks them first) they would have their own skill tree that would include:<br />
<br />
+Mountain Climbing<br />
+Veteran Climber (uses only 1 AP traversing mountains)<br />
<br />
+Camper (can make wooden huts, but for 60 AP and several required items, huts can be perishable, or collapsable, maybe even just one hut per trader that can be moved)<br />
<br />
+Salesman (can set up shop and act like the trading post NPCS)<br />
+Bargain Hunter (better chance of finding things, maybe 25%)<br />
<br />
all traders (could) start out with al knowledge, as in, outsider knowledge, native, etc... thus letting them communicate better)<br />
<br />
traders would be seen differently, as in, they could be yellow, where mountain men would be brown.<br />
<br />
Items would follow (my ideas):<br />
<br />
Club: like machete, can cut through trees and has 20% chance to hit<br />
Rock: easiest projectile, acts like blowpipe, single use, button added "find rock" in-game<br />
Rope: can tie people up until they spend 10AP getting out<br />
Log: acts like greatsword, dealing 8 damage (geez, what, a log swung at you wont do big damage?)<br />
<br />
<br />
CAVES: could also be implemented, they would act like huts, can only be carved on with a machete or club (as in, a man beats a meessage into the soft rock.. i dont know how though...)<br />
GREAT CAVE: would act like an exclusive mountain man power-up, it is basically a great hall, when searching, there is a 20% better chance of finding food and rocks, also where shaman is, and trading post.<br />
<br />
MOUNTAIN TOP: several of these would be implemented, once at the top, players could see the island, getting to the top would be like entering a hut, except it would look like this<br />
<br />
<br />
(down) (empty spot) (up) <br />
<br />
moving onto a down, or up, would move players up or down a floor, mountains would usually be 10-15 floors, sometimes "creatures" could be found, heres my "creature" list:<br />
<br />
Bat, 1dmg 8hp (basically, a mountain parrot)<br />
Dire Wolf, 4dmg 25hp (a strong tiger)<br />
Gremlins, 5 dmg 50hp (they are like, disgruntled mountain people)<br />
<br />
other creatures could be added.<br />
once at the top of the mountain, players could see the island in DETAIL, as in, the island would be viewed in blocks, like urbandead, except players could be seen, no names, justthe number of people.<br />
<br />
suggestions would be appreciated<br />
<br />
'''Comments:'''<br />
*Honestly... I don't like it. I don't mean to be rude or harsh. I can see that you've put a lot of work into this. Still, it seems like it would be a lot of work for poor Simon with very little gain. I mean, what ''really'' distinguishes them from the natives and outsiders? They go up mountains? They get a special and highly complex area of the map only available to them? Again... I don't like it.--[[User:Wifey|Wifey]] 06:49, 28 March 2006 (BST)<br />
----<br />
<br />
===Mysterious Beings===<br />
<br />
Ok, so, in several survivor movies, there are aliens on the island, (thinking of lord of the flies) and sometimes the aliens just turn out to be people or sumtin, anyway, aliens could decieve players by disguising themselves as either outsiders, or natives, a button could be placed that would function like an attack button:<br />
Disguise:| outsider| native| Mountain Man|<br />
and etc. if a disguised alien is killed, the player recieves a small exp bonus, as they just killed someone acting fishy and saved their village etc...<br />
<br />
:I can already see the rampant spying and problems this would cause. Why would anyone want to play as just an Outsider or Native anymore? These super beings would enjoy all the benefits of both without any of the drawbacks. Anyways, I doubt Shartak will ever support extraterrestrial life. --[[User:One of many doctors|One of many doctors]] 16:45, 8 April 2006 (BST)<br />
----<br />
<br />
===Ghosts===<br />
<br />
when ghosts die they should have the option of going to the "necropolis" which would be where there are no plants or trees, and special "ghostly" items could be found. if one so unlucky outsider or native were to step into the "necropolis" they could be:| A. turned instantly into a ghost because of miasmas in the air| B. able to be attacked by ghosts, but not attack back| have something unlucky happen, like an item is taken away at random, or 25 hp is taken away|<br />
the necropolis could also have a "ghost" trader that would act like a normal trader, but would have items for cheap. now, when i say "cheap" i mean at the cost of no items, bear with me now, items in necropolis would not cost items, yet cost EXPERIENCE to "buy" from the trader, thus balancing the "necropolis"<br />
several abilities could be introduced making entirely new classes for ghosts:|<br />
* '''ghostly charm''' ghosts cannot be seen by outsiders unless attacking<br />
** '''ghostly weaponry''' allows ghosts to hurt the living, but can also be attacked.<br />
<br />
* '''ghost bag''' allows ghosts to search and find items like normal players<br />
** '''ghost hands''' allows ghosts to use items<br />
<br />
* '''ghost glyphs''' allows ghosts to "bless" players and ghosts (as ghosts will be MUCH weaker than players, like, only 15-25 hp)<br />
** '''ghostly whisper''' blesses a LIVING player and allows them to funtion as a ghost for 50AP per blessing<br />
** '''angry aura''' +1 attack strength, -5% to hit lasts 50AP (blessing)<br />
*** '''sad aura''' -2 attack strengh (no negatives) +40% to hit, lasts 50AP(blessing)<br />
** '''disipated aura''' can move like a ghost, 1AP for every move, lasts 50AP(blessing)<br />
*** '''observant aura''' can explore squares around location without visiting them, 50AP(blessing)<br />
**** '''godly aura''' +2 attack strength +30% to hit, lasts 100AP,(blessing)<br />
<br />
godly aura requires atleast 3 blessings to be bought.<br />
special weapons that are available only to ghosts with "ghost hands" and arent shown in inventory if revived, but are still there:|<br />
ghost sword same stats as machete, except +10% to hit<br />
ghostly fluid: acts like first aid kit<br />
sacrificial ectoplasm: acts like poisonous berries|<br />
<br />
the entire ghost tree (aside from blessings) will look like this:|<br />
*'''living knowledge''' (acts like outsider knowledge and native<br />
**'''ghostly Commune''' allows ghosts to talk to humans<br />
*'''ancient knowledge''' +1 to attack damage +10% to hit<br />
**'''ancient plethora of knowledge''' +15% to hit, does stack.<br />
*'''lost and found''' outsiders and natives often lose things, this skill allows ghosts to "search" for items "lost" by them<br />
*'''wraith form''' allows ghosts to be seen but can only talk and move, no other actions<br />
**'''polterghiest form''' uses energy (10-20AP) to swing objects around, 40% chance of hurting everyone in block with 1-2 damage|<br />
|<br />
POLITICS|<br />
|<br />
ghosts can purchase "politics of the gods" as a skill and can run for "office" in the "necropolis" one single ghost will be elected and can demand sacrifices from villages who will have a "pot" in the center of town that players can "donate" items and dead bodies, if the "uber ghost" is not please, said persons can send "plague down on towns" such as 10 elephants rushing in, or the trader and shaman to leave for a short time.|<br />
uber ghosts can also reward villages that "donate" a nice amount by sending prizes and so on to the shamans, anyone in the same block as a shaman will be told:|<br />
"the shaman bows his head and hands you __________ because the village has pleased the gods"|<br />
and so on... ghosts can be impeached by ghosts and villages combined, players go to a shaman and click the button "i dont like our ruler" -or- "i like our ruler" and ghosts do the same while in the "necropolis" <br />
players can only vote once every election and impeachment and ghost political power lasts for 3 months at most. on the last day of said impeachment, any players (regardless of where they are) are shown buttons saying "keep our ruler" or "dont keep our ruler" impeachments can be started if several players (50) complain that the ruler is bad by clicking the button "i dont likee our ruler" at thee shaman or necropolis, these players have already voted if the impeachment starts<br />
<br />
'''Comments:'''<br />
*I'm having a similar reaction to this as I did to the Mountain Men. You're not proposing a new class; you're proposing a new faction. I see a whole lot of suggestions, all quite complitcated and required to fit together in some intricate network that will ''supposedly'' improve gameplay for everyone. Really, what I see it doing, though, is adding a new faction to a game that has yet to grow into its two-faction system. Ghosts are supposed to be scary and all (and there's a skill that lets you scare people), but now they're attacking people? I think that, if anything, the first new ghost-related thing that should be added is a shaman-only skill for bringing back the dead.--[[User:Wifey|Wifey]] 06:59, 28 March 2006 (BST)<br />
<br />
**I agree that this is far too complicated, but I don't think reviving should be shaman-only. That gives the natives a big fat advantage. It'd be fine if it was open to the Outsiders as well (probably as a scientist skill: Scientists have basically the same skill tree as the Shaman, including the rest of the spirit skills that are already in).<br />
<br />
===Suggestion Name===<br />
{{suggestion|<br />
suggest_type=A Nomad Class|<br />
suggest_scope=To help spice up native relations|<br />
suggest_description=Outsiders Have Pirates to help spice up their game. However Natives have been thrown to the side and are just being Raided on. I think that the Natives need a sub-class to help spice up their game.I think having Nomadic Hunters/Warriors could be just that, they were once a full fledged village but other natives attacked and dwindled their Power. The Nomads from their small camp east of the mountain now hunt game and people with Spears. They still resent the other natives for what they did. .|<br />
suggest_time=23:28, 7 September 2006 (UTC)|<br />
suggest_author=[[User:Michael edwards|Michael edwards]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
<br />
=== Different Pirates===<br />
How about different classes of Pirate, making them a completely separate group from the Outsiders? There would still be Pirate/Outsider relations as there are Native/Outsider relations now, but the Pirates would have a completely new group (one of the features of this is a different text font, like natives are green)<br />
<br />
Name: - Description: Starts with:<br />
------------------------------------------------------------------------------------<br />
Bandit - Exiled natives, who join the pirates at the shipwreck. Machete + Knife<br />
<br />
Bucaneer - Your average rating pirate, a blank slate to be worked on. Cutlass + Rum x3<br />
<br />
Armsman - Battle hardened pirates who've seen many battles. Flintlock/Cutlass + 10gc<br />
<br />
Privateer - Pirates who work for a country, when not proforming piracy. Flintlock/Rifle/Cutlass + Ammo/sharpening stone.<br />
<br />
Privateer class should be more of a cross between soldier and pirate, being able to use a rifle. If the flintlocks suggestion is implemented, then they have flintlock and ammo, if not, then rifle and ammo and if they cant have rifles, then cutlass and stone. <br />
<br />
I think these could realy separate the pirates from the other classes, giving them a more diverse feel. i'm not as much of a pirate player as i was when i first wrote this suggestion, but i still think that the island would be more even between the powers (eg, privateers are more likely to drift into outsider towns and bandits into native ones, while the others are more likely to be wreck-dwelling.) and the flintlocks suggestion! i'd like to see some more suggestions for it people! [[User:Rozen|Rozen]]<br />
<br />
{{profile|4862|Rozen}}<br />
<br />
Suggestions please!<br />
----<br />
How about Armsman starting with Flintlock and Bullets and a Privateer class? [[User:Darkferret|Darkferret]] 20:37, 27 November 2006 (UTC)<br />
<br />
Sorry i was an age replying, i didn't check back here until now, and i was actualy coming to delete the suggestion. I'll make a privateer class, and revise some of the things, and try to make it look more like a table, but i suck at wiki programing so it'll just be dashes unless Che saves my ass again. and the flintlocks suggestion hasn't been aproved, but i'll still put it in. thanks for the feedback! [User:Rozen|Rozen]]<br />
----<br />
<br />
===Medic/Witch Doctor===<br />
{{suggestion|<br />
suggest_type=Medical class|<br />
suggest_scope=Healing characters|<br />
suggest_description=With scientists searching the island for all things new and shamans defending their villages from the dead, noone really has the time to really help the injured. Medics and Witch Doctors have the skills needed to effectively restore their patients health. Starting with 50HP and a FAK/herb they can learn to make FAKs/herbs and use less AP collecting supplies and healing. I don't think it would be practical to the game, but a zombie skill would make it really fun.--[[User:Darkferret|Darkferret]] 01:31, 21 September 2006 (UTC)|<br />
suggest_time=01:31, 21 September 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Scientists are now serving as the Outsiders' medics. I would be interested in seeing natives get a healer class, and in seeing Outsiders get an anti-spirit class, though. Maybe medicine-man and priest? Incidentally, the FAK production skill has already been suggested (which isn't to say that I dislike the idea). [[User:Black Joe|Black Joe]]<br />
:I suggested that scientists should be the antispirit class with the Camera suggestion. Advanced triage and Emergency first aid are not out of place for a scientist, but scientists are really supposed to be more investigative than healing. Medics may share these skills with scientists, making them similar, but they would have a few more medical skills while scientist have more scientific skills. These extra skills don't have to be exactly the same as the ones I suggested. [[User:Darkferret|Darkferret]] 13:58, 22 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hunter===<br />
<br />
Alright, well, I think the natives should have a class devoted to hunting animals. They would start out with a poison blowdart gun, and a knife. The class would have a special skill tree specially for hunting animals, and here it goes....<br />
<br />
Snipe- Be able to shoot an animal from a square away. Must be using either a blowdart gun or a rifle to be able to do this. Consumes 2 AP. <br />
<br />
Camoflage- Be able to use the enviroment to be able to hide yourself. 1/2 a chance that the animal you are attacking will not be able to see you/attack you. <br />
<br />
Maim- The ability to cripple or critically injure an animal. 20 percent chance that the animal will have the status 'Blood loss.' Can only be inflicted with a machete, knife, dagger, or heavy sword. Perhaps a rifle.<br />
<br />
Animal call- Use a special animal call to lure animals. Affects a certain amount of squares, and works only on cetain animals. (I doubt a squid could be called.)<br />
<br />
Dart manafacturing- With this skill, a hunter could spend maybe....5 AP to make a poison dart. This would be great because the hunter would be using the blowdart gun a lot, and it'd put more use to the blowdart gun. <br />
<br />
Aim for vitals- 40% chance to inflict bonus on an animal, if using a ranged weapon. <br />
<br />
(Yes, I know this sucks. I would just really love to see a class like this for the natives, and there would need to be a class for the outsider's, like the hunter. Comments?)<br />
<br />
---------<br />
We need to wikify this, but i couldn't even do it to my own suggestion. I think that this is essentialy a good idea, I love the dart manufacture thingy but Aim for Vitals seems a little extreme, but I dont think the outsiders need a class for the hunter. If you look at the game stats you'll see that the number of outsiders to natives is very off balance. I think this would encourage more people to be natives. [[User:Rozen|Rozen]]<br />
:It makes no sense that this would works on animals and not people. Even worse, with camoflauge how could they not see you if you're attacking them?--[[User:AlexanderRM|AlexanderRM]] 22:10, 28 June 2007 (UTC)<br />
--------------<br />
<br />
I was thinking about suggesting an inventor class for the outsiders. -Keiichi<br />
<br />
<br />
----<br />
<br />
===Settler/Villager Expansion===<br />
{{suggestion|<br />
suggest_type=Class Enhancement|<br />
suggest_scope=Settlers and Villagers|<br />
suggest_description=<br />
<br />
Currently the Settler/Villager class has little flavor, other than foraging. Logically, the settler/villager should be a very numerous group on this island. The Outsiders have come to colonize, and the Natives have managed to survive here. So, how do we encourage players to run settlers/villagers? By giving them abilities no one else has access to, abilities that focus on what settler/villagers do in most cultures: the simple basic work of extractive industry (farming, fishing, etc), business, personal service and construction. <br />
<br />
I propose that a new skill tree open up available only to settler/villagers. It will be the same for both Outsiders and Natives. Many of the skills here have appeared previously on the suggestions page; I have just combined and refined them. <br />
<br />
Pirates do not currently have an analog to settler/villager. They are here to rape, burn, pillage and leave, not to build a farm and a town.<br />
<br />
:(An essential part of the class is a new item called "'''Work Tools'''", a blanket term used to describe such things as saws, nails, hoes, shovels, brooms, seeds, mortar, cookpots and the like. These can be found in Simon created villages with a 5% search. They have the same chance of breaking as a machete, representing that they have been used up. No settler/villager skill can be used without them.)<br />
<br />
'''...Settler/Villager Only Skills'''<br />
:'''Pioneer''' - This villager/settler gains additional XP by clearing the land. When XP is awarded for chopping jungle, the bonus is 2 XP instead of 1XP.<br />
::'''Clear the Land''' - This villager/settler can convert jungle land at density 0 to a new terrain called "Cleared Land", so that jungle does not regrow there. The effect lasts for 7 days (ie 7 resets of the server). Repeated uses of this skill resets the date. No natural items (herbs, mangoes, etc) can be foraged on this land during that period, except as provided by further use of settler/villager skills. Use of this skill costs a single 10 AP action and consumes a set of Work Tools. The description of the area is changed to something like, "Someone has cleared and leveled this land. There are few weeds and rocks."<br />
:::'''Sow the Field''' - On cleared land, this villager/settler can plant crops. This costs 5 AP and consumes one set of Work Tools. There is a base 10% chance of a plant springing up the next time the server resets. There are equal odds of it being a banana tree, a mango tree, a berry bush, a plot of herbs or a bush of poisonous berries. If the planting is successful, anyone in the square has a 10% chance of finding a fruit, herb or berry of the appropriate sort. If the planting fails, the decriptor appears: "Here lies a fallow field, full of nasty weeds and hungry insect pests." For search purposes, it is now grassland. <br />
::::'''Green Thumb''' - Instead of a 10% chance of a successful use of Sow the Field, this villager/settler has a 20% chance of a plant appearing.<br />
::::'''Reap the Harvest''' - This settler/villager search percentage for planted trees, etc, increases to 20%. <br />
:'''Fishing''' - This villager has double the chance of finding a crab on a beach, and a 5% chance of finding a fish in water, either fresh or salt. Mechanically, fish are the same as a mango or banana.<br />
:'''Trader''' - This settler/ villager works as a merchant, selling items on the open market. They may transfer items directly from their inventory to the inventory of others. This transfer cannot occur between characters with the same IP address, the number of transfers is limited to five per day per IP address, and costs 1 AP. Payment for this item (gold, a heal, whatever) may be arranged through roleplaying. If the receiving character does not have room in their inventory for the item, the AP is lost, but the item safely remains with the merchant.<br />
:'''Man Friday''' - Some servants might be a cook, a butler, a tailor or even a common prostitute, but whatever they are the services they provide (good food, a clean hut, mended clothes or, ahem, comfort) make life more comfortable for the upper classes or tribal chiefs. At the cost of 5 AP and a set of Work Tools, which are consumed, they may give another character 3 AP. This transfer cannot occur between characters with the same IP address. If this transfer raises the receiver above their maximum AP, the AP are simply lost.<br />
:'''Construction''' - On land already cleared using Clear the Land, this settler/villager can build a hut. This hut costs 25 AP and consumes a set of Work Tools. It may be entered just like any hut in the established towns. However, when the Jungle reasserts itself, ending Clear the Land, the hut collapses, dumping its inhabitants outside. A hut cannot exist on the same square as a tree, berry bush or any other item. As usual, a sign can be hung from the door. A hut cannot be built on beach or mountain. If built in a swamp or grassland, it is not susceptible to collapse from the jungle reasserting itself and will exist until purposefully destroyed.<br />
<del>::'''Build Wall''' - The settler/villager can build a heavy barricade. This costs 50 AP and consumes two sets of work tools, but effectively converts Cleared Land to a Wall, mechanically identical to impassable Mountain. The Cleared Land on which it is built will not revert back to jungle on it's own. Rather, Demolition must be used to turn it into Jungle density 0, with the description: "A large pile of rubble is strewn about the ground" remaining until the server has reset twice.</del><br />
:'''Fire Pit''' - The settler/villager spends 5 AP and expends a set of work tools building a large bonfire on Cleared Land that does not contain anything else, such as huts, trees, walls, etc. Any PC can sit next to the fire for warmth. No animal may enter a square with a fire. The fire has a 10% chance of burning out each hour, and burns out automatically when the server resets. A message appears within ten squares: "A fire burns nearby." <br />
'''...Available to All Classes'''<br />
::::...but especially beloved of right jolly pirates! Yargh!<br />
:'''Demolition''' - The character can demolish existing buildings and walls. Use of this skill costs 25 AP and consumes a set of Work Tools. When used, the character has a 50% chance of destroying a hut or a section of wall. A message will alert anyone present that "Character X has burnt the hut to the ground! Nothing remains but a few nails and smoking embers." If the attempt failed the message would read: "Character X is attempting to destroy this hut. He managed to pry loose one piece of decorative woodwork and kick a soffit, ineffectively." Either of these messages are visible to anyone in the same square, inside or out. Structures built by Simon are unaffected.<br />
:'''Burn the Fields''' - A farm field can be ruined by a a character using this skill. This will be necessary, on occasion, to get rid of poisonous berry bushes. This costs 10 AP and consumes a set of work tools. It returns the field to Jungle at density 0, undoing the effects of Clear the Land. A message will alert anyone present that "Character X has burnt the fields and destroyed the crops!"<br />
<br />
|<br />
suggest_time=17:18, 20 December 2006 (UTC)|<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here, please:<br />
:I, and it seems several other people on the suggestions page, would like the opportunity to actually build something on this island. Currently the game is setup like Doom. With these additions, it will gain the ability to be played like an interactive SimCity, without losing the combat aspects. I don't think there is a danger of the island being overrun and essentially paving paradise to build a parking lot, since the new settlements require constant maintenance to prevent the jungle from re-asserting itself. (Besides, what does Haiti look like today?) Also, it will encourage movement around the island, as settlers/villagers need to return to established villages on occasion to search for Work Tools or for a revive. --[[User:Nosimplehiway|Nosimplehiway]] 17:18, 20 December 2006 (UTC) <br />
<br />
I think there's a lot here and would be a load to program and a big weight on the server. It seems to be a massive adaptation to the mechanics of the game too, compared to a lot of the other suggestions like new weapons or FAK edits [[User:Rozen|Rozen]]<br />
::You're right, it is a lot, but doesn't need to be implemented all at once to be effective. In fact, it would probably be more effective to sort of trickle it into the game, skill by skill. Each time folks seem to be getting bored, and user hits are down, introduce a new one.<br />
<br />
::Server load I know almost nothing about, except that currently terrain is managed (I think) using the RNG. There is a certain chance each day that jungle density will increase. Is this condition "rolled" and instituted daily? Cleared land on the other hand doesn't need to be dynamically managed all the time. If it is not maintained by a player and no one interacts with it, it reverts to Jungle 0 in seven server resets. A tree is really just a tag that says "When a player is in coordinates (xx.xxx, yy.yyy) change their screen to provide a button. If the player selects this button there is X% chance of adding a particular item to their inventory list." I suppose you could simple up farming by changing it from a permanent tree givignt he same fruit all the time to a new terrain type called orchard or farm field, with a high chance of finding fruit, berries or herbs of a random type each time. Having more huts to enter is probably the biggest server hog, but then certain other games involving highly intelligent zombies (ahem) have a truly vast number of interior spaces. Oh, also, I intentionally had the building and demolition skills operate on a high AP, high chance single action instead of a HP system to save server load.<br />
<br />
::As far as programming issues, maybe yes, maybe no. I consciously designed it so most of the skills either are changes in degree, rather than type, such as Pioneer, or they are player driven ways to introduce objects which already exist, albeit with new names. Most of the objects are just adaptations of existing objects: a fish is a mango found in water, work tools use the same basic mechanic as a knife (it is a necessary item before an action is available) and most changes are actually just allowing players to place objects which Simon already has and places himself (huts, fruit trees, terrain editing). Trader and Man Friday transfer points from one character record to another, a straight forward mathematical formula similar to using a FAK. The only thing that seems as if it would need an altogether new template would be Fire Pit, which requires a new, slowly expendable item and limiting the range of NPCs. Are there any slowly expendable items in the game? I suppose a low jungle density behaves like that, in a programming sense. Limiting an animal's range is already done. Ever see a monkey in the ocean, or a shark in the middle of Wiksik?<br />
:::LOL - not sure about monkeys in the ocean, but there's apparently a giant squid in the jungle! -- [[User:Simon|Simon]] 19:59, 21 December 2006 (UTC)<br />
::::Mmmm, Calamari.--[[User:Nosimplehiway|Nosimplehiway]] 17:28, 22 December 2006 (UTC)<br />
<br />
::No, I think the main fear expressed over building on the suggestions page has not been programming difficulty or server load, but the chance of the island getting overrun with development which never goes away. I doubt that will be a problem since the jungle reasserts itself after 7 days of no upkeep and, especially, since pirates and others can take Demolition and Burn the Fields. This does change the game, from one of jungle exploration to one of building settlements and fighting over teritory. But then, how exciting is it to say, "Look, I have discovered a block of dark green jungle I have never seen before, just like the last 100 blocks of jungle"? The temple complex and caves can only stay fresh for so long, and require constant work on Simon's part to upgrade. These suggestions are a sort of delegating on Simon's part. They will ensure that the map is always shifting, always changing, always providing new things to look at, interact with and do. Heck, with these changes even Simon can explore the island and be surprised.<br />
<br />
::Gertrude Stein once famously wrote that the problem with Oakland is that "there is no there there". On Shartak, I want there to always be a there there. --[[User:Nosimplehiway|Nosimplehiway]] 16:15, 21 December 2006 (UTC)<br />
<br />
Well then...if the server can hold it without me having to download a package (not that i dont trust Simon not to pollute me with viruses) then i can see no real problem. you'd get bunches of people going around burning huts anyway (HKers) so the jungle wouldn't realy need to assert itself much. BUT what about walls? impasable seems implausable, but i cant think of anything better. [[User:Rozen|Rozen]]<br />
:I struggled with walls, I did, and there is a logical flaw with walls. And it's a biggie. Early colonial settlements and many tribal societies made use of walled barricades and fortresses, so I wanted to include them. The most realistic way to represent them would probably be through a hit point system, similar mechanically to chopping the jungles, except that it would be impassable until at 0 and not regenerate on it's own. I used the mountain as a sort of placeholder to suggest the existing mechanic closer to what I was looking for (an object with a binary, rather than linear condition).<br />
<br />
:Today, though, I realized the problem with the whole wall thing: "how do you Demolish something you can't touch?" (An impassable wall can't be stood upon to be attacked, and the game does not currently support interacting with objects outside of the square occupied.) Possibly the wall simply falls down after a certain number of days, requiring constant maintenance, leaving Jungle 0 behind? Maybe implement some wallbusting object (a cannon? siege engine?) or skill (Wall-icide?) that allows a charatcer to enter the square and thereby destroy the wall, similar to how entering Jungle 10 with a machete automatically reduces it to density 9? Maybe the act of trying to enter the wall reduces it's strength (like jungle density) and eventually causes destruction. This one is a stumper for me, frankly, and walls may have to go.<br />
<br />
:But that's the thing with my suggestion, because it is really a compilation and distillation of several other suggestions, it can be implemented piecemeal and work fine. The only things really dependent on one another are the opposed skills of Construction and Demolition, and the agricultural skills and Burn the Fields. Implemementing the former without the latter would quickly have Shartak looking like a vast shanty town or the corn fields of Iowa. --[[User:Nosimplehiway|Nosimplehiway]] 17:28, 22 December 2006 (UTC)<br />
<br />
Well, if the ability to build things is implemented I really think it should be available to all classes at least to some degree. I am a soldier and would like to be able to set myself a small hut in the jungle where I could maintain land. I think i'm not theo nly one that would like to see construction and be diosappointed to see it limited to a single class. --[[User:Dracul|Dracul]]<br />
<br />
If this was implemented the only people who ''aren't'' settelers and villagers would be A: people who joined before this update, and B: idiot newbs who didn't actually notice this. Everyone who knew about this when they joined would be settler/villager. That's 10-11 skills available ONLY TO THEM. warrior and soldier, for instance, now have 6-7 different skills and all but 0-1 of those are almost the same. --[[User:AlexanderRM|AlexanderRM]] 20:49, 22 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Swordsman===<br />
{{suggestion|<br />
suggest_type=Class|<br />
suggest_scope=Outsiders (not pirates)|<br />
suggest_description= New outsider Class that has the following Skill Tree: <br />
<br />
'''Fencing:''' +10% to hit with sword weapon (not other weapons, including machete and cutlass)<br />
*'''Expert fencing/Riposte:''' Doubles the percentage of Balanced Stance making it 30%<br />
*'''Grace:''' Halves chances of breakage with swords<br />
*'''Parry:''' Reduces opponent's chance to hit with a melee weapon by 5%. Ranged weapons are unaffected.<br />
|<br />
suggest_time=21:13, 18 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
eh yeah, but is it all that diffrent than the Soldier? It'd be better to add these onto the soldier's skill tree than make a whole new class. -[[User:Che|Che, slayer of Arminius.]] 13:37, 23 February 2007 (UTC)<br />
:'''Re:''' That would make the soldier way too powerful. They already have nasty rifle skills, they don't need to power up their melee as well. --[[User:Odysseus|Odysseus]] 21:04, 23 February 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
=== Policy Discussion ===<br />
{{suggestion|<br />
suggest_type=Discussion of policy|<br />
suggest_scope=Suggestions page|<br />
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|<br />
suggest_time=13:07, 3 March 2007 (UTC)|<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!<br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Suggestions:Classes&diff=14834Suggestions:Classes2007-06-22T20:49:00Z<p>AlexanderRM: /* Settler/Villager Expansion */</p>
<hr />
<div>{{Suggestions header|page_type=Class}}<br />
<br />
==Classes==<br />
<br />
=== Priest ===<br />
Starts off with a "Holy Scripture" and the "Religious Devotion Skill". --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
:None of the other classes start with a skill. I think they should just have access to the skill, and maybe stuff like scientists don't (I'm not saying all scientists are unreligious, just that there probably aren't any THAT religious!). [[User:MorkaisChosen|MorkaisChosen]] 11:06, 17 February 2006 (GMT)<br />
<br />
: "Missionary" might be a better term, I think, than priest. It carries a better message for the whole colonial thing. I like the idea of having religious figures in the game. Makes it a tad more realistic.--[[User:Wifey|Wifey]] 06:40, 28 March 2006 (BST)<br />
<br />
: The Missionary / Priest would be a better counter class to the Shaman, which are the religious type of the Natives, rather than the technological. In addition, A better counter class to the scientist would also have to be made. Perhaps spy? As in the Native spy had been spying on / stealing technology from the scientists?--[[User:Zydd Soral|Zydd Soral]] 17:02 25 July 2006<br />
----<br />
<br />
=== Scientist (Rename) ===<br />
{{suggestion|<br />
suggest_type=Class, rename|<br />
suggest_scope=Scientist|<br />
suggest_description=This is a suggestion to change the name of the Scientist class to Professor. From Tarzan to Gilligan's Island, the science-type in has been regarded as Professor rather than Scientist.|<br />
suggest_time=21:48, 23 February 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I like! --[[User:One of many doctors|One of many doctors]] 03:38, 1 March 2006 (GMT)<br />
<br />
*I don't. If someone wants to roleplay as a scholarly Prof, more power to them. As it is, the term "Scientist" suggests a broader archetype, inviting players to make of their character what they will. which I favor. --[[User:Jackel|Jackel]] 23:56, 3 March 2006 (GMT)<br />
<br />
*I thought would be closer to anthropologists as, well those are the scientists who explore the jungle. I don't think there would be many astrophysicists or chemists(maybe a few chemists but they wouldn't be with the exploring group-they would come after). You might see one or two medical doctors, but all anthropologists who go into the field have first-aid training(and they don't bring medical doctors when working in hostile landscapes). On top of that the term anthropologist has so many subdisciplines that it is almost as broad as saying scientists. --[[User:Daylan|Daylan]] 00:36, 7 March 2006 (GMT)<br />
<br />
*I vote we change the name to doctor because it would be more historically accurate given the chronological context of the game, as most merchant/exploration vessels had doctors, and the majority of doctors during the era where highly educated, trained and scientific. --[[User:A for anarchy|A for anarchy]] 00:42, 23 July 2006 (UTC)<br />
:*With the recent skill changes for scientists, it certainly makes sense for them to be renamed doctors. [[User:Arminius|Arminius]] 00:21, 27 August 2006 (UTC)<br />
<br />
*The broadest term I can think of for this is Academic. That covers doctors, scientists, professors, priests, artists, missionaries, whatever. In the early colonial era, pretty much if it can read, it's an Academic. --[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:19, 28 November 2006 (UTC)<br />
<br />
*'''Oppose'''. "Doctor" suggests that the character does nothing but heal while "scientist" suggests that a player's options are more open (as they are). The new name would be a constraint (if only an artificial one) on a scientist's play style. Classes should be different, in my opinion, but they should not be narrow. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:37, 27 August 2006 (UTC)<br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Animal ===<br />
It would be interesting to play as an animal. They wouldn't be able to use some items or learn certain skills, but they could smell the trails of humans and other animals. Some could eat vegetation, an action similar to choping, and restore HP. --[[User:Darkferret|Darkferret]] 18:24, 4 March 2006 (GMT)<br />
<br />
''Comments''<br />
:(Obligatory thinly-disguised anti-griefing suggestion) I'd expect that a playable animal would never be able to see humans' names. --[[User:Berry|Berry]] 12:38, 7 March 2006 (GMT)<br />
:How would the existing human skill '''Animal Affinity''' affect playable animals? --[[User:Berry|Berry]] 12:38, 7 March 2006 (GMT)<br />
::''You go to attack Dr. J but he scratches you under your chin so you decide not to''<br />
:::Haha, okay, I guess that's sorted after all :) --[[User:Berry|Berry]] 14:26, 7 March 2006 (GMT)<br />
::::I actually don't think this would be very fun. Animals couldn't use ANY items (ok, maybe monkeys could use the GPS ;), communicate with anyone other than others of their kind (except for out-of-game), couldn't "level" unless whole new sets of skills for each animal class were created and tested. They would essentially exist to eat, and avoid being eaten; not unlike real animals, but not very fun compared to the other classes.--[[User:Jackel|Jackel]] 19:17, 8 March 2006 (GMT)<br />
:::::Not very fun? Elephants would be the only characters capable of swinging trees for great damage, monkeys get to swing in trees to avoid attacks and better chances of plucking fruit from the trees, crocs get drowning capability, parrots get all the talking capabilities plus faster movements, tigers get uber-stealth plus throat-bite, wild boars have charging damage, and the deer get to prance about looking pretty. But yeah, would require a lot of new sets of skills. Maybe polymorph should be a skill. --[[User:Frisco|Frisco]] 03:44, 10 March 2006 (GMT)<br />
:The general idea of playing a sentient animal strikes me as a little too silly.--[[User:Wifey|Wifey]] 07:01, 28 March 2006 (BST)<br />
:: Make "Shark" a playable race and let it dive under the water, and NPC animals would never attack an animal of their kind unless attacked (though sharks, tigers, crogodiles and so on might). Maybe animals would not be a starting class but an "animal form" skill could be added which gives you the ability to chose one type of animal (choices would be by class, for instance the warrior could chose from tiger, crocodile, and shark) and outsiders could buy it only if they have native knowledge. It would actually be multiple skills, "animal form", "second animal form", and possibly "third animal form". outsiders could not buy the last animal form skill. --[[User:AlexanderRM|AlexanderRM]] 20:30, 22 June 2007 (UTC)<br />
----<br />
<br />
=== Native Pirate ===<br />
Natives should have a pirate equivalent. Natives from nearby islands perhaps? They would have canoes in the water like the pirate ship but they would be more like huts as there would be more than one of them with less stuff in each. Native pirates would have 65 HP and start with a fish and a spear.--[[User:Darkferret|Darkferret]] 04:19, 1 April 2006 (BST)<br />
:Not every Outsider class has to have a Native equivalent nad vice versa<br />
----<br />
<br />
=== Mountain Men ===<br />
<br />
i dont know if there are any mountains in the game, as i havent played for long, but there should be a new group of units known as the "mountains men" they would have their own breed of warriors, shamans, etc... they could climb on the mountains (as others could not, atleeast not without a new skill know as "mountain climbing") this could totally change the game and expand the map, as these new "mountain men" would have their own technical "world" seeing as they just ventured past the mountains and found life so they would have certain items only attainable up in the mountains, like ice, which could act as an "anti" wound where it heals you 1 hp every 3 turns or so and would melt after several days. this could also open up an entirely new class, know as:<br />
<br />
trader, they can be played from any view point, mountain trader, native trader, etc... and they would start out with several items (maybe gold too) and they would be like shamans, when you attack them it says "they skillfully dodge you" but instead of never hitting, chances are just extremely low, traders could not attack other players unless they are defending (ie, someone attacks them first) they would have their own skill tree that would include:<br />
<br />
+Mountain Climbing<br />
+Veteran Climber (uses only 1 AP traversing mountains)<br />
<br />
+Camper (can make wooden huts, but for 60 AP and several required items, huts can be perishable, or collapsable, maybe even just one hut per trader that can be moved)<br />
<br />
+Salesman (can set up shop and act like the trading post NPCS)<br />
+Bargain Hunter (better chance of finding things, maybe 25%)<br />
<br />
all traders (could) start out with al knowledge, as in, outsider knowledge, native, etc... thus letting them communicate better)<br />
<br />
traders would be seen differently, as in, they could be yellow, where mountain men would be brown.<br />
<br />
Items would follow (my ideas):<br />
<br />
Club: like machete, can cut through trees and has 20% chance to hit<br />
Rock: easiest projectile, acts like blowpipe, single use, button added "find rock" in-game<br />
Rope: can tie people up until they spend 10AP getting out<br />
Log: acts like greatsword, dealing 8 damage (geez, what, a log swung at you wont do big damage?)<br />
<br />
<br />
CAVES: could also be implemented, they would act like huts, can only be carved on with a machete or club (as in, a man beats a meessage into the soft rock.. i dont know how though...)<br />
GREAT CAVE: would act like an exclusive mountain man power-up, it is basically a great hall, when searching, there is a 20% better chance of finding food and rocks, also where shaman is, and trading post.<br />
<br />
MOUNTAIN TOP: several of these would be implemented, once at the top, players could see the island, getting to the top would be like entering a hut, except it would look like this<br />
<br />
<br />
(down) (empty spot) (up) <br />
<br />
moving onto a down, or up, would move players up or down a floor, mountains would usually be 10-15 floors, sometimes "creatures" could be found, heres my "creature" list:<br />
<br />
Bat, 1dmg 8hp (basically, a mountain parrot)<br />
Dire Wolf, 4dmg 25hp (a strong tiger)<br />
Gremlins, 5 dmg 50hp (they are like, disgruntled mountain people)<br />
<br />
other creatures could be added.<br />
once at the top of the mountain, players could see the island in DETAIL, as in, the island would be viewed in blocks, like urbandead, except players could be seen, no names, justthe number of people.<br />
<br />
suggestions would be appreciated<br />
<br />
'''Comments:'''<br />
*Honestly... I don't like it. I don't mean to be rude or harsh. I can see that you've put a lot of work into this. Still, it seems like it would be a lot of work for poor Simon with very little gain. I mean, what ''really'' distinguishes them from the natives and outsiders? They go up mountains? They get a special and highly complex area of the map only available to them? Again... I don't like it.--[[User:Wifey|Wifey]] 06:49, 28 March 2006 (BST)<br />
----<br />
<br />
===Mysterious Beings===<br />
<br />
Ok, so, in several survivor movies, there are aliens on the island, (thinking of lord of the flies) and sometimes the aliens just turn out to be people or sumtin, anyway, aliens could decieve players by disguising themselves as either outsiders, or natives, a button could be placed that would function like an attack button:<br />
Disguise:| outsider| native| Mountain Man|<br />
and etc. if a disguised alien is killed, the player recieves a small exp bonus, as they just killed someone acting fishy and saved their village etc...<br />
<br />
:I can already see the rampant spying and problems this would cause. Why would anyone want to play as just an Outsider or Native anymore? These super beings would enjoy all the benefits of both without any of the drawbacks. Anyways, I doubt Shartak will ever support extraterrestrial life. --[[User:One of many doctors|One of many doctors]] 16:45, 8 April 2006 (BST)<br />
----<br />
<br />
===Ghosts===<br />
<br />
when ghosts die they should have the option of going to the "necropolis" which would be where there are no plants or trees, and special "ghostly" items could be found. if one so unlucky outsider or native were to step into the "necropolis" they could be:| A. turned instantly into a ghost because of miasmas in the air| B. able to be attacked by ghosts, but not attack back| have something unlucky happen, like an item is taken away at random, or 25 hp is taken away|<br />
the necropolis could also have a "ghost" trader that would act like a normal trader, but would have items for cheap. now, when i say "cheap" i mean at the cost of no items, bear with me now, items in necropolis would not cost items, yet cost EXPERIENCE to "buy" from the trader, thus balancing the "necropolis"<br />
several abilities could be introduced making entirely new classes for ghosts:|<br />
* '''ghostly charm''' ghosts cannot be seen by outsiders unless attacking<br />
** '''ghostly weaponry''' allows ghosts to hurt the living, but can also be attacked.<br />
<br />
* '''ghost bag''' allows ghosts to search and find items like normal players<br />
** '''ghost hands''' allows ghosts to use items<br />
<br />
* '''ghost glyphs''' allows ghosts to "bless" players and ghosts (as ghosts will be MUCH weaker than players, like, only 15-25 hp)<br />
** '''ghostly whisper''' blesses a LIVING player and allows them to funtion as a ghost for 50AP per blessing<br />
** '''angry aura''' +1 attack strength, -5% to hit lasts 50AP (blessing)<br />
*** '''sad aura''' -2 attack strengh (no negatives) +40% to hit, lasts 50AP(blessing)<br />
** '''disipated aura''' can move like a ghost, 1AP for every move, lasts 50AP(blessing)<br />
*** '''observant aura''' can explore squares around location without visiting them, 50AP(blessing)<br />
**** '''godly aura''' +2 attack strength +30% to hit, lasts 100AP,(blessing)<br />
<br />
godly aura requires atleast 3 blessings to be bought.<br />
special weapons that are available only to ghosts with "ghost hands" and arent shown in inventory if revived, but are still there:|<br />
ghost sword same stats as machete, except +10% to hit<br />
ghostly fluid: acts like first aid kit<br />
sacrificial ectoplasm: acts like poisonous berries|<br />
<br />
the entire ghost tree (aside from blessings) will look like this:|<br />
*'''living knowledge''' (acts like outsider knowledge and native<br />
**'''ghostly Commune''' allows ghosts to talk to humans<br />
*'''ancient knowledge''' +1 to attack damage +10% to hit<br />
**'''ancient plethora of knowledge''' +15% to hit, does stack.<br />
*'''lost and found''' outsiders and natives often lose things, this skill allows ghosts to "search" for items "lost" by them<br />
*'''wraith form''' allows ghosts to be seen but can only talk and move, no other actions<br />
**'''polterghiest form''' uses energy (10-20AP) to swing objects around, 40% chance of hurting everyone in block with 1-2 damage|<br />
|<br />
POLITICS|<br />
|<br />
ghosts can purchase "politics of the gods" as a skill and can run for "office" in the "necropolis" one single ghost will be elected and can demand sacrifices from villages who will have a "pot" in the center of town that players can "donate" items and dead bodies, if the "uber ghost" is not please, said persons can send "plague down on towns" such as 10 elephants rushing in, or the trader and shaman to leave for a short time.|<br />
uber ghosts can also reward villages that "donate" a nice amount by sending prizes and so on to the shamans, anyone in the same block as a shaman will be told:|<br />
"the shaman bows his head and hands you __________ because the village has pleased the gods"|<br />
and so on... ghosts can be impeached by ghosts and villages combined, players go to a shaman and click the button "i dont like our ruler" -or- "i like our ruler" and ghosts do the same while in the "necropolis" <br />
players can only vote once every election and impeachment and ghost political power lasts for 3 months at most. on the last day of said impeachment, any players (regardless of where they are) are shown buttons saying "keep our ruler" or "dont keep our ruler" impeachments can be started if several players (50) complain that the ruler is bad by clicking the button "i dont likee our ruler" at thee shaman or necropolis, these players have already voted if the impeachment starts<br />
<br />
'''Comments:'''<br />
*I'm having a similar reaction to this as I did to the Mountain Men. You're not proposing a new class; you're proposing a new faction. I see a whole lot of suggestions, all quite complitcated and required to fit together in some intricate network that will ''supposedly'' improve gameplay for everyone. Really, what I see it doing, though, is adding a new faction to a game that has yet to grow into its two-faction system. Ghosts are supposed to be scary and all (and there's a skill that lets you scare people), but now they're attacking people? I think that, if anything, the first new ghost-related thing that should be added is a shaman-only skill for bringing back the dead.--[[User:Wifey|Wifey]] 06:59, 28 March 2006 (BST)<br />
<br />
**I agree that this is far too complicated, but I don't think reviving should be shaman-only. That gives the natives a big fat advantage. It'd be fine if it was open to the Outsiders as well (probably as a scientist skill: Scientists have basically the same skill tree as the Shaman, including the rest of the spirit skills that are already in).<br />
<br />
===Suggestion Name===<br />
{{suggestion|<br />
suggest_type=A Nomad Class|<br />
suggest_scope=To help spice up native relations|<br />
suggest_description=Outsiders Have Pirates to help spice up their game. However Natives have been thrown to the side and are just being Raided on. I think that the Natives need a sub-class to help spice up their game.I think having Nomadic Hunters/Warriors could be just that, they were once a full fledged village but other natives attacked and dwindled their Power. The Nomads from their small camp east of the mountain now hunt game and people with Spears. They still resent the other natives for what they did. .|<br />
suggest_time=23:28, 7 September 2006 (UTC)|<br />
suggest_author=[[User:Michael edwards|Michael edwards]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
<br />
=== Different Pirates===<br />
How about different classes of Pirate, making them a completely separate group from the Outsiders? There would still be Pirate/Outsider relations as there are Native/Outsider relations now, but the Pirates would have a completely new group (one of the features of this is a different text font, like natives are green)<br />
<br />
Name: - Description: Starts with:<br />
------------------------------------------------------------------------------------<br />
Bandit - Exiled natives, who join the pirates at the shipwreck. Machete + Knife<br />
<br />
Bucaneer - Your average rating pirate, a blank slate to be worked on. Cutlass + Rum x3<br />
<br />
Armsman - Battle hardened pirates who've seen many battles. Flintlock/Cutlass + 10gc<br />
<br />
Privateer - Pirates who work for a country, when not proforming piracy. Flintlock/Rifle/Cutlass + Ammo/sharpening stone.<br />
<br />
Privateer class should be more of a cross between soldier and pirate, being able to use a rifle. If the flintlocks suggestion is implemented, then they have flintlock and ammo, if not, then rifle and ammo and if they cant have rifles, then cutlass and stone. <br />
<br />
I think these could realy separate the pirates from the other classes, giving them a more diverse feel. i'm not as much of a pirate player as i was when i first wrote this suggestion, but i still think that the island would be more even between the powers (eg, privateers are more likely to drift into outsider towns and bandits into native ones, while the others are more likely to be wreck-dwelling.) and the flintlocks suggestion! i'd like to see some more suggestions for it people! [[User:Rozen|Rozen]]<br />
<br />
{{profile|4862|Rozen}}<br />
<br />
Suggestions please!<br />
----<br />
How about Armsman starting with Flintlock and Bullets and a Privateer class? [[User:Darkferret|Darkferret]] 20:37, 27 November 2006 (UTC)<br />
<br />
Sorry i was an age replying, i didn't check back here until now, and i was actualy coming to delete the suggestion. I'll make a privateer class, and revise some of the things, and try to make it look more like a table, but i suck at wiki programing so it'll just be dashes unless Che saves my ass again. and the flintlocks suggestion hasn't been aproved, but i'll still put it in. thanks for the feedback! [User:Rozen|Rozen]]<br />
----<br />
<br />
===Medic/Witch Doctor===<br />
{{suggestion|<br />
suggest_type=Medical class|<br />
suggest_scope=Healing characters|<br />
suggest_description=With scientists searching the island for all things new and shamans defending their villages from the dead, noone really has the time to really help the injured. Medics and Witch Doctors have the skills needed to effectively restore their patients health. Starting with 50HP and a FAK/herb they can learn to make FAKs/herbs and use less AP collecting supplies and healing. I don't think it would be practical to the game, but a zombie skill would make it really fun.--[[User:Darkferret|Darkferret]] 01:31, 21 September 2006 (UTC)|<br />
suggest_time=01:31, 21 September 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Scientists are now serving as the Outsiders' medics. I would be interested in seeing natives get a healer class, and in seeing Outsiders get an anti-spirit class, though. Maybe medicine-man and priest? Incidentally, the FAK production skill has already been suggested (which isn't to say that I dislike the idea). [[User:Black Joe|Black Joe]]<br />
:I suggested that scientists should be the antispirit class with the Camera suggestion. Advanced triage and Emergency first aid are not out of place for a scientist, but scientists are really supposed to be more investigative than healing. Medics may share these skills with scientists, making them similar, but they would have a few more medical skills while scientist have more scientific skills. These extra skills don't have to be exactly the same as the ones I suggested. [[User:Darkferret|Darkferret]] 13:58, 22 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hunter===<br />
<br />
Alright, well, I think the natives should have a class devoted to hunting animals. They would start out with a poison blowdart gun, and a knife. The class would have a special skill tree specially for hunting animals, and here it goes....<br />
<br />
Snipe- Be able to shoot an animal from a square away. Must be using either a blowdart gun or a rifle to be able to do this. Consumes 2 AP. <br />
<br />
Camoflage- Be able to use the enviroment to be able to hide yourself. 1/2 a chance that the animal you are attacking will not be able to see you/attack you. <br />
<br />
Maim- The ability to cripple or critically injure an animal. 20 percent chance that the animal will have the status 'Blood loss.' Can only be inflicted with a machete, knife, dagger, or heavy sword. Perhaps a rifle.<br />
<br />
Animal call- Use a special animal call to lure animals. Affects a certain amount of squares, and works only on cetain animals. (I doubt a squid could be called.)<br />
<br />
Dart manafacturing- With this skill, a hunter could spend maybe....5 AP to make a poison dart. This would be great because the hunter would be using the blowdart gun a lot, and it'd put more use to the blowdart gun. <br />
<br />
Aim for vitals- 40% chance to inflict bonus on an animal, if using a ranged weapon. <br />
<br />
(Yes, I know this sucks. I would just really love to see a class like this for the natives, and there would need to be a class for the outsider's, like the hunter. Comments?)<br />
<br />
---------<br />
We need to wikify this, but i couldn't even do it to my own suggestion. I think that this is essentialy a good idea, I love the dart manufacture thingy but Aim for Vitals seems a little extreme, but I dont think the outsiders need a class for the hunter. If you look at the game stats you'll see that the number of outsiders to natives is very off balance. I think this would encourage more people to be natives. [[User:Rozen|Rozen]]<br />
<br />
--------------<br />
<br />
I was thinking about suggesting an inventor class for the outsiders. -Keiichi<br />
<br />
<br />
----<br />
<br />
<br />
===Settler/Villager Expansion===<br />
{{suggestion|<br />
suggest_type=Class Enhancement|<br />
suggest_scope=Settlers and Villagers|<br />
suggest_description=<br />
<br />
Currently the Settler/Villager class has little flavor, other than foraging. Logically, the settler/villager should be a very numerous group on this island. The Outsiders have come to colonize, and the Natives have managed to survive here. So, how do we encourage players to run settlers/villagers? By giving them abilities no one else has access to, abilities that focus on what settler/villagers do in most cultures: the simple basic work of extractive industry (farming, fishing, etc), business, personal service and construction. <br />
<br />
I propose that a new skill tree open up available only to settler/villagers. It will be the same for both Outsiders and Natives. Many of the skills here have appeared previously on the suggestions page; I have just combined and refined them. <br />
<br />
Pirates do not currently have an analog to settler/villager. They are here to rape, burn, pillage and leave, not to build a farm and a town.<br />
<br />
:(An essential part of the class is a new item called "'''Work Tools'''", a blanket term used to describe such things as saws, nails, hoes, shovels, brooms, seeds, mortar, cookpots and the like. These can be found in Simon created villages with a 5% search. They have the same chance of breaking as a machete, representing that they have been used up. No settler/villager skill can be used without them.)<br />
<br />
'''...Settler/Villager Only Skills'''<br />
:'''Pioneer''' - This villager/settler gains additional XP by clearing the land. When XP is awarded for chopping jungle, the bonus is 2 XP instead of 1XP.<br />
::'''Clear the Land''' - This villager/settler can convert jungle land at density 0 to a new terrain called "Cleared Land", so that jungle does not regrow there. The effect lasts for 7 days (ie 7 resets of the server). Repeated uses of this skill resets the date. No natural items (herbs, mangoes, etc) can be foraged on this land during that period, except as provided by further use of settler/villager skills. Use of this skill costs a single 10 AP action and consumes a set of Work Tools. The description of the area is changed to something like, "Someone has cleared and leveled this land. There are few weeds and rocks."<br />
:::'''Sow the Field''' - On cleared land, this villager/settler can plant crops. This costs 5 AP and consumes one set of Work Tools. There is a base 10% chance of a plant springing up the next time the server resets. There are equal odds of it being a banana tree, a mango tree, a berry bush, a plot of herbs or a bush of poisonous berries. If the planting is successful, anyone in the square has a 10% chance of finding a fruit, herb or berry of the appropriate sort. If the planting fails, the decriptor appears: "Here lies a fallow field, full of nasty weeds and hungry insect pests." For search purposes, it is now grassland. <br />
::::'''Green Thumb''' - Instead of a 10% chance of a successful use of Sow the Field, this villager/settler has a 20% chance of a plant appearing.<br />
::::'''Reap the Harvest''' - This settler/villager search percentage for planted trees, etc, increases to 20%. <br />
:'''Fishing''' - This villager has double the chance of finding a crab on a beach, and a 5% chance of finding a fish in water, either fresh or salt. Mechanically, fish are the same as a mango or banana.<br />
:'''Trader''' - This settler/ villager works as a merchant, selling items on the open market. They may transfer items directly from their inventory to the inventory of others. This transfer cannot occur between characters with the same IP address, the number of transfers is limited to five per day per IP address, and costs 1 AP. Payment for this item (gold, a heal, whatever) may be arranged through roleplaying. If the receiving character does not have room in their inventory for the item, the AP is lost, but the item safely remains with the merchant.<br />
:'''Man Friday''' - Some servants might be a cook, a butler, a tailor or even a common prostitute, but whatever they are the services they provide (good food, a clean hut, mended clothes or, ahem, comfort) make life more comfortable for the upper classes or tribal chiefs. At the cost of 5 AP and a set of Work Tools, which are consumed, they may give another character 3 AP. This transfer cannot occur between characters with the same IP address. If this transfer raises the receiver above their maximum AP, the AP are simply lost.<br />
:'''Construction''' - On land already cleared using Clear the Land, this settler/villager can build a hut. This hut costs 25 AP and consumes a set of Work Tools. It may be entered just like any hut in the established towns. However, when the Jungle reasserts itself, ending Clear the Land, the hut collapses, dumping its inhabitants outside. A hut cannot exist on the same square as a tree, berry bush or any other item. As usual, a sign can be hung from the door. A hut cannot be built on beach or mountain. If built in a swamp or grassland, it is not susceptible to collapse from the jungle reasserting itself and will exist until purposefully destroyed.<br />
<del>::'''Build Wall''' - The settler/villager can build a heavy barricade. This costs 50 AP and consumes two sets of work tools, but effectively converts Cleared Land to a Wall, mechanically identical to impassable Mountain. The Cleared Land on which it is built will not revert back to jungle on it's own. Rather, Demolition must be used to turn it into Jungle density 0, with the description: "A large pile of rubble is strewn about the ground" remaining until the server has reset twice.</del><br />
:'''Fire Pit''' - The settler/villager spends 5 AP and expends a set of work tools building a large bonfire on Cleared Land that does not contain anything else, such as huts, trees, walls, etc. Any PC can sit next to the fire for warmth. No animal may enter a square with a fire. The fire has a 10% chance of burning out each hour, and burns out automatically when the server resets. A message appears within ten squares: "A fire burns nearby." <br />
'''...Available to All Classes'''<br />
::::...but especially beloved of right jolly pirates! Yargh!<br />
:'''Demolition''' - The character can demolish existing buildings and walls. Use of this skill costs 25 AP and consumes a set of Work Tools. When used, the character has a 50% chance of destroying a hut or a section of wall. A message will alert anyone present that "Character X has burnt the hut to the ground! Nothing remains but a few nails and smoking embers." If the attempt failed the message would read: "Character X is attempting to destroy this hut. He managed to pry loose one piece of decorative woodwork and kick a soffit, ineffectively." Either of these messages are visible to anyone in the same square, inside or out. Structures built by Simon are unaffected.<br />
:'''Burn the Fields''' - A farm field can be ruined by a a character using this skill. This will be necessary, on occasion, to get rid of poisonous berry bushes. This costs 10 AP and consumes a set of work tools. It returns the field to Jungle at density 0, undoing the effects of Clear the Land. A message will alert anyone present that "Character X has burnt the fields and destroyed the crops!"<br />
<br />
|<br />
suggest_time=17:18, 20 December 2006 (UTC)|<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here, please:<br />
:I, and it seems several other people on the suggestions page, would like the opportunity to actually build something on this island. Currently the game is setup like Doom. With these additions, it will gain the ability to be played like an interactive SimCity, without losing the combat aspects. I don't think there is a danger of the island being overrun and essentially paving paradise to build a parking lot, since the new settlements require constant maintenance to prevent the jungle from re-asserting itself. (Besides, what does Haiti look like today?) Also, it will encourage movement around the island, as settlers/villagers need to return to established villages on occasion to search for Work Tools or for a revive. --[[User:Nosimplehiway|Nosimplehiway]] 17:18, 20 December 2006 (UTC) <br />
<br />
I think there's a lot here and would be a load to program and a big weight on the server. It seems to be a massive adaptation to the mechanics of the game too, compared to a lot of the other suggestions like new weapons or FAK edits [[User:Rozen|Rozen]]<br />
::You're right, it is a lot, but doesn't need to be implemented all at once to be effective. In fact, it would probably be more effective to sort of trickle it into the game, skill by skill. Each time folks seem to be getting bored, and user hits are down, introduce a new one.<br />
<br />
::Server load I know almost nothing about, except that currently terrain is managed (I think) using the RNG. There is a certain chance each day that jungle density will increase. Is this condition "rolled" and instituted daily? Cleared land on the other hand doesn't need to be dynamically managed all the time. If it is not maintained by a player and no one interacts with it, it reverts to Jungle 0 in seven server resets. A tree is really just a tag that says "When a player is in coordinates (xx.xxx, yy.yyy) change their screen to provide a button. If the player selects this button there is X% chance of adding a particular item to their inventory list." I suppose you could simple up farming by changing it from a permanent tree givignt he same fruit all the time to a new terrain type called orchard or farm field, with a high chance of finding fruit, berries or herbs of a random type each time. Having more huts to enter is probably the biggest server hog, but then certain other games involving highly intelligent zombies (ahem) have a truly vast number of interior spaces. Oh, also, I intentionally had the building and demolition skills operate on a high AP, high chance single action instead of a HP system to save server load.<br />
<br />
::As far as programming issues, maybe yes, maybe no. I consciously designed it so most of the skills either are changes in degree, rather than type, such as Pioneer, or they are player driven ways to introduce objects which already exist, albeit with new names. Most of the objects are just adaptations of existing objects: a fish is a mango found in water, work tools use the same basic mechanic as a knife (it is a necessary item before an action is available) and most changes are actually just allowing players to place objects which Simon already has and places himself (huts, fruit trees, terrain editing). Trader and Man Friday transfer points from one character record to another, a straight forward mathematical formula similar to using a FAK. The only thing that seems as if it would need an altogether new template would be Fire Pit, which requires a new, slowly expendable item and limiting the range of NPCs. Are there any slowly expendable items in the game? I suppose a low jungle density behaves like that, in a programming sense. Limiting an animal's range is already done. Ever see a monkey in the ocean, or a shark in the middle of Wiksik?<br />
:::LOL - not sure about monkeys in the ocean, but there's apparently a giant squid in the jungle! -- [[User:Simon|Simon]] 19:59, 21 December 2006 (UTC)<br />
::::Mmmm, Calamari.--[[User:Nosimplehiway|Nosimplehiway]] 17:28, 22 December 2006 (UTC)<br />
<br />
::No, I think the main fear expressed over building on the suggestions page has not been programming difficulty or server load, but the chance of the island getting overrun with development which never goes away. I doubt that will be a problem since the jungle reasserts itself after 7 days of no upkeep and, especially, since pirates and others can take Demolition and Burn the Fields. This does change the game, from one of jungle exploration to one of building settlements and fighting over teritory. But then, how exciting is it to say, "Look, I have discovered a block of dark green jungle I have never seen before, just like the last 100 blocks of jungle"? The temple complex and caves can only stay fresh for so long, and require constant work on Simon's part to upgrade. These suggestions are a sort of delegating on Simon's part. They will ensure that the map is always shifting, always changing, always providing new things to look at, interact with and do. Heck, with these changes even Simon can explore the island and be surprised.<br />
<br />
::Gertrude Stein once famously wrote that the problem with Oakland is that "there is no there there". On Shartak, I want there to always be a there there. --[[User:Nosimplehiway|Nosimplehiway]] 16:15, 21 December 2006 (UTC)<br />
<br />
Well then...if the server can hold it without me having to download a package (not that i dont trust Simon not to pollute me with viruses) then i can see no real problem. you'd get bunches of people going around burning huts anyway (HKers) so the jungle wouldn't realy need to assert itself much. BUT what about walls? impasable seems implausable, but i cant think of anything better. [[User:Rozen|Rozen]]<br />
:I struggled with walls, I did, and there is a logical flaw with walls. And it's a biggie. Early colonial settlements and many tribal societies made use of walled barricades and fortresses, so I wanted to include them. The most realistic way to represent them would probably be through a hit point system, similar mechanically to chopping the jungles, except that it would be impassable until at 0 and not regenerate on it's own. I used the mountain as a sort of placeholder to suggest the existing mechanic closer to what I was looking for (an object with a binary, rather than linear condition).<br />
<br />
:Today, though, I realized the problem with the whole wall thing: "how do you Demolish something you can't touch?" (An impassable wall can't be stood upon to be attacked, and the game does not currently support interacting with objects outside of the square occupied.) Possibly the wall simply falls down after a certain number of days, requiring constant maintenance, leaving Jungle 0 behind? Maybe implement some wallbusting object (a cannon? siege engine?) or skill (Wall-icide?) that allows a charatcer to enter the square and thereby destroy the wall, similar to how entering Jungle 10 with a machete automatically reduces it to density 9? Maybe the act of trying to enter the wall reduces it's strength (like jungle density) and eventually causes destruction. This one is a stumper for me, frankly, and walls may have to go.<br />
<br />
:But that's the thing with my suggestion, because it is really a compilation and distillation of several other suggestions, it can be implemented piecemeal and work fine. The only things really dependent on one another are the opposed skills of Construction and Demolition, and the agricultural skills and Burn the Fields. Implemementing the former without the latter would quickly have Shartak looking like a vast shanty town or the corn fields of Iowa. --[[User:Nosimplehiway|Nosimplehiway]] 17:28, 22 December 2006 (UTC)<br />
<br />
Well, if the ability to build things is implemented I really think it should be available to all classes at least to some degree. I am a soldier and would like to be able to set myself a small hut in the jungle where I could maintain land. I think i'm not theo nly one that would like to see construction and be diosappointed to see it limited to a single class. --[[User:Dracul|Dracul]]<br />
<br />
If this was implemented the only people who ''aren't'' settelers and villagers would be A: people who joined before this update, and B: idiot newbs who didn't actually notice this. Everyone who knew about this when they joined would be settler/villager. That's 10-11 skills available ONLY TO THEM. warrior and soldier, for instance, now have 6-7 different skills and all but 0-1 of those are almost the same. --[[User:AlexanderRM|AlexanderRM]] 20:49, 22 June 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Swordsman===<br />
{{suggestion|<br />
suggest_type=Class|<br />
suggest_scope=Outsiders (not pirates)|<br />
suggest_description= New outsider Class that has the following Skill Tree: <br />
<br />
'''Fencing:''' +10% to hit with sword weapon (not other weapons, including machete and cutlass)<br />
*'''Expert fencing/Riposte:''' Doubles the percentage of Balanced Stance making it 30%<br />
*'''Grace:''' Halves chances of breakage with swords<br />
*'''Parry:''' Reduces opponent's chance to hit with a melee weapon by 5%. Ranged weapons are unaffected.<br />
|<br />
suggest_time=21:13, 18 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
eh yeah, but is it all that diffrent than the Soldier? It'd be better to add these onto the soldier's skill tree than make a whole new class. -[[User:Che|Che, slayer of Arminius.]] 13:37, 23 February 2007 (UTC)<br />
:'''Re:''' That would make the soldier way too powerful. They already have nasty rifle skills, they don't need to power up their melee as well. --[[User:Odysseus|Odysseus]] 21:04, 23 February 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
=== Policy Discussion ===<br />
{{suggestion|<br />
suggest_type=Discussion of policy|<br />
suggest_scope=Suggestions page|<br />
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|<br />
suggest_time=13:07, 3 March 2007 (UTC)|<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!<br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Suggestions:Classes&diff=14833Suggestions:Classes2007-06-22T20:30:09Z<p>AlexanderRM: /* Animal */</p>
<hr />
<div>{{Suggestions header|page_type=Class}}<br />
<br />
==Classes==<br />
<br />
=== Priest ===<br />
Starts off with a "Holy Scripture" and the "Religious Devotion Skill". --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
:None of the other classes start with a skill. I think they should just have access to the skill, and maybe stuff like scientists don't (I'm not saying all scientists are unreligious, just that there probably aren't any THAT religious!). [[User:MorkaisChosen|MorkaisChosen]] 11:06, 17 February 2006 (GMT)<br />
<br />
: "Missionary" might be a better term, I think, than priest. It carries a better message for the whole colonial thing. I like the idea of having religious figures in the game. Makes it a tad more realistic.--[[User:Wifey|Wifey]] 06:40, 28 March 2006 (BST)<br />
<br />
: The Missionary / Priest would be a better counter class to the Shaman, which are the religious type of the Natives, rather than the technological. In addition, A better counter class to the scientist would also have to be made. Perhaps spy? As in the Native spy had been spying on / stealing technology from the scientists?--[[User:Zydd Soral|Zydd Soral]] 17:02 25 July 2006<br />
----<br />
<br />
=== Scientist (Rename) ===<br />
{{suggestion|<br />
suggest_type=Class, rename|<br />
suggest_scope=Scientist|<br />
suggest_description=This is a suggestion to change the name of the Scientist class to Professor. From Tarzan to Gilligan's Island, the science-type in has been regarded as Professor rather than Scientist.|<br />
suggest_time=21:48, 23 February 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I like! --[[User:One of many doctors|One of many doctors]] 03:38, 1 March 2006 (GMT)<br />
<br />
*I don't. If someone wants to roleplay as a scholarly Prof, more power to them. As it is, the term "Scientist" suggests a broader archetype, inviting players to make of their character what they will. which I favor. --[[User:Jackel|Jackel]] 23:56, 3 March 2006 (GMT)<br />
<br />
*I thought would be closer to anthropologists as, well those are the scientists who explore the jungle. I don't think there would be many astrophysicists or chemists(maybe a few chemists but they wouldn't be with the exploring group-they would come after). You might see one or two medical doctors, but all anthropologists who go into the field have first-aid training(and they don't bring medical doctors when working in hostile landscapes). On top of that the term anthropologist has so many subdisciplines that it is almost as broad as saying scientists. --[[User:Daylan|Daylan]] 00:36, 7 March 2006 (GMT)<br />
<br />
*I vote we change the name to doctor because it would be more historically accurate given the chronological context of the game, as most merchant/exploration vessels had doctors, and the majority of doctors during the era where highly educated, trained and scientific. --[[User:A for anarchy|A for anarchy]] 00:42, 23 July 2006 (UTC)<br />
:*With the recent skill changes for scientists, it certainly makes sense for them to be renamed doctors. [[User:Arminius|Arminius]] 00:21, 27 August 2006 (UTC)<br />
<br />
*The broadest term I can think of for this is Academic. That covers doctors, scientists, professors, priests, artists, missionaries, whatever. In the early colonial era, pretty much if it can read, it's an Academic. --[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:19, 28 November 2006 (UTC)<br />
<br />
*'''Oppose'''. "Doctor" suggests that the character does nothing but heal while "scientist" suggests that a player's options are more open (as they are). The new name would be a constraint (if only an artificial one) on a scientist's play style. Classes should be different, in my opinion, but they should not be narrow. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:37, 27 August 2006 (UTC)<br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Animal ===<br />
It would be interesting to play as an animal. They wouldn't be able to use some items or learn certain skills, but they could smell the trails of humans and other animals. Some could eat vegetation, an action similar to choping, and restore HP. --[[User:Darkferret|Darkferret]] 18:24, 4 March 2006 (GMT)<br />
<br />
''Comments''<br />
:(Obligatory thinly-disguised anti-griefing suggestion) I'd expect that a playable animal would never be able to see humans' names. --[[User:Berry|Berry]] 12:38, 7 March 2006 (GMT)<br />
:How would the existing human skill '''Animal Affinity''' affect playable animals? --[[User:Berry|Berry]] 12:38, 7 March 2006 (GMT)<br />
::''You go to attack Dr. J but he scratches you under your chin so you decide not to''<br />
:::Haha, okay, I guess that's sorted after all :) --[[User:Berry|Berry]] 14:26, 7 March 2006 (GMT)<br />
::::I actually don't think this would be very fun. Animals couldn't use ANY items (ok, maybe monkeys could use the GPS ;), communicate with anyone other than others of their kind (except for out-of-game), couldn't "level" unless whole new sets of skills for each animal class were created and tested. They would essentially exist to eat, and avoid being eaten; not unlike real animals, but not very fun compared to the other classes.--[[User:Jackel|Jackel]] 19:17, 8 March 2006 (GMT)<br />
:::::Not very fun? Elephants would be the only characters capable of swinging trees for great damage, monkeys get to swing in trees to avoid attacks and better chances of plucking fruit from the trees, crocs get drowning capability, parrots get all the talking capabilities plus faster movements, tigers get uber-stealth plus throat-bite, wild boars have charging damage, and the deer get to prance about looking pretty. But yeah, would require a lot of new sets of skills. Maybe polymorph should be a skill. --[[User:Frisco|Frisco]] 03:44, 10 March 2006 (GMT)<br />
:The general idea of playing a sentient animal strikes me as a little too silly.--[[User:Wifey|Wifey]] 07:01, 28 March 2006 (BST)<br />
:: Make "Shark" a playable race and let it dive under the water, and NPC animals would never attack an animal of their kind unless attacked (though sharks, tigers, crogodiles and so on might). Maybe animals would not be a starting class but an "animal form" skill could be added which gives you the ability to chose one type of animal (choices would be by class, for instance the warrior could chose from tiger, crocodile, and shark) and outsiders could buy it only if they have native knowledge. It would actually be multiple skills, "animal form", "second animal form", and possibly "third animal form". outsiders could not buy the last animal form skill. --[[User:AlexanderRM|AlexanderRM]] 20:30, 22 June 2007 (UTC)<br />
----<br />
<br />
=== Native Pirate ===<br />
Natives should have a pirate equivalent. Natives from nearby islands perhaps? They would have canoes in the water like the pirate ship but they would be more like huts as there would be more than one of them with less stuff in each. Native pirates would have 65 HP and start with a fish and a spear.--[[User:Darkferret|Darkferret]] 04:19, 1 April 2006 (BST)<br />
:Not every Outsider class has to have a Native equivalent nad vice versa<br />
----<br />
<br />
=== Mountain Men ===<br />
<br />
i dont know if there are any mountains in the game, as i havent played for long, but there should be a new group of units known as the "mountains men" they would have their own breed of warriors, shamans, etc... they could climb on the mountains (as others could not, atleeast not without a new skill know as "mountain climbing") this could totally change the game and expand the map, as these new "mountain men" would have their own technical "world" seeing as they just ventured past the mountains and found life so they would have certain items only attainable up in the mountains, like ice, which could act as an "anti" wound where it heals you 1 hp every 3 turns or so and would melt after several days. this could also open up an entirely new class, know as:<br />
<br />
trader, they can be played from any view point, mountain trader, native trader, etc... and they would start out with several items (maybe gold too) and they would be like shamans, when you attack them it says "they skillfully dodge you" but instead of never hitting, chances are just extremely low, traders could not attack other players unless they are defending (ie, someone attacks them first) they would have their own skill tree that would include:<br />
<br />
+Mountain Climbing<br />
+Veteran Climber (uses only 1 AP traversing mountains)<br />
<br />
+Camper (can make wooden huts, but for 60 AP and several required items, huts can be perishable, or collapsable, maybe even just one hut per trader that can be moved)<br />
<br />
+Salesman (can set up shop and act like the trading post NPCS)<br />
+Bargain Hunter (better chance of finding things, maybe 25%)<br />
<br />
all traders (could) start out with al knowledge, as in, outsider knowledge, native, etc... thus letting them communicate better)<br />
<br />
traders would be seen differently, as in, they could be yellow, where mountain men would be brown.<br />
<br />
Items would follow (my ideas):<br />
<br />
Club: like machete, can cut through trees and has 20% chance to hit<br />
Rock: easiest projectile, acts like blowpipe, single use, button added "find rock" in-game<br />
Rope: can tie people up until they spend 10AP getting out<br />
Log: acts like greatsword, dealing 8 damage (geez, what, a log swung at you wont do big damage?)<br />
<br />
<br />
CAVES: could also be implemented, they would act like huts, can only be carved on with a machete or club (as in, a man beats a meessage into the soft rock.. i dont know how though...)<br />
GREAT CAVE: would act like an exclusive mountain man power-up, it is basically a great hall, when searching, there is a 20% better chance of finding food and rocks, also where shaman is, and trading post.<br />
<br />
MOUNTAIN TOP: several of these would be implemented, once at the top, players could see the island, getting to the top would be like entering a hut, except it would look like this<br />
<br />
<br />
(down) (empty spot) (up) <br />
<br />
moving onto a down, or up, would move players up or down a floor, mountains would usually be 10-15 floors, sometimes "creatures" could be found, heres my "creature" list:<br />
<br />
Bat, 1dmg 8hp (basically, a mountain parrot)<br />
Dire Wolf, 4dmg 25hp (a strong tiger)<br />
Gremlins, 5 dmg 50hp (they are like, disgruntled mountain people)<br />
<br />
other creatures could be added.<br />
once at the top of the mountain, players could see the island in DETAIL, as in, the island would be viewed in blocks, like urbandead, except players could be seen, no names, justthe number of people.<br />
<br />
suggestions would be appreciated<br />
<br />
'''Comments:'''<br />
*Honestly... I don't like it. I don't mean to be rude or harsh. I can see that you've put a lot of work into this. Still, it seems like it would be a lot of work for poor Simon with very little gain. I mean, what ''really'' distinguishes them from the natives and outsiders? They go up mountains? They get a special and highly complex area of the map only available to them? Again... I don't like it.--[[User:Wifey|Wifey]] 06:49, 28 March 2006 (BST)<br />
----<br />
<br />
===Mysterious Beings===<br />
<br />
Ok, so, in several survivor movies, there are aliens on the island, (thinking of lord of the flies) and sometimes the aliens just turn out to be people or sumtin, anyway, aliens could decieve players by disguising themselves as either outsiders, or natives, a button could be placed that would function like an attack button:<br />
Disguise:| outsider| native| Mountain Man|<br />
and etc. if a disguised alien is killed, the player recieves a small exp bonus, as they just killed someone acting fishy and saved their village etc...<br />
<br />
:I can already see the rampant spying and problems this would cause. Why would anyone want to play as just an Outsider or Native anymore? These super beings would enjoy all the benefits of both without any of the drawbacks. Anyways, I doubt Shartak will ever support extraterrestrial life. --[[User:One of many doctors|One of many doctors]] 16:45, 8 April 2006 (BST)<br />
----<br />
<br />
===Ghosts===<br />
<br />
when ghosts die they should have the option of going to the "necropolis" which would be where there are no plants or trees, and special "ghostly" items could be found. if one so unlucky outsider or native were to step into the "necropolis" they could be:| A. turned instantly into a ghost because of miasmas in the air| B. able to be attacked by ghosts, but not attack back| have something unlucky happen, like an item is taken away at random, or 25 hp is taken away|<br />
the necropolis could also have a "ghost" trader that would act like a normal trader, but would have items for cheap. now, when i say "cheap" i mean at the cost of no items, bear with me now, items in necropolis would not cost items, yet cost EXPERIENCE to "buy" from the trader, thus balancing the "necropolis"<br />
several abilities could be introduced making entirely new classes for ghosts:|<br />
* '''ghostly charm''' ghosts cannot be seen by outsiders unless attacking<br />
** '''ghostly weaponry''' allows ghosts to hurt the living, but can also be attacked.<br />
<br />
* '''ghost bag''' allows ghosts to search and find items like normal players<br />
** '''ghost hands''' allows ghosts to use items<br />
<br />
* '''ghost glyphs''' allows ghosts to "bless" players and ghosts (as ghosts will be MUCH weaker than players, like, only 15-25 hp)<br />
** '''ghostly whisper''' blesses a LIVING player and allows them to funtion as a ghost for 50AP per blessing<br />
** '''angry aura''' +1 attack strength, -5% to hit lasts 50AP (blessing)<br />
*** '''sad aura''' -2 attack strengh (no negatives) +40% to hit, lasts 50AP(blessing)<br />
** '''disipated aura''' can move like a ghost, 1AP for every move, lasts 50AP(blessing)<br />
*** '''observant aura''' can explore squares around location without visiting them, 50AP(blessing)<br />
**** '''godly aura''' +2 attack strength +30% to hit, lasts 100AP,(blessing)<br />
<br />
godly aura requires atleast 3 blessings to be bought.<br />
special weapons that are available only to ghosts with "ghost hands" and arent shown in inventory if revived, but are still there:|<br />
ghost sword same stats as machete, except +10% to hit<br />
ghostly fluid: acts like first aid kit<br />
sacrificial ectoplasm: acts like poisonous berries|<br />
<br />
the entire ghost tree (aside from blessings) will look like this:|<br />
*'''living knowledge''' (acts like outsider knowledge and native<br />
**'''ghostly Commune''' allows ghosts to talk to humans<br />
*'''ancient knowledge''' +1 to attack damage +10% to hit<br />
**'''ancient plethora of knowledge''' +15% to hit, does stack.<br />
*'''lost and found''' outsiders and natives often lose things, this skill allows ghosts to "search" for items "lost" by them<br />
*'''wraith form''' allows ghosts to be seen but can only talk and move, no other actions<br />
**'''polterghiest form''' uses energy (10-20AP) to swing objects around, 40% chance of hurting everyone in block with 1-2 damage|<br />
|<br />
POLITICS|<br />
|<br />
ghosts can purchase "politics of the gods" as a skill and can run for "office" in the "necropolis" one single ghost will be elected and can demand sacrifices from villages who will have a "pot" in the center of town that players can "donate" items and dead bodies, if the "uber ghost" is not please, said persons can send "plague down on towns" such as 10 elephants rushing in, or the trader and shaman to leave for a short time.|<br />
uber ghosts can also reward villages that "donate" a nice amount by sending prizes and so on to the shamans, anyone in the same block as a shaman will be told:|<br />
"the shaman bows his head and hands you __________ because the village has pleased the gods"|<br />
and so on... ghosts can be impeached by ghosts and villages combined, players go to a shaman and click the button "i dont like our ruler" -or- "i like our ruler" and ghosts do the same while in the "necropolis" <br />
players can only vote once every election and impeachment and ghost political power lasts for 3 months at most. on the last day of said impeachment, any players (regardless of where they are) are shown buttons saying "keep our ruler" or "dont keep our ruler" impeachments can be started if several players (50) complain that the ruler is bad by clicking the button "i dont likee our ruler" at thee shaman or necropolis, these players have already voted if the impeachment starts<br />
<br />
'''Comments:'''<br />
*I'm having a similar reaction to this as I did to the Mountain Men. You're not proposing a new class; you're proposing a new faction. I see a whole lot of suggestions, all quite complitcated and required to fit together in some intricate network that will ''supposedly'' improve gameplay for everyone. Really, what I see it doing, though, is adding a new faction to a game that has yet to grow into its two-faction system. Ghosts are supposed to be scary and all (and there's a skill that lets you scare people), but now they're attacking people? I think that, if anything, the first new ghost-related thing that should be added is a shaman-only skill for bringing back the dead.--[[User:Wifey|Wifey]] 06:59, 28 March 2006 (BST)<br />
<br />
**I agree that this is far too complicated, but I don't think reviving should be shaman-only. That gives the natives a big fat advantage. It'd be fine if it was open to the Outsiders as well (probably as a scientist skill: Scientists have basically the same skill tree as the Shaman, including the rest of the spirit skills that are already in).<br />
<br />
===Suggestion Name===<br />
{{suggestion|<br />
suggest_type=A Nomad Class|<br />
suggest_scope=To help spice up native relations|<br />
suggest_description=Outsiders Have Pirates to help spice up their game. However Natives have been thrown to the side and are just being Raided on. I think that the Natives need a sub-class to help spice up their game.I think having Nomadic Hunters/Warriors could be just that, they were once a full fledged village but other natives attacked and dwindled their Power. The Nomads from their small camp east of the mountain now hunt game and people with Spears. They still resent the other natives for what they did. .|<br />
suggest_time=23:28, 7 September 2006 (UTC)|<br />
suggest_author=[[User:Michael edwards|Michael edwards]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
<br />
=== Different Pirates===<br />
How about different classes of Pirate, making them a completely separate group from the Outsiders? There would still be Pirate/Outsider relations as there are Native/Outsider relations now, but the Pirates would have a completely new group (one of the features of this is a different text font, like natives are green)<br />
<br />
Name: - Description: Starts with:<br />
------------------------------------------------------------------------------------<br />
Bandit - Exiled natives, who join the pirates at the shipwreck. Machete + Knife<br />
<br />
Bucaneer - Your average rating pirate, a blank slate to be worked on. Cutlass + Rum x3<br />
<br />
Armsman - Battle hardened pirates who've seen many battles. Flintlock/Cutlass + 10gc<br />
<br />
Privateer - Pirates who work for a country, when not proforming piracy. Flintlock/Rifle/Cutlass + Ammo/sharpening stone.<br />
<br />
Privateer class should be more of a cross between soldier and pirate, being able to use a rifle. If the flintlocks suggestion is implemented, then they have flintlock and ammo, if not, then rifle and ammo and if they cant have rifles, then cutlass and stone. <br />
<br />
I think these could realy separate the pirates from the other classes, giving them a more diverse feel. i'm not as much of a pirate player as i was when i first wrote this suggestion, but i still think that the island would be more even between the powers (eg, privateers are more likely to drift into outsider towns and bandits into native ones, while the others are more likely to be wreck-dwelling.) and the flintlocks suggestion! i'd like to see some more suggestions for it people! [[User:Rozen|Rozen]]<br />
<br />
{{profile|4862|Rozen}}<br />
<br />
Suggestions please!<br />
----<br />
How about Armsman starting with Flintlock and Bullets and a Privateer class? [[User:Darkferret|Darkferret]] 20:37, 27 November 2006 (UTC)<br />
<br />
Sorry i was an age replying, i didn't check back here until now, and i was actualy coming to delete the suggestion. I'll make a privateer class, and revise some of the things, and try to make it look more like a table, but i suck at wiki programing so it'll just be dashes unless Che saves my ass again. and the flintlocks suggestion hasn't been aproved, but i'll still put it in. thanks for the feedback! [User:Rozen|Rozen]]<br />
----<br />
<br />
===Medic/Witch Doctor===<br />
{{suggestion|<br />
suggest_type=Medical class|<br />
suggest_scope=Healing characters|<br />
suggest_description=With scientists searching the island for all things new and shamans defending their villages from the dead, noone really has the time to really help the injured. Medics and Witch Doctors have the skills needed to effectively restore their patients health. Starting with 50HP and a FAK/herb they can learn to make FAKs/herbs and use less AP collecting supplies and healing. I don't think it would be practical to the game, but a zombie skill would make it really fun.--[[User:Darkferret|Darkferret]] 01:31, 21 September 2006 (UTC)|<br />
suggest_time=01:31, 21 September 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Scientists are now serving as the Outsiders' medics. I would be interested in seeing natives get a healer class, and in seeing Outsiders get an anti-spirit class, though. Maybe medicine-man and priest? Incidentally, the FAK production skill has already been suggested (which isn't to say that I dislike the idea). [[User:Black Joe|Black Joe]]<br />
:I suggested that scientists should be the antispirit class with the Camera suggestion. Advanced triage and Emergency first aid are not out of place for a scientist, but scientists are really supposed to be more investigative than healing. Medics may share these skills with scientists, making them similar, but they would have a few more medical skills while scientist have more scientific skills. These extra skills don't have to be exactly the same as the ones I suggested. [[User:Darkferret|Darkferret]] 13:58, 22 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hunter===<br />
<br />
Alright, well, I think the natives should have a class devoted to hunting animals. They would start out with a poison blowdart gun, and a knife. The class would have a special skill tree specially for hunting animals, and here it goes....<br />
<br />
Snipe- Be able to shoot an animal from a square away. Must be using either a blowdart gun or a rifle to be able to do this. Consumes 2 AP. <br />
<br />
Camoflage- Be able to use the enviroment to be able to hide yourself. 1/2 a chance that the animal you are attacking will not be able to see you/attack you. <br />
<br />
Maim- The ability to cripple or critically injure an animal. 20 percent chance that the animal will have the status 'Blood loss.' Can only be inflicted with a machete, knife, dagger, or heavy sword. Perhaps a rifle.<br />
<br />
Animal call- Use a special animal call to lure animals. Affects a certain amount of squares, and works only on cetain animals. (I doubt a squid could be called.)<br />
<br />
Dart manafacturing- With this skill, a hunter could spend maybe....5 AP to make a poison dart. This would be great because the hunter would be using the blowdart gun a lot, and it'd put more use to the blowdart gun. <br />
<br />
Aim for vitals- 40% chance to inflict bonus on an animal, if using a ranged weapon. <br />
<br />
(Yes, I know this sucks. I would just really love to see a class like this for the natives, and there would need to be a class for the outsider's, like the hunter. Comments?)<br />
<br />
---------<br />
We need to wikify this, but i couldn't even do it to my own suggestion. I think that this is essentialy a good idea, I love the dart manufacture thingy but Aim for Vitals seems a little extreme, but I dont think the outsiders need a class for the hunter. If you look at the game stats you'll see that the number of outsiders to natives is very off balance. I think this would encourage more people to be natives. [[User:Rozen|Rozen]]<br />
<br />
--------------<br />
<br />
I was thinking about suggesting an inventor class for the outsiders. -Keiichi<br />
<br />
<br />
----<br />
<br />
<br />
===Settler/Villager Expansion===<br />
{{suggestion|<br />
suggest_type=Class Enhancement|<br />
suggest_scope=Settlers and Villagers|<br />
suggest_description=<br />
<br />
Currently the Settler/Villager class has little flavor, other than foraging. Logically, the settler/villager should be a very numerous group on this island. The Outsiders have come to colonize, and the Natives have managed to survive here. So, how do we encourage players to run settlers/villagers? By giving them abilities no one else has access to, abilities that focus on what settler/villagers do in most cultures: the simple basic work of extractive industry (farming, fishing, etc), business, personal service and construction. <br />
<br />
I propose that a new skill tree open up available only to settler/villagers. It will be the same for both Outsiders and Natives. Many of the skills here have appeared previously on the suggestions page; I have just combined and refined them. <br />
<br />
Pirates do not currently have an analog to settler/villager. They are here to rape, burn, pillage and leave, not to build a farm and a town.<br />
<br />
:(An essential part of the class is a new item called "'''Work Tools'''", a blanket term used to describe such things as saws, nails, hoes, shovels, brooms, seeds, mortar, cookpots and the like. These can be found in Simon created villages with a 5% search. They have the same chance of breaking as a machete, representing that they have been used up. No settler/villager skill can be used without them.)<br />
<br />
'''...Settler/Villager Only Skills'''<br />
:'''Pioneer''' - This villager/settler gains additional XP by clearing the land. When XP is awarded for chopping jungle, the bonus is 2 XP instead of 1XP.<br />
::'''Clear the Land''' - This villager/settler can convert jungle land at density 0 to a new terrain called "Cleared Land", so that jungle does not regrow there. The effect lasts for 7 days (ie 7 resets of the server). Repeated uses of this skill resets the date. No natural items (herbs, mangoes, etc) can be foraged on this land during that period, except as provided by further use of settler/villager skills. Use of this skill costs a single 10 AP action and consumes a set of Work Tools. The description of the area is changed to something like, "Someone has cleared and leveled this land. There are few weeds and rocks."<br />
:::'''Sow the Field''' - On cleared land, this villager/settler can plant crops. This costs 5 AP and consumes one set of Work Tools. There is a base 10% chance of a plant springing up the next time the server resets. There are equal odds of it being a banana tree, a mango tree, a berry bush, a plot of herbs or a bush of poisonous berries. If the planting is successful, anyone in the square has a 10% chance of finding a fruit, herb or berry of the appropriate sort. If the planting fails, the decriptor appears: "Here lies a fallow field, full of nasty weeds and hungry insect pests." For search purposes, it is now grassland. <br />
::::'''Green Thumb''' - Instead of a 10% chance of a successful use of Sow the Field, this villager/settler has a 20% chance of a plant appearing.<br />
::::'''Reap the Harvest''' - This settler/villager search percentage for planted trees, etc, increases to 20%. <br />
:'''Fishing''' - This villager has double the chance of finding a crab on a beach, and a 5% chance of finding a fish in water, either fresh or salt. Mechanically, fish are the same as a mango or banana.<br />
:'''Trader''' - This settler/ villager works as a merchant, selling items on the open market. They may transfer items directly from their inventory to the inventory of others. This transfer cannot occur between characters with the same IP address, the number of transfers is limited to five per day per IP address, and costs 1 AP. Payment for this item (gold, a heal, whatever) may be arranged through roleplaying. If the receiving character does not have room in their inventory for the item, the AP is lost, but the item safely remains with the merchant.<br />
:'''Man Friday''' - Some servants might be a cook, a butler, a tailor or even a common prostitute, but whatever they are the services they provide (good food, a clean hut, mended clothes or, ahem, comfort) make life more comfortable for the upper classes or tribal chiefs. At the cost of 5 AP and a set of Work Tools, which are consumed, they may give another character 3 AP. This transfer cannot occur between characters with the same IP address. If this transfer raises the receiver above their maximum AP, the AP are simply lost.<br />
:'''Construction''' - On land already cleared using Clear the Land, this settler/villager can build a hut. This hut costs 25 AP and consumes a set of Work Tools. It may be entered just like any hut in the established towns. However, when the Jungle reasserts itself, ending Clear the Land, the hut collapses, dumping its inhabitants outside. A hut cannot exist on the same square as a tree, berry bush or any other item. As usual, a sign can be hung from the door. A hut cannot be built on beach or mountain. If built in a swamp or grassland, it is not susceptible to collapse from the jungle reasserting itself and will exist until purposefully destroyed.<br />
<del>::'''Build Wall''' - The settler/villager can build a heavy barricade. This costs 50 AP and consumes two sets of work tools, but effectively converts Cleared Land to a Wall, mechanically identical to impassable Mountain. The Cleared Land on which it is built will not revert back to jungle on it's own. Rather, Demolition must be used to turn it into Jungle density 0, with the description: "A large pile of rubble is strewn about the ground" remaining until the server has reset twice.</del><br />
:'''Fire Pit''' - The settler/villager spends 5 AP and expends a set of work tools building a large bonfire on Cleared Land that does not contain anything else, such as huts, trees, walls, etc. Any PC can sit next to the fire for warmth. No animal may enter a square with a fire. The fire has a 10% chance of burning out each hour, and burns out automatically when the server resets. A message appears within ten squares: "A fire burns nearby." <br />
'''...Available to All Classes'''<br />
::::...but especially beloved of right jolly pirates! Yargh!<br />
:'''Demolition''' - The character can demolish existing buildings and walls. Use of this skill costs 25 AP and consumes a set of Work Tools. When used, the character has a 50% chance of destroying a hut or a section of wall. A message will alert anyone present that "Character X has burnt the hut to the ground! Nothing remains but a few nails and smoking embers." If the attempt failed the message would read: "Character X is attempting to destroy this hut. He managed to pry loose one piece of decorative woodwork and kick a soffit, ineffectively." Either of these messages are visible to anyone in the same square, inside or out. Structures built by Simon are unaffected.<br />
:'''Burn the Fields''' - A farm field can be ruined by a a character using this skill. This will be necessary, on occasion, to get rid of poisonous berry bushes. This costs 10 AP and consumes a set of work tools. It returns the field to Jungle at density 0, undoing the effects of Clear the Land. A message will alert anyone present that "Character X has burnt the fields and destroyed the crops!"<br />
<br />
|<br />
suggest_time=17:18, 20 December 2006 (UTC)|<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here, please:<br />
:I, and it seems several other people on the suggestions page, would like the opportunity to actually build something on this island. Currently the game is setup like Doom. With these additions, it will gain the ability to be played like an interactive SimCity, without losing the combat aspects. I don't think there is a danger of the island being overrun and essentially paving paradise to build a parking lot, since the new settlements require constant maintenance to prevent the jungle from re-asserting itself. (Besides, what does Haiti look like today?) Also, it will encourage movement around the island, as settlers/villagers need to return to established villages on occasion to search for Work Tools or for a revive. --[[User:Nosimplehiway|Nosimplehiway]] 17:18, 20 December 2006 (UTC) <br />
<br />
I think there's a lot here and would be a load to program and a big weight on the server. It seems to be a massive adaptation to the mechanics of the game too, compared to a lot of the other suggestions like new weapons or FAK edits [[User:Rozen|Rozen]]<br />
::You're right, it is a lot, but doesn't need to be implemented all at once to be effective. In fact, it would probably be more effective to sort of trickle it into the game, skill by skill. Each time folks seem to be getting bored, and user hits are down, introduce a new one.<br />
<br />
::Server load I know almost nothing about, except that currently terrain is managed (I think) using the RNG. There is a certain chance each day that jungle density will increase. Is this condition "rolled" and instituted daily? Cleared land on the other hand doesn't need to be dynamically managed all the time. If it is not maintained by a player and no one interacts with it, it reverts to Jungle 0 in seven server resets. A tree is really just a tag that says "When a player is in coordinates (xx.xxx, yy.yyy) change their screen to provide a button. If the player selects this button there is X% chance of adding a particular item to their inventory list." I suppose you could simple up farming by changing it from a permanent tree givignt he same fruit all the time to a new terrain type called orchard or farm field, with a high chance of finding fruit, berries or herbs of a random type each time. Having more huts to enter is probably the biggest server hog, but then certain other games involving highly intelligent zombies (ahem) have a truly vast number of interior spaces. Oh, also, I intentionally had the building and demolition skills operate on a high AP, high chance single action instead of a HP system to save server load.<br />
<br />
::As far as programming issues, maybe yes, maybe no. I consciously designed it so most of the skills either are changes in degree, rather than type, such as Pioneer, or they are player driven ways to introduce objects which already exist, albeit with new names. Most of the objects are just adaptations of existing objects: a fish is a mango found in water, work tools use the same basic mechanic as a knife (it is a necessary item before an action is available) and most changes are actually just allowing players to place objects which Simon already has and places himself (huts, fruit trees, terrain editing). Trader and Man Friday transfer points from one character record to another, a straight forward mathematical formula similar to using a FAK. The only thing that seems as if it would need an altogether new template would be Fire Pit, which requires a new, slowly expendable item and limiting the range of NPCs. Are there any slowly expendable items in the game? I suppose a low jungle density behaves like that, in a programming sense. Limiting an animal's range is already done. Ever see a monkey in the ocean, or a shark in the middle of Wiksik?<br />
:::LOL - not sure about monkeys in the ocean, but there's apparently a giant squid in the jungle! -- [[User:Simon|Simon]] 19:59, 21 December 2006 (UTC)<br />
::::Mmmm, Calamari.--[[User:Nosimplehiway|Nosimplehiway]] 17:28, 22 December 2006 (UTC)<br />
<br />
::No, I think the main fear expressed over building on the suggestions page has not been programming difficulty or server load, but the chance of the island getting overrun with development which never goes away. I doubt that will be a problem since the jungle reasserts itself after 7 days of no upkeep and, especially, since pirates and others can take Demolition and Burn the Fields. This does change the game, from one of jungle exploration to one of building settlements and fighting over teritory. But then, how exciting is it to say, "Look, I have discovered a block of dark green jungle I have never seen before, just like the last 100 blocks of jungle"? The temple complex and caves can only stay fresh for so long, and require constant work on Simon's part to upgrade. These suggestions are a sort of delegating on Simon's part. They will ensure that the map is always shifting, always changing, always providing new things to look at, interact with and do. Heck, with these changes even Simon can explore the island and be surprised.<br />
<br />
::Gertrude Stein once famously wrote that the problem with Oakland is that "there is no there there". On Shartak, I want there to always be a there there. --[[User:Nosimplehiway|Nosimplehiway]] 16:15, 21 December 2006 (UTC)<br />
<br />
Well then...if the server can hold it without me having to download a package (not that i dont trust Simon not to pollute me with viruses) then i can see no real problem. you'd get bunches of people going around burning huts anyway (HKers) so the jungle wouldn't realy need to assert itself much. BUT what about walls? impasable seems implausable, but i cant think of anything better. [[User:Rozen|Rozen]]<br />
:I struggled with walls, I did, and there is a logical flaw with walls. And it's a biggie. Early colonial settlements and many tribal societies made use of walled barricades and fortresses, so I wanted to include them. The most realistic way to represent them would probably be through a hit point system, similar mechanically to chopping the jungles, except that it would be impassable until at 0 and not regenerate on it's own. I used the mountain as a sort of placeholder to suggest the existing mechanic closer to what I was looking for (an object with a binary, rather than linear condition).<br />
<br />
:Today, though, I realized the problem with the whole wall thing: "how do you Demolish something you can't touch?" (An impassable wall can't be stood upon to be attacked, and the game does not currently support interacting with objects outside of the square occupied.) Possibly the wall simply falls down after a certain number of days, requiring constant maintenance, leaving Jungle 0 behind? Maybe implement some wallbusting object (a cannon? siege engine?) or skill (Wall-icide?) that allows a charatcer to enter the square and thereby destroy the wall, similar to how entering Jungle 10 with a machete automatically reduces it to density 9? Maybe the act of trying to enter the wall reduces it's strength (like jungle density) and eventually causes destruction. This one is a stumper for me, frankly, and walls may have to go.<br />
<br />
:But that's the thing with my suggestion, because it is really a compilation and distillation of several other suggestions, it can be implemented piecemeal and work fine. The only things really dependent on one another are the opposed skills of Construction and Demolition, and the agricultural skills and Burn the Fields. Implemementing the former without the latter would quickly have Shartak looking like a vast shanty town or the corn fields of Iowa. --[[User:Nosimplehiway|Nosimplehiway]] 17:28, 22 December 2006 (UTC)<br />
<br />
Well, if the ability to build things is implemented I really think it should be available to all classes at least to some degree. I am a soldier and would like to be able to set myself a small hut in the jungle where I could maintain land. I think i'm not theo nly one that would like to see construction and be diosappointed to see it limited to a single class. --[[User:Dracul|Dracul]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Swordsman===<br />
{{suggestion|<br />
suggest_type=Class|<br />
suggest_scope=Outsiders (not pirates)|<br />
suggest_description= New outsider Class that has the following Skill Tree: <br />
<br />
'''Fencing:''' +10% to hit with sword weapon (not other weapons, including machete and cutlass)<br />
*'''Expert fencing/Riposte:''' Doubles the percentage of Balanced Stance making it 30%<br />
*'''Grace:''' Halves chances of breakage with swords<br />
*'''Parry:''' Reduces opponent's chance to hit with a melee weapon by 5%. Ranged weapons are unaffected.<br />
|<br />
suggest_time=21:13, 18 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
eh yeah, but is it all that diffrent than the Soldier? It'd be better to add these onto the soldier's skill tree than make a whole new class. -[[User:Che|Che, slayer of Arminius.]] 13:37, 23 February 2007 (UTC)<br />
:'''Re:''' That would make the soldier way too powerful. They already have nasty rifle skills, they don't need to power up their melee as well. --[[User:Odysseus|Odysseus]] 21:04, 23 February 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
=== Policy Discussion ===<br />
{{suggestion|<br />
suggest_type=Discussion of policy|<br />
suggest_scope=Suggestions page|<br />
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|<br />
suggest_time=13:07, 3 March 2007 (UTC)|<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!<br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Suggestions:Items&diff=14832Suggestions:Items2007-06-22T20:11:14Z<p>AlexanderRM: /* Meat and Pelts */</p>
<hr />
<div>{{Suggestions header|page_type=Item}}<br />
<br />
== Items ==<br />
<br />
=== Absinth ===<br />
Could have a very low chance of being found, and would display as "Bottle of absinth" (in addition to the existing "Bottle of beer" and "Bottle of water"). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)<br />
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)<br />
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)<br />
*The whole "distortion of game display" thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location ("As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle."). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these "strange herbs" would give outsiders something to confuse healing herbs with. &mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)<br />
----<br />
<br />
=== Spear ===<br />
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)<br />
<br />
''Comments''<br />
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)<br />
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)<br />
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)<br />
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)<br />
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)<br />
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives. Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) <br />
----<br />
<br />
=== Head-shrinking powder ===<br />
This could be either a melee or area weapon used by natives.<br />
<br />
''Comments''<br />
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]<br />
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}<br />
----<br />
<br />
=== Meat and Pelts ===<br />
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]<br />
<br />
''Comments''<br />
*But you can only carry 200 pounds of meat back to your wagon. <nowiki></oregontrail></nowiki> --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)<br />
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)<br />
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]<br />
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished "health pool" any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf<br />
**''There is a large pot of stew cooking, it appears to be half full.''<br />
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]<br />
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until "The pot is currently empty". Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)<br />
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be "piece of meat", that the description for a square with a pot should read something like "There is a fire here with a large pot over it.", and that the button should read "Add Meat to Pot" (or perhaps that feature should just be linked to the "meat" button in the inventory list). &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)<br />
<br />
* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:<br />
<br />
1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. "Trader Joe says, "Great, here's one gold coin for your large stag pelt."";<br />
<br />
2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. "You cook and eat an elephant carcass and gain 2 HP." As for human meat: "You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. "Get that dead body out of my trading hut!" he yells."<br />
<br />
The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]<br />
** -Aww, but why can't we sell elephant tusks? we can use them as a weapon with major damage (maybe we could have a 5% or so chance of hitting with the pointed end on a succesful hit, doing extra damage) but low accuracy and/or especially high break chance. ("your elephant tusk shatters, leaving you with the end which you throw away.")--[[User:AlexanderRM|AlexanderRM]] 20:11, 22 June 2007 (UTC)<br />
----<br />
<br />
=== Radio beacon/receiver ===<br />
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.<br />
<br />
''Comments''<br />
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]<br />
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)<br />
----<br />
<br />
=== Holy Scriptures ===<br />
Used to convert Natives into Ousiders. Requires "Religious Devotion". Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
*Nobody wants to have a class change againt their will. -Grigoriy<br />
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)<br />
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as "1 convert" to outsiders (as opposed to "1 native") and as "1 traitor" to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).<br />
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)<br />
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.<br />
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally "go native". Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill "Convert", with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill "Gone Native", with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)<br />
* You know, I wholeheartedly despise "permanent" class choices of any kind, and shartak is especially bed, because of the +25 XP skill cost per level makeing creating a new character and bringing it to the level of your old one very difficult. If I made this game, you could shift not only from native to outsider and back, you could switch from, say, warrior to shaman, or any other this-class-to-that thing. Anyway, you people really haven't though out the possibilities of a class choice against your will- shartak would be something other than people fighting or healing each other or exorcizing spirits for the rest of eternity. but the question is: is that good or bad?--[[User:AlexanderRM|AlexanderRM]] 23:44, 27 April 2007 (UTC)<br />
**Not everyone agrees, friend. A lot of us like the fact that each class is unique. Still, I'm always interested in hearing other opinions. Consider joining the official forum. This discussion is moving away from the topic of a new item and towards a discussion of what direction we'd like Shartak to go. Thus, we should probably move our discussion elsewhere. Regards.--[[User:Black Joe|Black Joe]] 00:20, 28 April 2007 (UTC)<br />
** Yes, and my idea keeps each class unique- but it allows you to change your mind on what class you are. For instance, right now both the scout/explorer and villager/settler are better than the warrior/soldier due to the heavy sword, because one has a better chance of finding one and the other has extra AP. My idea is to allow people who wanted to fight to go back and change that decision without haveing to start all over again. --[[User:AlexanderRM|AlexanderRM]] 01:06, 4 May 2007 (UTC)<br />
----<br />
<br />
=== GPS Unit (Redesign) ===<br />
{{suggestion|<br />
suggest_type=Item, modification|<br />
suggest_scope=GPS unit|<br />
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|<br />
suggest_time=21:48, 23 February 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)<br />
<br />
Y'know, the "GPS Unit" item has stuck out like a sore thumb to me too. I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless. But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)<br />
<br />
I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)<br />
<br />
: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself. If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation. (Both pages mention a "chronometer" which was finally invented to try to solve that problem.) On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones. A quote from the Lewis & Clark page: "If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith." So. I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness. That could even go in the FAQ. I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base. In closing, I still like Lint's ideas about making it cost AP and require suitable terrain. The former would represent the investment of time in setting up the equipment and doing the calculations. The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)<br />
<br />
:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the "Skillful Sextant Supervisor" skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)<br />
<br />
: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)<br />
<br />
:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it "Professor Inglewood's Speedy Sextant And Nano Tables" or some other such nonesense and leave it working the same, just with a different name. As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)<br />
<br />
:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)<br />
<br />
:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)<br />
<br />
::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)<br />
<br />
:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)<br />
<br />
::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to "Sense Position" for 1 AP and be told the direction and rough distance of the nearest village. ("After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.") <s>Maybe even take the GPS away; the natives should know their way around better than the outsiders.</s> &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
How about we just get ride of the gps unit in general and in its place have item called "a map and compass" and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)<br />
<br />
: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which "move" buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)<br />
::: You all need a Antikythera mechanism - see<br />
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&action=display&num=1167260766 - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Remove uber sword of doom(aka heavy sword) ===<br />
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.<br> <br />
<br />
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.<br><br />
<br />
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have "wasted" the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.<br />
<br />
'''Comments'''<br />
<br />
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)<br />
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)<br />
*I disagree with some of the logic in this argument. If the heavy sword were a common weapon, then I could understand the concern; however, the "über sword of doom" is hardly of such availability. As far as I know, only one player has the sword. Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect. I would even propose that even more superior weapons are "hidden" around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)<br />
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)<br />
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)<br />
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)<br />
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)<br />
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)<br />
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, "Marksmanship" and "Expert Marksmanship", each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful. -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)<br />
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)<br />
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -> 35% marksman upgrade for all classes, then 35% -> 50% -> 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)<br />
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single "elephant sword", or something with a similarly grand title. There would only be one on the island (or one per village: "The Elephant Sword of York", etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----<br />
*The only problem with this is that there probebly ''are'' people out there who have spent loads of AP looking for a heavy sword, and if those of them that found it suddenly have it deleted, =bad. How about either A: The heavy sword cannot be found by searching and those in people's inventorys randomly transform into their value in gold, or B: the heavy sword becomes more common and we add several more "uber" items (also more common than the current heavy sword):<br />
The spear: this was what gave me the origional idea for other uber weapons. The heavy sword would become the outsider-only weapon and the spear would become the native weapon. All heavy sword belonging to natives would turn into spears. The spear should be more accurate and do less damage.<br />
<br />
The heavy gun: Ammo is rare but no too rare. Basically an upped version of the rifle.<br />
<br />
The poisoned bow+arrows: basically an upped blowpipe.<br />
<br />
Anyway, just one more note:<br />
<br />
"Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play."<br />
*Mmh*<br />
*Mmmh*<br />
BWA HA HA HA HA HA HA HA!<br />
*snorts*--[[User:AlexanderRM|AlexanderRM]] 00:01, 28 April 2007 (UTC)<br />
<br />
===studded leather & war gear===<br />
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.<br />
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}<br />
<br />
*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)<br />
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]<br />
<br />
----<br />
<br />
===Messenger Pigeons===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All outsiders|<br />
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. <br />
''You watch your pigeon fly off and hope it doesn't get intercepted.''<br />
<br>Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|<br />
suggest_time=22:23, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*How would you handle said "interception?" Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)<br />
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)<br />
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)<br />
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to "intercept" the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)<br />
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drum===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All Natives|<br />
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. <br />
''You hear random drumming in the distance.''<br />
<br>Requires a drum beating skill to utilize.|<br />
suggest_time=22:35, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)<br />
<br />
:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)<br />
<br />
:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:<br />
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)<br />
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)<br />
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear "random drumming" instead of "<garbled message>", since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)<br />
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)<br />
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)<br />
::&mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hammer===<br />
{{suggestion|<br />
suggest_type=New Item|<br />
suggest_scope=Available to all characters|<br />
suggest_description=A basic hammer. This item seems necessary for potential future building skills such as roads or huts or hut fortifications. Hammers could also be used as offensive weapons. They could also be subject to random breaking like machetes.|<br />
suggest_time=06:18, 1 May 2006 (BST)|<br />
suggest_author=[[User:Throgonuts|Throgonuts]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &mdash; but we don't need a hammer now. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===303===<br />
{{suggestion|<br />
suggest_type=new item|<br />
suggest_scope=availible to only outsiders|<br />
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.<br />
<br />
Damage: 15, special dmg: 16.|<br />
suggest_time=15,25, 17 June, 2006 (EST)|<br />
suggest_author=[[User:Riddick|Riddick]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)<br />
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?<br />
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)<br />
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)<br />
::Che, the .308 isn't used by the M16. The M16 uses 5.56 mil, or essentially a .22 sporting round. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:14, 28 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Berries to Increase AP===<br />
{{suggestion|<br />
suggest_type=Change item's effect|<br />
suggest_scope=Tasty berries (or similiar item)|<br />
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|<br />
suggest_time=00:47, 21 June 2006 (UTC)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<br />
I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006<br />
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
<br />
I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)<br />
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily "out of hand". Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
::The above remarks would be accurate if the AP-booster item was "invigorating herbs" found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)<br />
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was "berries or similiar item". I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)<br />
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. "this mango tree is claimed by John Doe", but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons). However, you'd only get one day of extra combat from it. You're actually losing time that way. If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers. Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items. I'd also like to point out that this system is already in place in KoL. They just set a maximum you can eat before you get full to keep the system from being abused. Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006<br />
<br><br />
it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)<br />
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)<br />
:I think you are confused here, the topic at hand is not gaining free XP, but "storing AP" as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Camera/Spirit box===<br />
{{suggestion|<br />
suggest_type=Ranged weapon|<br />
suggest_scope=Those plagued by banshees and those interested in scaring natives|<br />
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|<br />
suggest_time=04:11, 23 July 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)<br />
<br />
I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is. However, I'm not so sure about this. After all, cameras don't REALLY hurt people. Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help. Cameras have been around maybe 100 years? Shartak seems to take place in the 1700's or so, a little too early. Long story short, I don't think it fits. That's just my opinion, however. [[User:Black Joe|Black Joe]]<br />
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
i agree with idea that we should do something about ghosts, but the idea of trapping "ghosts" in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)<br />
<br />
I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006<br />
<br />
Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)<br />
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism. After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them. Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006<br />
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)<br />
<br />
A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)<br />
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as "outsiders" are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.<br />
Is that not a camera?<br />
<br />
:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)<br />
<br />
::Infantry did not use double barrel rifles at this scale until the mid 19th century, by then the daguerreotype and the calotype had been invented.<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Subitems===<br />
{{suggestion|<br />
suggest_type=Divisable items|<br />
suggest_scope=FAKs and Healing herbs|<br />
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] & large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|<br />
suggest_time=22:28, 12 August 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== The Bone Whistle ===<br />
<br />
I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.<br />
<br />
It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)<br />
<br />
Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)<br />
<br />
the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}<br />
<br />
Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]<br />
<br />
---<br />
<br />
===Flintlock Pistols===<br />
{{suggestion|<br />
suggest_type=New Item and Set of Skill to go along with it|<br />
suggest_scope=Whoever can shoot a gun|<br />
suggest_description='''Mechanics'''<br />
*Half the inventory space of the rifle<br />
*1 shot loading<br />
*.5 AP to load. (or skill to make it so)<br />
*4 damage<br />
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.<br />
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.<br />
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'<br />
<br />
'''Roleplay and realism'''<br />
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).<br />
*Pirates have always been seen with cutalss and one-shot pistol in hand.<br />
<br />
'''Skills'''<br />
*'''No Skill'''- ''5% chance of hitting your target''<br />
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''<br />
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''<br />
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''<br />
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''<br />
*'''Quickshot'''- ''Loading costs .5 AP''|<br />
<br />
suggest_time=02:36, 12 November 2006 (UTC)|<br />
suggest_author={{profile|4862|Rozen}}|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''<br />
<br />
I'd like to get some fresh comments about this. I have the old comments saved in case anyone wants to look...I just want to see what Shartak: The Next Generation thinks of this, you know :P --[[User:Rozen|Rozen]] 22:59, 28 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Meat Weapons===<br />
{{suggestion|<br />
suggest_type=Items|<br />
suggest_scope=All|<br />
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |<br />
suggest_time=11:29, 29 November 2006 (UTC)|<br />
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef? There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)<br />
<br />
I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Canteen/Water Pouch===<br />
{{suggestion|<br />
suggest_type=Container|<br />
suggest_scope=Anyone looking for an extra sip|<br />
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|<br />
suggest_time=09:23, 5 December 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Canteen? To be a little more in the setting, how about "''flask''"? And were you going to suggest that it hold more than one drink? --[[User:Lantz|<font color="005555">Lantz</font>]] 03:15, 6 December 2006 (UTC)<br />
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) <br />
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]<br />
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)<br />
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Use FAK on Others Text Change.===<br />
{{suggestion|<br />
suggest_type=Flavor change. |<br />
suggest_scope=People with FAKs. |<br />
suggest_description=One thing I've noticed while playing is that when someone heals you, it says "So and so helps you use a first aid kit and restore X health." <br />
<br />
This gives me thoughts of someone coming behind you and guiding your hands with your own FAK. I propose that the text be changed. <br />
<br />
"So and so uses a first aid kit on you and restores X health." <br />
<br />
This is more in-character, as you think of you laying on the floor, and someone coming beside you and crouching down, then pulling out a FAK and patching up your wounds. |<br />
suggest_time=02:27, 9 January 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm for it - really easy to do and it would clear up some confusion. - [[User:Erados|'''<font color="green" size="2">The Malice</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 01:33, 22 January 2007 (UTC)<br />
:Agreed. It was originally coded to allow you to help someone to '''drink''' a '''bottle of water''' / '''use''' a '''first aid kit''' etc but at the moment you can only use a fak on them so I've reworded it. --[[User:Simon|Simon]] 08:17, 13 February 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Fire ===<br />
<br />
How about fire for torches? Fire could also: <br />
<br />
1. be used on the jungle ("You set fire to the surrounding jungle, causing smoke to billow into the sky." The square could turn orange and then red as it was burned, then finally brown once it burned out), <br />
<br />
2. be used as campfires for villages and the wreck, <br />
<br />
3. light caves, for increased search rates ("You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.") <br />
<br />
4. burn opponents, ("You hit Long Fin Killie in the face with a torch for 3HP damage.") or huts (""You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.")<br />
<br />
5. scare away wild animals like tigers, which might not approach a torch. <br />
<br />
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).<br />
<br />
Fire might also be visible from a distance. "You see a column of smoke to the north east."<br />
<br />
And, as a gag, if you drink rum while holding a torch then you breath fire.<br />
<br />
[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch." or even, <br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!"<br />
-[[A Cow]] <br />
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
=== Falconry ===<br />
<br />
Introduction:<br />
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word "Hag" or "Haggard" is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. <br />
<br />
Item:<br />
The scenario would run like this: Near the mountains, "You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment." This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.<br />
<br />
First skill level:<br />
In order for you to do anything with the egg, you acquire a skill: "Hatching and rearing" of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the "one falcon egg" is replaced by "one falcon chick" or "one falcon eyase" (an eyase is a falcon chick) when the first skill level of "Hatching and rearing" is acquired. <br />
<br />
Second skill level:<br />
The next skill you need to acquire is "Training your falcon". With the "Training your falcon" skill, the "falcon chick" becomes a "young falcon", and the young falcon can be used as a weapon. "You command your young falcon to rake Player Y's face, for 1 HP damage." As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are "young falcon", to indicate to players that the bird is immature and not yet capable fo use at full strength.<br />
<br />
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. "Your young falcon loses balance mid-flight and plummets into a tree, dying instantly." While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. <br />
<br />
Third skill level:<br />
With "falconry mastery", the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, "You command your falcon to rake Player Y's face, for 5HP damage."<br />
<br />
Killing falcons:<br />
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that "You attack Player Y and kill their falcon." This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.<br />
<br />
Other ancillary issues:<br />
Falcon eggs would be relatively rare, like heavy swords. "Falcon eggs", "falcon chicks", "young falcons" and "falcons" could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be. -<br />
[[FirstAmongstDaves]]<br />
<br>Comments<br><br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->Comments here.<br />
A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)<br />
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
===Tent===<br />
<br />
Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]<br />
<br />
----<br />
<br />
===Trade Items===<br />
{{suggestion|<br />
suggest_type=a series of items which will encourage trade|<br />
suggest_scope=the economic structure of Shartak|<br />
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. <br />
<br />
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action "Forge Weapon" becomes available. This action costs 10 AP, but produces a "Scimitar"[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.<br />
<br />
The Native analog to this is the "Macuahuitl" [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.<br />
<br />
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. <br />
|<br />
suggest_time=04:50, 15 February 2007 (UTC)||<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]<br />
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
<br />
*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)<br />
**Good idea! Calling it a "fine sword" definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
===10 Melee Weapons===<br />
{{suggestion|<br />
suggest_type=Weapons|<br />
suggest_scope=All|<br />
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.<br />
<br />
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 10% (->20%->35%)<br />
*'''Average Damage, untrained:''' 0,3 -> 0,4<br />
*'''Average Damage, CQB:''' 0,6 -> 0,8 <br />
*'''Average Damage, ACQB:''' 1,05 -> 1,4<br />
*'''Average Damage, BS:''' 1,2 -> 1,55 <br />
<br />
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 40% (->50%->65%->75%)<br />
*'''Average Damage, untrained:''' 0.4 -> 0,8<br />
*'''Average Damage, CQB:''' 0,5 -> 1 <br />
*'''Average Damage, ACQB:''' 0,65 -> 1,3<br />
*'''Average Damage, BS:''' 0,8 -> 1,45<br />
*'''Average Damage, Fencing:''' 0,9 -> 1,65 <br />
*'''Average Damage, Exp. Fenc.:''' 1,05 -> 1,8 <br />
<br />
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
*'''Average Damage, Fencing:''' 1,35 -> 1,95 <br />
*'''Average Damage, Exp. Fenc.:''' 1,5 -> 2,1 <br />
<br />
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
<br />
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).<br />
<br />
'''Base Damage''' 4, '''Accuracy''' 5% (->15%->30%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,25<br />
*'''Average Damage, CQB:''' 0,6 -> 0,75 <br />
*'''Average Damage, ACQB:''' 1,2 -> 1,5<br />
*'''Average Damage, BS:''' 1,35 -> 1,65 <br />
<br />
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
<br />
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0.75 -> 1<br />
*'''Average Damage, CQB:''' 1,05 -> 1,4<br />
*'''Average Damage, ACQB:''' 1,5 -> 2<br />
*'''Average Damage, BS:''' 1,65 -> 2,15<br />
*'''Average Damage, Fencing:''' 1,95 -> 2,55<br />
*'''Average Damage, Exp. Fenc.:''' 2,1 -> 2,8<br />
<br />
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. <br />
<br />
'''Base Damage''' 4, '''Accuracy''' 20% (>30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,8 -> 1 <br />
*'''Average Damage, CQB:''' 1,2 -> 1,5 <br />
*'''Average Damage, ACQB:''' 1,8 -> 2,25<br />
*'''Average Damage, BS:''' 1,95 -> 2,4 <br />
*'''Average Damage, Fencing:''' 2,35 -> 2,9<br />
*'''Average Damage, Exp. Fenc.:''' 2,5 -> 3,05 <br />
<br />
9)'''Knife:''' Including it for sake of completeness.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,4<br />
*'''Average Damage, CQB:''' 0,3 -> 0,6 <br />
*'''Average Damage, ACQB:''' 0,45 -> 0,9<br />
*'''Average Damage, BS:''' 0,6 -> 1,05<br />
<br />
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. <br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
*'''Average Damage, Fencing:''' 1,25 -> 1,8 <br />
*'''Average Damage, Exp. Fenc.:''' 1,4 -> 1,95 <br />
<br />
|<br />
suggest_time=22:13, 18 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen<br />
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)<br />
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
=== Policy Discussion ===<br />
{{suggestion|<br />
suggest_type=Discussion of policy|<br />
suggest_scope=Suggestions page|<br />
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|<br />
suggest_time=13:06, 3 March 2007 (UTC)|<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!<br />
}}<br />
<br />
===Big Stick and Cudgel===<br />
{{suggestion|<br />
suggest_type=2 new, related items|<br />
suggest_scope=All players|<br />
suggest_description=1. Big stick: Or "There are trees all around me. Why's it so hard to find driftwood?"<br />
<br />
The big stick would be found in jungle squares. The thicker the jungle, the more likely it is that you'll find a big stick. The big stick would take up two inventory spaces. By itself, it's useless. However, it can be made into a couple other things. <br />
<br />
A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP). This gives you two pieces of driftwood. Why do I propose this? Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood! There are lots and lots of trees out in the jungle! Surely I can find pieces of wood out there! I apparently also like to use exclamation marks!<br />
<br />
B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel. See below.<br />
<br />
Suggestion 2: The Cudgel: Or "Hitting each other with sticks."<br />
<br />
The cudgel also takes 2 inventory spaces. It does 1 HP damage without body building and 2HP damage with it. Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%. Why does it have a higher chance to hit? Because it's a really big stick! People have been hitting each other with sticks for ages! Now, even with that, it's still inferior to the machete. So why's it useful? <br />
<br />
1. Higher chance to hit than daggers, knives, and fists.<br />
2. It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.<br />
<br />
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out. Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|<br />
suggest_time=02:29, 10 March 2007 (UTC)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)<br />
:In answer to your question, I would say "no" to completely cleared and "very low chance" to very low density. Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
::The only problem I have with this suggestion is that there's nothing to restrict items found to certain densities.. but that might be something I can add. --[[User:Simon|Simon]] 19:12, 29 May 2007 (UTC)<br />
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)<br />
:This is technically true, but the point is missed. On a jungle island, one should be able to find sign post material where trees can be found. That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
:The term "driftwood" is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Tranquiliser/Paralyzing Dart===<br />
{{suggestion|<br />
suggest_type=Ammunition|<br />
suggest_scope=Hunters who don't like to be bitten back|<br />
suggest_description=Many hunters don't like FAKs taking up space that could be used for ammo and thus go without them. The animals don't go down without a fight however and the bush doesn't have the tools for a last minute tusk wound patch up before bed. If only the animals could be passified. Firing a tranquiliser from a rifle like a regular bullet or a paralyzing dart from a blowpipe, one can stun an animal, preventing automatic and retalitory attacks for awhile. In humans it reduces attack strength and/or accuracy and increases AP usage.|<br />
suggest_time=17:05, 6 April 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I disagree with your base claim - I'd imagine that as many, if not more hunters travel with a lot of first aid kits since it allows them to spend longer in the jungle. This suggestion just seems to remove the challenge of fighting something that will fight back, and reduce the need to go into the jungle properly equipped. It would also seem easy to abuse against other player characters. --[[User:Johan Crichton|Johan Crichton]] 21:56, 6 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
<br />
===Broken Knife===<br />
{{suggestion|<br />
suggest_type=Searching|<br />
suggest_scope=Broken knife findings.|<br />
suggest_description=In locations where there is nothing to find, there is the chance to find a broken knife, which you discard. However, I've seen many times how new players don't know if that means there is actually something there or if it means nothing. I propose the text be updated slightly. It would be as follows:<br />
<br />
"You find a broken knife, which you discard. It seems there is nothing to be found here."|<br />
suggest_time=20:28, 27 April 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:Implemented. --[[User:Simon|Simon]] 22:35, 29 April 2007 (UTC)<br />
::...Wow. I have to say it again, Simon. You are ''fast!'' -[[User:Mark D. Stroyer|Mark D. Stroyer]] 22:25, 30 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Ivory===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=Back then the jungles were full of ivory poachers. What I'm proposing is the ability to harvest ivory from the dead elephants in the game. With each elephant you harvest you receive 2 units of ivory. To keep it simple you can harvest the ivory using a machete or a cutlass. Each unit of ivory would be worth 2 gold coins.|<br />
suggest_time=15:16 03 May 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Cool, maybe something like this could be added to tigers. --[[User:Wulla-mullung|Wulla-mullung]]<br />
<br />
What would the ivory do? We could use it to make handles for the weapons, or ornaments for rifles. or chess pieces! -[[User:Elegost|Elegost]] 02:16, 17 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Shartak Laser===<br />
{{suggestion|<br />
suggest_type=Super weapon|<br />
suggest_scope=anyone|<br />
suggest_description=<br />
This is the super Shartak version of the most awesome Spartan Laser from the Halo 3. It deals 86 dmg and is 99.9% accurate. It cannot be found anywhere, but you need to make it. You'd need two pieces of driftwood, a mango, a gem, a headless parrot and a gps unit. It has unlimited ammunition, but has a 99.9% chance of breaking after firing. The pic of the Shartak laser is here. http://derby.jconserv.net/viewtopic.php?t=14&start=105|<br />
suggest_time=13:12, 22 May 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
(Pssst, Simon, just say you've implemented it! Where are you going to get a headless parrot from anyway?) --[[User:Rozen|Rozen]] 16:04, 22 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Bottle of Water===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=everyone who can drink bottles of water|<br />
suggest_description=I just realized i carry more bottles of water than FAKS. So, maybe we can use bottles of water on other people, you know, help them drink and restore health. like a fak :)|<br />
suggest_time=11:12, 6 June 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Suggestions:Items&diff=13960Suggestions:Items2007-05-04T01:06:42Z<p>AlexanderRM: /* Holy Scriptures */</p>
<hr />
<div>{{Suggestions header|page_type=Item}}<br />
<br />
== Items ==<br />
<br />
=== Absinth ===<br />
Could have a very low chance of being found, and would display as "Bottle of absinth" (in addition to the existing "Bottle of beer" and "Bottle of water"). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)<br />
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)<br />
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)<br />
*The whole "distortion of game display" thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location ("As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle."). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these "strange herbs" would give outsiders something to confuse healing herbs with. &mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)<br />
----<br />
<br />
=== Spear ===<br />
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)<br />
<br />
''Comments''<br />
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)<br />
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)<br />
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)<br />
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)<br />
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)<br />
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives. Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) <br />
----<br />
<br />
=== Head-shrinking powder ===<br />
This could be either a melee or area weapon used by natives.<br />
<br />
''Comments''<br />
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]<br />
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}<br />
----<br />
<br />
=== Meat and Pelts ===<br />
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]<br />
<br />
''Comments''<br />
*But you can only carry 200 pounds of meat back to your wagon. <nowiki></oregontrail></nowiki> --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)<br />
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)<br />
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]<br />
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished "health pool" any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf<br />
**''There is a large pot of stew cooking, it appears to be half full.''<br />
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]<br />
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until "The pot is currently empty". Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)<br />
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be "piece of meat", that the description for a square with a pot should read something like "There is a fire here with a large pot over it.", and that the button should read "Add Meat to Pot" (or perhaps that feature should just be linked to the "meat" button in the inventory list). &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)<br />
<br />
* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:<br />
<br />
1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. "Trader Joe says, "Great, here's one gold coin for your large stag pelt."";<br />
<br />
2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. "You cook and eat an elephant carcass and gain 2 HP." As for human meat: "You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. "Get that dead body out of my trading hut!" he yells."<br />
<br />
The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]<br />
----<br />
<br />
=== Radio beacon/receiver ===<br />
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.<br />
<br />
''Comments''<br />
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]<br />
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)<br />
----<br />
<br />
=== Holy Scriptures ===<br />
Used to convert Natives into Ousiders. Requires "Religious Devotion". Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
*Nobody wants to have a class change againt their will. -Grigoriy<br />
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)<br />
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as "1 convert" to outsiders (as opposed to "1 native") and as "1 traitor" to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).<br />
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)<br />
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.<br />
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally "go native". Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill "Convert", with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill "Gone Native", with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)<br />
* You know, I wholeheartedly despise "permanent" class choices of any kind, and shartak is especially bed, because of the +25 XP skill cost per level makeing creating a new character and bringing it to the level of your old one very difficult. If I made this game, you could shift not only from native to outsider and back, you could switch from, say, warrior to shaman, or any other this-class-to-that thing. Anyway, you people really haven't though out the possibilities of a class choice against your will- shartak would be something other than people fighting or healing each other or exorcizing spirits for the rest of eternity. but the question is: is that good or bad?--[[User:AlexanderRM|AlexanderRM]] 23:44, 27 April 2007 (UTC)<br />
**Not everyone agrees, friend. A lot of us like the fact that each class is unique. Still, I'm always interested in hearing other opinions. Consider joining the official forum. This discussion is moving away from the topic of a new item and towards a discussion of what direction we'd like Shartak to go. Thus, we should probably move our discussion elsewhere. Regards.--[[User:Black Joe|Black Joe]] 00:20, 28 April 2007 (UTC)<br />
** Yes, and my idea keeps each class unique- but it allows you to change your mind on what class you are. For instance, right now both the scout/explorer and villager/settler are better than the warrior/soldier due to the heavy sword, because one has a better chance of finding one and the other has extra AP. My idea is to allow people who wanted to fight to go back and change that decision without haveing to start all over again. --[[User:AlexanderRM|AlexanderRM]] 01:06, 4 May 2007 (UTC)<br />
----<br />
<br />
=== GPS Unit (Redesign) ===<br />
{{suggestion|<br />
suggest_type=Item, modification|<br />
suggest_scope=GPS unit|<br />
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|<br />
suggest_time=21:48, 23 February 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)<br />
<br />
Y'know, the "GPS Unit" item has stuck out like a sore thumb to me too. I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless. But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)<br />
<br />
I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)<br />
<br />
: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself. If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation. (Both pages mention a "chronometer" which was finally invented to try to solve that problem.) On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones. A quote from the Lewis & Clark page: "If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith." So. I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness. That could even go in the FAQ. I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base. In closing, I still like Lint's ideas about making it cost AP and require suitable terrain. The former would represent the investment of time in setting up the equipment and doing the calculations. The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)<br />
<br />
:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the "Skillful Sextant Supervisor" skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)<br />
<br />
: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)<br />
<br />
:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it "Professor Inglewood's Speedy Sextant And Nano Tables" or some other such nonesense and leave it working the same, just with a different name. As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)<br />
<br />
:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)<br />
<br />
:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)<br />
<br />
::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)<br />
<br />
:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)<br />
<br />
::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to "Sense Position" for 1 AP and be told the direction and rough distance of the nearest village. ("After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.") <s>Maybe even take the GPS away; the natives should know their way around better than the outsiders.</s> &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
How about we just get ride of the gps unit in general and in its place have item called "a map and compass" and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)<br />
<br />
: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which "move" buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)<br />
::: You all need a Antikythera mechanism - see<br />
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&action=display&num=1167260766 - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Remove uber sword of doom(aka heavy sword) ===<br />
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.<br> <br />
<br />
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.<br><br />
<br />
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have "wasted" the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.<br />
<br />
'''Comments'''<br />
<br />
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)<br />
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)<br />
*I disagree with some of the logic in this argument. If the heavy sword were a common weapon, then I could understand the concern; however, the "über sword of doom" is hardly of such availability. As far as I know, only one player has the sword. Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect. I would even propose that even more superior weapons are "hidden" around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)<br />
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)<br />
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)<br />
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)<br />
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)<br />
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)<br />
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, "Marksmanship" and "Expert Marksmanship", each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful. -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)<br />
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)<br />
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -> 35% marksman upgrade for all classes, then 35% -> 50% -> 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)<br />
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single "elephant sword", or something with a similarly grand title. There would only be one on the island (or one per village: "The Elephant Sword of York", etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----<br />
*The only problem with this is that there probebly ''are'' people out there who have spent loads of AP looking for a heavy sword, and if those of them that found it suddenly have it deleted, =bad. How about either A: The heavy sword cannot be found by searching and those in people's inventorys randomly transform into their value in gold, or B: the heavy sword becomes more common and we add several more "uber" items (also more common than the current heavy sword):<br />
The spear: this was what gave me the origional idea for other uber weapons. The heavy sword would become the outsider-only weapon and the spear would become the native weapon. All heavy sword belonging to natives would turn into spears. The spear should be more accurate and do less damage.<br />
<br />
The heavy gun: Ammo is rare but no too rare. Basically an upped version of the rifle.<br />
<br />
The poisoned bow+arrows: basically an upped blowpipe.<br />
<br />
Anyway, just one more note:<br />
<br />
"Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play."<br />
*Mmh*<br />
*Mmmh*<br />
BWA HA HA HA HA HA HA HA!<br />
*snorts*--[[User:AlexanderRM|AlexanderRM]] 00:01, 28 April 2007 (UTC)<br />
<br />
===studded leather & war gear===<br />
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.<br />
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}<br />
<br />
*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)<br />
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]<br />
<br />
----<br />
<br />
===Messenger Pigeons===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All outsiders|<br />
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. <br />
''You watch your pigeon fly off and hope it doesn't get intercepted.''<br />
<br>Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|<br />
suggest_time=22:23, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*How would you handle said "interception?" Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)<br />
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)<br />
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)<br />
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to "intercept" the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)<br />
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drum===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All Natives|<br />
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. <br />
''You hear random drumming in the distance.''<br />
<br>Requires a drum beating skill to utilize.|<br />
suggest_time=22:35, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)<br />
<br />
:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)<br />
<br />
:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:<br />
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)<br />
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)<br />
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear "random drumming" instead of "<garbled message>", since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)<br />
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)<br />
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)<br />
::&mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hammer===<br />
{{suggestion|<br />
suggest_type=New Item|<br />
suggest_scope=Available to all characters|<br />
suggest_description=A basic hammer. This item seems necessary for potential future building skills such as roads or huts or hut fortifications. Hammers could also be used as offensive weapons. They could also be subject to random breaking like machetes.|<br />
suggest_time=06:18, 1 May 2006 (BST)|<br />
suggest_author=[[User:Throgonuts|Throgonuts]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &mdash; but we don't need a hammer now. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===303===<br />
{{suggestion|<br />
suggest_type=new item|<br />
suggest_scope=availible to only outsiders|<br />
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.<br />
<br />
Damage: 15, special dmg: 16.|<br />
suggest_time=15,25, 17 June, 2006 (EST)|<br />
suggest_author=[[User:Riddick|Riddick]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)<br />
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?<br />
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)<br />
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)<br />
::Che, the .308 isn't used by the M16. The M16 uses 5.56 mil, or essentially a .22 sporting round. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:14, 28 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Berries to Increase AP===<br />
{{suggestion|<br />
suggest_type=Change item's effect|<br />
suggest_scope=Tasty berries (or similiar item)|<br />
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|<br />
suggest_time=00:47, 21 June 2006 (UTC)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<br />
I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006<br />
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
<br />
I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)<br />
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily "out of hand". Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
::The above remarks would be accurate if the AP-booster item was "invigorating herbs" found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)<br />
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was "berries or similiar item". I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)<br />
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. "this mango tree is claimed by John Doe", but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons). However, you'd only get one day of extra combat from it. You're actually losing time that way. If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers. Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items. I'd also like to point out that this system is already in place in KoL. They just set a maximum you can eat before you get full to keep the system from being abused. Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006<br />
<br><br />
it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)<br />
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)<br />
:I think you are confused here, the topic at hand is not gaining free XP, but "storing AP" as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Camera/Spirit box===<br />
{{suggestion|<br />
suggest_type=Ranged weapon|<br />
suggest_scope=Those plagued by banshees and those interested in scaring natives|<br />
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|<br />
suggest_time=04:11, 23 July 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)<br />
<br />
I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is. However, I'm not so sure about this. After all, cameras don't REALLY hurt people. Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help. Cameras have been around maybe 100 years? Shartak seems to take place in the 1700's or so, a little too early. Long story short, I don't think it fits. That's just my opinion, however. [[User:Black Joe|Black Joe]]<br />
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
i agree with idea that we should do something about ghosts, but the idea of trapping "ghosts" in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)<br />
<br />
I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006<br />
<br />
Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)<br />
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism. After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them. Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006<br />
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)<br />
<br />
A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)<br />
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as "outsiders" are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.<br />
Is that not a camera?<br />
<br />
:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)<br />
<br />
::Infantry did not use double barrel rifles at this scale until the mid 19th century, by then the daguerreotype and the calotype had been invented.<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Subitems===<br />
{{suggestion|<br />
suggest_type=Divisable items|<br />
suggest_scope=FAKs and Healing herbs|<br />
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] & large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|<br />
suggest_time=22:28, 12 August 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== The Bone Whistle ===<br />
<br />
I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.<br />
<br />
It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)<br />
<br />
Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)<br />
<br />
the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}<br />
<br />
Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]<br />
<br />
---<br />
<br />
===Flintlock Pistols===<br />
{{suggestion|<br />
suggest_type=New Item and Set of Skill to go along with it|<br />
suggest_scope=Whoever can shoot a gun|<br />
suggest_description='''Mechanics'''<br />
*Half the inventory space of the rifle<br />
*1 shot loading<br />
*.5 AP to load. (or skill to make it so)<br />
*4 damage<br />
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.<br />
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.<br />
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'<br />
<br />
'''Roleplay and realism'''<br />
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).<br />
*Pirates have always been seen with cutalss and one-shot pistol in hand.<br />
<br />
'''Skills'''<br />
*'''No Skill'''- ''5% chance of hitting your target''<br />
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''<br />
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''<br />
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''<br />
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''<br />
*'''Quickshot'''- ''Loading costs .5 AP''|<br />
<br />
suggest_time=02:36, 12 November 2006 (UTC)|<br />
suggest_author={{profile|4862|Rozen}}|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''<br />
<br />
So, suggestions please, i know every sea-dog out there will want it, what about you Yorkers? {{profile|4862|Rozen}} --[[User:Rozen|Rozen]] 15:16, 18 October 2006 (UTC)<br />
<br />
If you make the damage four, also now that I look at the hit rates more closely I think all non-pirates should be able to get a max hit%chance of 45 and pirates should be able to max out around 60% you got yourslef a deal! The reason I like this is because it's not pirate "exculsive" Scouts and scientists can also gain that little extra pop to their punch. I think that it helps offsets the rifle which is really only for soliders. Now some may say the "Pirates have the highest HP they don't need anything else." Well I beg to differ I've been killed very offen by high level soliders with all thier marksman skills. The flintlock In my opion will help add flavor to Shartak for all non solider outsiders.:)--[[User:Michael edwards|Michael edwards]] 00:40, 19 October 2006 (UTC)<br />
<br />
Now, will someone please program this into the game? [[User:Rozen|Rozen]]<br />
<br />
I agree with Mike Edwards, let pirates be able to max out simularly to soldiers, with other outsiders only being able to get up to 45% chance to hit, and 4 damage sounds good. Majestic[[User:Ninja|Ninja]] (A.K.A Captain Dan.)<br />
<br />
Sounds OK to me, the correct adjustments have been made. now, how do we get them to program it? ;) [[User:Rozen|Rozen]]<br />
<br />
:It's ultimately up to Simon. By placing it on the Wiki, you've put it out there for him to consider. However, he's the one who chooses what goes in and what doesn't. Also, could you reorganize this to fit the standard lay out? It's hard to read.[[User:Black Joe|Black Joe]]<br />
<br />
I think that this idea is worthy of being programmed into Shartak. I think that the ammo purse is a good idea, although on the downside, you'd have to spend 1 AP just loading it and just for one shot, so how the "Flintlock Mastery" skill also includes that it only takes .5 AP to reload the gun? Or possibly perhaps a whole new skill that allows for .5 AP to be spent per bullet you load. -[[User:Che|Che]] 22:42, 30 October 2006 (UTC)<br />
<br />
How about a skill called "quickshot" Any character can buy it. It would come in between when Non-pirates and pirate max out.--[[User:Michael edwards|Michael edwards]] 03:07, 31 October 2006 (UTC)<br />
<br />
What do you mean captain? Thanks Che, as a non-pirate i appreciate your positive feedback, and the ideas are good, i've put the 0.5 AP in. To Black Joe, i tried to do it on the standard layout, but all sorts of problems came up like the coding not underlining properly, or making massive gaps in the text. I'm sure i did something wrong, obviously, but it hurt my head to try and figure out what went wrong ;) It may seem like i gave up after not trying, but i did have a good hour and half at it and i've never been a good programer. And if Simon is reading, when i was refering to 'them' earlier, it wasn't disrespectful...pirates honor. [[User:Rozen|Rozen]]<br />
<br />
Just put quickshot after hunter marksman is all--[[User:Michael edwards|Michael edwards]] 02:18, 1 November 2006 (UTC)<br />
<br />
Ok, its in there now, is that the skill you meant? starting to shape up this idea, isnt it? [[User:Rozen|Rozen]]<br />
<br />
Ah, Praise the Lord. I've finally Wiki-fied it. It is much more eaiser to read now. -[[User:Che|Che]] 02:40, 12 November 2006 (UTC)<br />
<br />
Truly Che, the pirate world is in your debt. We may actualy be able to kill you now people will take this idea seriously! Thanks, honestly. [[User:Rozen|Rozen]]<br />
<br />
Well, the thing is that it would unbalance things a bit. Pirates have that hp and making them to close to soldiers damage inflicting ability would certainly bring some complaints. I think 3 damage howver is reasonable. ALso, sorry if I did this incorretly. Never used a wiki before.[[User:Dracul|Dracul]]<br />
<br />
Pirates have 5 more HP than soldiers, the weapon would do less damage than the rifle, and at the moment, a standard pirate can do a max of 3 damage at 45%. this is unbalanced! trust me when i say, the balance has been agreed by non pirates too. and you need to sign a wiki with your profile or user. i dont know how to do profiles, but you can use the text from our user code but replace my name with yours. know what i mean? [[User:Rozen|Rozen]]<br />
<br />
Yes and there would be the chance to hit if they could get 60% though I suppsoe 3 isto low considering 5 hp is'nt to much..[[User:Dracul|Dracul]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Meat Weapons===<br />
{{suggestion|<br />
suggest_type=Items|<br />
suggest_scope=All|<br />
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |<br />
suggest_time=11:29, 29 November 2006 (UTC)|<br />
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef? There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)<br />
<br />
I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Canteen/Water Pouch===<br />
{{suggestion|<br />
suggest_type=Container|<br />
suggest_scope=Anyone looking for an extra sip|<br />
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|<br />
suggest_time=09:23, 5 December 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Canteen? To be a little more in the setting, how about "''flask''"? And were you going to suggest that it hold more than one drink? --[[User:Lantz|<font color="005555">Lantz</font>]] 03:15, 6 December 2006 (UTC)<br />
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) <br />
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]<br />
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)<br />
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Use FAK on Others Text Change.===<br />
{{suggestion|<br />
suggest_type=Flavor change. |<br />
suggest_scope=People with FAKs. |<br />
suggest_description=One thing I've noticed while playing is that when someone heals you, it says "So and so helps you use a first aid kit and restore X health." <br />
<br />
This gives me thoughts of someone coming behind you and guiding your hands with your own FAK. I propose that the text be changed. <br />
<br />
"So and so uses a first aid kit on you and restores X health." <br />
<br />
This is more in-character, as you think of you laying on the floor, and someone coming beside you and crouching down, then pulling out a FAK and patching up your wounds. |<br />
suggest_time=02:27, 9 January 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm for it - really easy to do and it would clear up some confusion. - [[User:Erados|'''<font color="green" size="2">The Malice</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 01:33, 22 January 2007 (UTC)<br />
:Agreed. It was originally coded to allow you to help someone to '''drink''' a '''bottle of water''' / '''use''' a '''first aid kit''' etc but at the moment you can only use a fak on them so I've reworded it. --[[User:Simon|Simon]] 08:17, 13 February 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Fire ===<br />
<br />
How about fire for torches? Fire could also: <br />
<br />
1. be used on the jungle ("You set fire to the surrounding jungle, causing smoke to billow into the sky." The square could turn orange and then red as it was burned, then finally brown once it burned out), <br />
<br />
2. be used as campfires for villages and the wreck, <br />
<br />
3. light caves, for increased search rates ("You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.") <br />
<br />
4. burn opponents, ("You hit Long Fin Killie in the face with a torch for 3HP damage.") or huts (""You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.")<br />
<br />
5. scare away wild animals like tigers, which might not approach a torch. <br />
<br />
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).<br />
<br />
Fire might also be visible from a distance. "You see a column of smoke to the north east."<br />
<br />
And, as a gag, if you drink rum while holding a torch then you breath fire.<br />
<br />
[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch." or even, <br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!"<br />
-[[A Cow]] <br />
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
=== Falconry ===<br />
<br />
Introduction:<br />
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word "Hag" or "Haggard" is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. <br />
<br />
Item:<br />
The scenario would run like this: Near the mountains, "You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment." This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.<br />
<br />
First skill level:<br />
In order for you to do anything with the egg, you acquire a skill: "Hatching and rearing" of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the "one falcon egg" is replaced by "one falcon chick" or "one falcon eyase" (an eyase is a falcon chick) when the first skill level of "Hatching and rearing" is acquired. <br />
<br />
Second skill level:<br />
The next skill you need to acquire is "Training your falcon". With the "Training your falcon" skill, the "falcon chick" becomes a "young falcon", and the young falcon can be used as a weapon. "You command your young falcon to rake Player Y's face, for 1 HP damage." As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are "young falcon", to indicate to players that the bird is immature and not yet capable fo use at full strength.<br />
<br />
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. "Your young falcon loses balance mid-flight and plummets into a tree, dying instantly." While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. <br />
<br />
Third skill level:<br />
With "falconry mastery", the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, "You command your falcon to rake Player Y's face, for 5HP damage."<br />
<br />
Killing falcons:<br />
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that "You attack Player Y and kill their falcon." This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.<br />
<br />
Other ancillary issues:<br />
Falcon eggs would be relatively rare, like heavy swords. "Falcon eggs", "falcon chicks", "young falcons" and "falcons" could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be. -<br />
[[FirstAmongstDaves]]<br />
<br>Comments<br><br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->Comments here.<br />
A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)<br />
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
===Shovel===<br />
{{suggestion|<br />
suggest_type=Tool|<br />
suggest_scope=Wealthy individuals and fortune seekers interested in treasure hunts.|<br />
suggest_description=Pirates are notorious for burying their treasure. With the shovel a player can dig a hole, deposit gold coins (and other items possibly)and fill it in. Anyone who digs in a square containing treasure will find it.|<br />
suggest_time=05:14, 20 January 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Implemented. --[[User:Simon|Simon]] 23:29, 30 January 2007 (UTC)<br />
: Any chance we could have a shovel that could be used as a melee weapon as well? Perhaps only doing a base 1 damage to reflect that it's a better tool than weapon? [[User:Johan Crichton|Johan Crichton]] 05:49, 8 March 2007 (UTC) <br />
::Postal 2, nice.<br />
:::maybe shovels should break too. hehe cause, when everyone has shovels, then no one needs shovels and they'll just pile up at the traders. i dunno, its just a thought -[[User:Elegost|Elegost]] 13:22, 3 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Tent===<br />
<br />
Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]<br />
<br />
<br />
<br />
----<br />
<br />
===Trade Items===<br />
{{suggestion|<br />
suggest_type=a series of items which will encourage trade|<br />
suggest_scope=the economic structure of Shartak|<br />
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. <br />
<br />
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action "Forge Weapon" becomes available. This action costs 10 AP, but produces a "Scimitar"[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.<br />
<br />
The Native analog to this is the "Macuahuitl" [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.<br />
<br />
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. <br />
|<br />
suggest_time=04:50, 15 February 2007 (UTC)||<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]<br />
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
<br />
*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)<br />
**Good idea! Calling it a "fine sword" definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
===10 Melee Weapons===<br />
{{suggestion|<br />
suggest_type=Weapons|<br />
suggest_scope=All|<br />
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.<br />
<br />
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 10% (->20%->35%)<br />
*'''Average Damage, untrained:''' 0,3 -> 0,4<br />
*'''Average Damage, CQB:''' 0,6 -> 0,8 <br />
*'''Average Damage, ACQB:''' 1,05 -> 1,4<br />
*'''Average Damage, BS:''' 1,2 -> 1,55 <br />
<br />
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 40% (->50%->65%->75%)<br />
*'''Average Damage, untrained:''' 0.4 -> 0,8<br />
*'''Average Damage, CQB:''' 0,5 -> 1 <br />
*'''Average Damage, ACQB:''' 0,65 -> 1,3<br />
*'''Average Damage, BS:''' 0,8 -> 1,45<br />
*'''Average Damage, Fencing:''' 0,9 -> 1,65 <br />
*'''Average Damage, Exp. Fenc.:''' 1,05 -> 1,8 <br />
<br />
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
*'''Average Damage, Fencing:''' 1,35 -> 1,95 <br />
*'''Average Damage, Exp. Fenc.:''' 1,5 -> 2,1 <br />
<br />
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
<br />
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).<br />
<br />
'''Base Damage''' 4, '''Accuracy''' 5% (->15%->30%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,25<br />
*'''Average Damage, CQB:''' 0,6 -> 0,75 <br />
*'''Average Damage, ACQB:''' 1,2 -> 1,5<br />
*'''Average Damage, BS:''' 1,35 -> 1,65 <br />
<br />
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
<br />
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0.75 -> 1<br />
*'''Average Damage, CQB:''' 1,05 -> 1,4<br />
*'''Average Damage, ACQB:''' 1,5 -> 2<br />
*'''Average Damage, BS:''' 1,65 -> 2,15<br />
*'''Average Damage, Fencing:''' 1,95 -> 2,55<br />
*'''Average Damage, Exp. Fenc.:''' 2,1 -> 2,8<br />
<br />
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. <br />
<br />
'''Base Damage''' 4, '''Accuracy''' 20% (>30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,8 -> 1 <br />
*'''Average Damage, CQB:''' 1,2 -> 1,5 <br />
*'''Average Damage, ACQB:''' 1,8 -> 2,25<br />
*'''Average Damage, BS:''' 1,95 -> 2,4 <br />
*'''Average Damage, Fencing:''' 2,35 -> 2,9<br />
*'''Average Damage, Exp. Fenc.:''' 2,5 -> 3,05 <br />
<br />
9)'''Knife:''' Including it for sake of completeness.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,4<br />
*'''Average Damage, CQB:''' 0,3 -> 0,6 <br />
*'''Average Damage, ACQB:''' 0,45 -> 0,9<br />
*'''Average Damage, BS:''' 0,6 -> 1,05<br />
<br />
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. <br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
*'''Average Damage, Fencing:''' 1,25 -> 1,8 <br />
*'''Average Damage, Exp. Fenc.:''' 1,4 -> 1,95 <br />
<br />
|<br />
suggest_time=22:13, 18 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen<br />
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)<br />
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
=== Policy Discussion ===<br />
{{suggestion|<br />
suggest_type=Discussion of policy|<br />
suggest_scope=Suggestions page|<br />
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|<br />
suggest_time=13:06, 3 March 2007 (UTC)|<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!<br />
}}<br />
<br />
===Big Stick and Cudgel===<br />
{{suggestion|<br />
suggest_type=2 new, related items|<br />
suggest_scope=All players|<br />
suggest_description=1. Big stick: Or "There are trees all around me. Why's it so hard to find driftwood?"<br />
<br />
The big stick would be found in jungle squares. The thicker the jungle, the more likely it is that you'll find a big stick. The big stick would take up two inventory spaces. By itself, it's useless. However, it can be made into a couple other things. <br />
<br />
A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP). This gives you two pieces of driftwood. Why do I propose this? Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood! There are lots and lots of trees out in the jungle! Surely I can find pieces of wood out there! I apparently also like to use exclamation marks!<br />
<br />
B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel. See below.<br />
<br />
Suggestion 2: The Cudgel: Or "Hitting each other with sticks."<br />
<br />
The cudgel also takes 2 inventory spaces. It does 1 HP damage without body building and 2HP damage with it. Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%. Why does it have a higher chance to hit? Because it's a really big stick! People have been hitting each other with sticks for ages! Now, even with that, it's still inferior to the machete. So why's it useful? <br />
<br />
1. Higher chance to hit than daggers, knives, and fists.<br />
2. It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.<br />
<br />
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out. Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|<br />
suggest_time=02:29, 10 March 2007 (UTC)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)<br />
:In answer to your question, I would say "no" to completely cleared and "very low chance" to very low density. Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)<br />
:This is technically true, but the point is missed. On a jungle island, one should be able to find sign post material where trees can be found. That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
:The term "driftwood" is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Tranquiliser/Paralyzing Dart===<br />
{{suggestion|<br />
suggest_type=Ammunition|<br />
suggest_scope=Hunters who don't like to be bitten back|<br />
suggest_description=Many hunters don't like FAKs taking up space that could be used for ammo and thus go without them. The animals don't go down without a fight however and the bush doesn't have the tools for a last minute tusk wound patch up before bed. If only the animals could be passified. Firing a tranquiliser from a rifle like a regular bullet or a paralyzing dart from a blowpipe, one can stun an animal, preventing automatic and retalitory attacks for awhile. In humans it reduces attack strength and/or accuracy and increases AP usage.|<br />
suggest_time=17:05, 6 April 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I disagree with your base claim - I'd imagine that as many, if not more hunters travel with a lot of first aid kits since it allows them to spend longer in the jungle. This suggestion just seems to remove the challenge of fighting something that will fight back, and reduce the need to go into the jungle properly equipped. It would also seem easy to abuse against other player characters. --[[User:Johan Crichton|Johan Crichton]] 21:56, 6 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
<br />
===Broken Knife===<br />
{{suggestion|<br />
suggest_type=Searching|<br />
suggest_scope=Broken knife findings.|<br />
suggest_description=In locations where there is nothing to find, there is the chance to find a broken knife, which you discard. However, I've seen many times how new players don't know if that means there is actually something there or if it means nothing. I propose the text be updated slightly. It would be as follows:<br />
<br />
"You find a broken knife, which you discard. It seems there is nothing to be found here."|<br />
suggest_time=20:28, 27 April 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:Implemented. --[[User:Simon|Simon]] 22:35, 29 April 2007 (UTC)<br />
::...Wow. I have to say it again, Simon. You are ''fast!'' -[[User:Mark D. Stroyer|Mark D. Stroyer]] 22:25, 30 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Ivory===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=Back then the jungles were full of ivory poachers. What I'm proposing is the ability to harvest ivory from the dead elephants in the game. With each elephant you harvest you receive 2 units of ivory. To keep it simple you can harvest the ivory using a machete or a cutlass. Each unit of ivory would be worth 2 gold coins.|<br />
suggest_time=15:16 03 May 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Cool, maybe something like this could be added to tigers. --[[User:Wulla-mullung|Wulla-mullung]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Suggestions:Items&diff=13906Suggestions:Items2007-04-28T00:01:24Z<p>AlexanderRM: /* Remove uber sword of doom(aka heavy sword) */</p>
<hr />
<div>{{Suggestions header|page_type=Item}}<br />
<br />
== Items ==<br />
<br />
=== Absinth ===<br />
Could have a very low chance of being found, and would display as "Bottle of absinth" (in addition to the existing "Bottle of beer" and "Bottle of water"). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)<br />
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)<br />
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)<br />
*The whole "distortion of game display" thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location ("As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle."). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these "strange herbs" would give outsiders something to confuse healing herbs with. &mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)<br />
----<br />
<br />
=== Spear ===<br />
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)<br />
<br />
''Comments''<br />
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)<br />
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)<br />
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)<br />
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)<br />
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)<br />
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives. Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) <br />
----<br />
<br />
=== Head-shrinking powder ===<br />
This could be either a melee or area weapon used by natives.<br />
<br />
''Comments''<br />
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]<br />
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}<br />
----<br />
<br />
=== Meat and Pelts ===<br />
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]<br />
<br />
''Comments''<br />
*But you can only carry 200 pounds of meat back to your wagon. <nowiki></oregontrail></nowiki> --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)<br />
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)<br />
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]<br />
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished "health pool" any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf<br />
**''There is a large pot of stew cooking, it appears to be half full.''<br />
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]<br />
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until "The pot is currently empty". Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)<br />
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be "piece of meat", that the description for a square with a pot should read something like "There is a fire here with a large pot over it.", and that the button should read "Add Meat to Pot" (or perhaps that feature should just be linked to the "meat" button in the inventory list). &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)<br />
<br />
* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:<br />
<br />
1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. "Trader Joe says, "Great, here's one gold coin for your large stag pelt."";<br />
<br />
2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. "You cook and eat an elephant carcass and gain 2 HP." As for human meat: "You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. "Get that dead body out of my trading hut!" he yells."<br />
<br />
The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]<br />
----<br />
<br />
=== Radio beacon/receiver ===<br />
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.<br />
<br />
''Comments''<br />
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]<br />
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)<br />
----<br />
<br />
=== Holy Scriptures ===<br />
Used to convert Natives into Ousiders. Requires "Religious Devotion". Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
*Nobody wants to have a class change againt their will. -Grigoriy<br />
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)<br />
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as "1 convert" to outsiders (as opposed to "1 native") and as "1 traitor" to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).<br />
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)<br />
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.<br />
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally "go native". Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill "Convert", with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill "Gone Native", with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)<br />
* You know, I wholeheartedly despise "permanent" class choices of any kind, and shartak is especially bed, because of the +25 XP skill cost per level makeing creating a new character and bringing it to the level of your old one very difficult. If I made this game, you could shift not only from native to outsider and back, you could switch from, say, warrior to shaman, or any other this-class-to-that thing. Anyway, you people really haven't though out the possibilities of a class choice against your will- shartak would be something other than people fighting or healing each other or exorcizing spirits for the rest of eternity. but the question is: is that good or bad?--[[User:AlexanderRM|AlexanderRM]] 23:44, 27 April 2007 (UTC)<br />
----<br />
<br />
=== GPS Unit (Redesign) ===<br />
{{suggestion|<br />
suggest_type=Item, modification|<br />
suggest_scope=GPS unit|<br />
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|<br />
suggest_time=21:48, 23 February 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)<br />
<br />
Y'know, the "GPS Unit" item has stuck out like a sore thumb to me too. I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless. But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)<br />
<br />
I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)<br />
<br />
: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself. If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation. (Both pages mention a "chronometer" which was finally invented to try to solve that problem.) On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones. A quote from the Lewis & Clark page: "If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith." So. I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness. That could even go in the FAQ. I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base. In closing, I still like Lint's ideas about making it cost AP and require suitable terrain. The former would represent the investment of time in setting up the equipment and doing the calculations. The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)<br />
<br />
:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the "Skillful Sextant Supervisor" skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)<br />
<br />
: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)<br />
<br />
:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it "Professor Inglewood's Speedy Sextant And Nano Tables" or some other such nonesense and leave it working the same, just with a different name. As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)<br />
<br />
:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)<br />
<br />
:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)<br />
<br />
::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)<br />
<br />
:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)<br />
<br />
::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to "Sense Position" for 1 AP and be told the direction and rough distance of the nearest village. ("After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.") <s>Maybe even take the GPS away; the natives should know their way around better than the outsiders.</s> &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
How about we just get ride of the gps unit in general and in its place have item called "a map and compass" and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)<br />
<br />
: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which "move" buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)<br />
::: You all need a Antikythera mechanism - see<br />
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&action=display&num=1167260766 - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Remove uber sword of doom(aka heavy sword) ===<br />
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.<br> <br />
<br />
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.<br><br />
<br />
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have "wasted" the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.<br />
<br />
'''Comments'''<br />
<br />
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)<br />
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)<br />
*I disagree with some of the logic in this argument. If the heavy sword were a common weapon, then I could understand the concern; however, the "über sword of doom" is hardly of such availability. As far as I know, only one player has the sword. Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect. I would even propose that even more superior weapons are "hidden" around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)<br />
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)<br />
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)<br />
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)<br />
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)<br />
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)<br />
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, "Marksmanship" and "Expert Marksmanship", each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful. -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)<br />
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)<br />
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -> 35% marksman upgrade for all classes, then 35% -> 50% -> 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)<br />
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single "elephant sword", or something with a similarly grand title. There would only be one on the island (or one per village: "The Elephant Sword of York", etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----<br />
*The only problem with this is that there probebly ''are'' people out there who have spent loads of AP looking for a heavy sword, and if those of them that found it suddenly have it deleted, =bad. How about either A: The heavy sword cannot be found by searching and those in people's inventorys randomly transform into their value in gold, or B: the heavy sword becomes more common and we add several more "uber" items (also more common than the current heavy sword):<br />
The spear: this was what gave me the origional idea for other uber weapons. The heavy sword would become the outsider-only weapon and the spear would become the native weapon. All heavy sword belonging to natives would turn into spears. The spear should be more accurate and do less damage.<br />
<br />
The heavy gun: Ammo is rare but no too rare. Basically an upped version of the rifle.<br />
<br />
The poisoned bow+arrows: basically an upped blowpipe.<br />
<br />
Anyway, just one more note:<br />
<br />
"Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play."<br />
*Mmh*<br />
*Mmmh*<br />
BWA HA HA HA HA HA HA HA!<br />
*snorts*--[[User:AlexanderRM|AlexanderRM]] 00:01, 28 April 2007 (UTC)<br />
<br />
===studded leather & war gear===<br />
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.<br />
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}<br />
<br />
*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)<br />
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]<br />
<br />
----<br />
<br />
===Messenger Pigeons===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All outsiders|<br />
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. <br />
''You watch your pigeon fly off and hope it doesn't get intercepted.''<br />
<br>Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|<br />
suggest_time=22:23, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*How would you handle said "interception?" Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)<br />
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)<br />
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)<br />
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to "intercept" the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)<br />
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drum===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All Natives|<br />
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. <br />
''You hear random drumming in the distance.''<br />
<br>Requires a drum beating skill to utilize.|<br />
suggest_time=22:35, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)<br />
<br />
:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)<br />
<br />
:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:<br />
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)<br />
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)<br />
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear "random drumming" instead of "<garbled message>", since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)<br />
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)<br />
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)<br />
::&mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hammer===<br />
{{suggestion|<br />
suggest_type=New Item|<br />
suggest_scope=Available to all characters|<br />
suggest_description=A basic hammer. This item seems necessary for potential future building skills such as roads or huts or hut fortifications. Hammers could also be used as offensive weapons. They could also be subject to random breaking like machetes.|<br />
suggest_time=06:18, 1 May 2006 (BST)|<br />
suggest_author=[[User:Throgonuts|Throgonuts]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &mdash; but we don't need a hammer now. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===303===<br />
{{suggestion|<br />
suggest_type=new item|<br />
suggest_scope=availible to only outsiders|<br />
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.<br />
<br />
Damage: 15, special dmg: 16.|<br />
suggest_time=15,25, 17 June, 2006 (EST)|<br />
suggest_author=[[User:Riddick|Riddick]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)<br />
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?<br />
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)<br />
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Berries to Increase AP===<br />
{{suggestion|<br />
suggest_type=Change item's effect|<br />
suggest_scope=Tasty berries (or similiar item)|<br />
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|<br />
suggest_time=00:47, 21 June 2006 (UTC)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<br />
I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006<br />
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
<br />
I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)<br />
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily "out of hand". Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
::The above remarks would be accurate if the AP-booster item was "invigorating herbs" found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)<br />
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was "berries or similiar item". I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)<br />
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. "this mango tree is claimed by John Doe", but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons). However, you'd only get one day of extra combat from it. You're actually losing time that way. If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers. Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items. I'd also like to point out that this system is already in place in KoL. They just set a maximum you can eat before you get full to keep the system from being abused. Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006<br />
<br><br />
it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)<br />
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)<br />
:I think you are confused here, the topic at hand is not gaining free XP, but "storing AP" as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Camera/Spirit box===<br />
{{suggestion|<br />
suggest_type=Ranged weapon|<br />
suggest_scope=Those plagued by banshees and those interested in scaring natives|<br />
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|<br />
suggest_time=04:11, 23 July 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)<br />
<br />
I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is. However, I'm not so sure about this. After all, cameras don't REALLY hurt people. Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help. Cameras have been around maybe 100 years? Shartak seems to take place in the 1700's or so, a little too early. Long story short, I don't think it fits. That's just my opinion, however. [[User:Black Joe|Black Joe]]<br />
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
i agree with idea that we should do something about ghosts, but the idea of trapping "ghosts" in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)<br />
<br />
I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006<br />
<br />
Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)<br />
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism. After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them. Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006<br />
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)<br />
<br />
A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)<br />
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as "outsiders" are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.<br />
Is that not a camera?<br />
<br />
:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)<br />
<br />
::Infantry did not use double barrel rifles at this scale until the mid 19th century, by then the daguerreotype and the calotype had been invented.<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Subitems===<br />
{{suggestion|<br />
suggest_type=Divisable items|<br />
suggest_scope=FAKs and Healing herbs|<br />
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] & large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|<br />
suggest_time=22:28, 12 August 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== The Bone Whistle ===<br />
<br />
I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.<br />
<br />
It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)<br />
<br />
Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)<br />
<br />
the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}<br />
<br />
Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]<br />
<br />
---<br />
<br />
===Flintlock Pistols===<br />
{{suggestion|<br />
suggest_type=New Item and Set of Skill to go along with it|<br />
suggest_scope=Whoever can shoot a gun|<br />
suggest_description='''Mechanics'''<br />
*Half the inventory space of the rifle<br />
*1 shot loading<br />
*.5 AP to load. (or skill to make it so)<br />
*4 damage<br />
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.<br />
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.<br />
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'<br />
<br />
'''Roleplay and realism'''<br />
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).<br />
*Pirates have always been seen with cutalss and one-shot pistol in hand.<br />
<br />
'''Skills'''<br />
*'''No Skill'''- ''5% chance of hitting your target''<br />
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''<br />
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''<br />
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''<br />
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''<br />
*'''Quickshot'''- ''Loading costs .5 AP''|<br />
<br />
suggest_time=02:36, 12 November 2006 (UTC)|<br />
suggest_author={{profile|4862|Rozen}}|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''<br />
<br />
So, suggestions please, i know every sea-dog out there will want it, what about you Yorkers? {{profile|4862|Rozen}} --[[User:Rozen|Rozen]] 15:16, 18 October 2006 (UTC)<br />
<br />
If you make the damage four, also now that I look at the hit rates more closely I think all non-pirates should be able to get a max hit%chance of 45 and pirates should be able to max out around 60% you got yourslef a deal! The reason I like this is because it's not pirate "exculsive" Scouts and scientists can also gain that little extra pop to their punch. I think that it helps offsets the rifle which is really only for soliders. Now some may say the "Pirates have the highest HP they don't need anything else." Well I beg to differ I've been killed very offen by high level soliders with all thier marksman skills. The flintlock In my opion will help add flavor to Shartak for all non solider outsiders.:)--[[User:Michael edwards|Michael edwards]] 00:40, 19 October 2006 (UTC)<br />
<br />
Now, will someone please program this into the game? [[User:Rozen|Rozen]]<br />
<br />
I agree with Mike Edwards, let pirates be able to max out simularly to soldiers, with other outsiders only being able to get up to 45% chance to hit, and 4 damage sounds good. Majestic[[User:Ninja|Ninja]] (A.K.A Captain Dan.)<br />
<br />
Sounds OK to me, the correct adjustments have been made. now, how do we get them to program it? ;) [[User:Rozen|Rozen]]<br />
<br />
:It's ultimately up to Simon. By placing it on the Wiki, you've put it out there for him to consider. However, he's the one who chooses what goes in and what doesn't. Also, could you reorganize this to fit the standard lay out? It's hard to read.[[User:Black Joe|Black Joe]]<br />
<br />
I think that this idea is worthy of being programmed into Shartak. I think that the ammo purse is a good idea, although on the downside, you'd have to spend 1 AP just loading it and just for one shot, so how the "Flintlock Mastery" skill also includes that it only takes .5 AP to reload the gun? Or possibly perhaps a whole new skill that allows for .5 AP to be spent per bullet you load. -[[User:Che|Che]] 22:42, 30 October 2006 (UTC)<br />
<br />
How about a skill called "quickshot" Any character can buy it. It would come in between when Non-pirates and pirate max out.--[[User:Michael edwards|Michael edwards]] 03:07, 31 October 2006 (UTC)<br />
<br />
What do you mean captain? Thanks Che, as a non-pirate i appreciate your positive feedback, and the ideas are good, i've put the 0.5 AP in. To Black Joe, i tried to do it on the standard layout, but all sorts of problems came up like the coding not underlining properly, or making massive gaps in the text. I'm sure i did something wrong, obviously, but it hurt my head to try and figure out what went wrong ;) It may seem like i gave up after not trying, but i did have a good hour and half at it and i've never been a good programer. And if Simon is reading, when i was refering to 'them' earlier, it wasn't disrespectful...pirates honor. [[User:Rozen|Rozen]]<br />
<br />
Just put quickshot after hunter marksman is all--[[User:Michael edwards|Michael edwards]] 02:18, 1 November 2006 (UTC)<br />
<br />
Ok, its in there now, is that the skill you meant? starting to shape up this idea, isnt it? [[User:Rozen|Rozen]]<br />
<br />
Ah, Praise the Lord. I've finally Wiki-fied it. It is much more eaiser to read now. -[[User:Che|Che]] 02:40, 12 November 2006 (UTC)<br />
<br />
Truly Che, the pirate world is in your debt. We may actualy be able to kill you now people will take this idea seriously! Thanks, honestly. [[User:Rozen|Rozen]]<br />
<br />
Well, the thing is that it would unbalance things a bit. Pirates have that hp and making them to close to soldiers damage inflicting ability would certainly bring some complaints. I think 3 damage howver is reasonable. ALso, sorry if I did this incorretly. Never used a wiki before.[[User:Dracul|Dracul]]<br />
<br />
Pirates have 5 more HP than soldiers, the weapon would do less damage than the rifle, and at the moment, a standard pirate can do a max of 3 damage at 45%. this is unbalanced! trust me when i say, the balance has been agreed by non pirates too. and you need to sign a wiki with your profile or user. i dont know how to do profiles, but you can use the text from our user code but replace my name with yours. know what i mean? [[User:Rozen|Rozen]]<br />
<br />
Yes and there would be the chance to hit if they could get 60% though I suppsoe 3 isto low considering 5 hp is'nt to much..[[User:Dracul|Dracul]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Meat Weapons===<br />
{{suggestion|<br />
suggest_type=Items|<br />
suggest_scope=All|<br />
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |<br />
suggest_time=11:29, 29 November 2006 (UTC)|<br />
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef? There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)<br />
<br />
I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Canteen/Water Pouch===<br />
{{suggestion|<br />
suggest_type=Container|<br />
suggest_scope=Anyone looking for an extra sip|<br />
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|<br />
suggest_time=09:23, 5 December 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Canteen? To be a little more in the setting, how about "''flask''"? And were you going to suggest that it hold more than one drink? --[[User:Lantz|<font color="005555">Lantz</font>]] 03:15, 6 December 2006 (UTC)<br />
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) <br />
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]<br />
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)<br />
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Use FAK on Others Text Change.===<br />
{{suggestion|<br />
suggest_type=Flavor change. |<br />
suggest_scope=People with FAKs. |<br />
suggest_description=One thing I've noticed while playing is that when someone heals you, it says "So and so helps you use a first aid kit and restore X health." <br />
<br />
This gives me thoughts of someone coming behind you and guiding your hands with your own FAK. I propose that the text be changed. <br />
<br />
"So and so uses a first aid kit on you and restores X health." <br />
<br />
This is more in-character, as you think of you laying on the floor, and someone coming beside you and crouching down, then pulling out a FAK and patching up your wounds. |<br />
suggest_time=02:27, 9 January 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm for it - really easy to do and it would clear up some confusion. - [[User:Erados|'''<font color="green" size="2">The Malice</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 01:33, 22 January 2007 (UTC)<br />
:Agreed. It was originally coded to allow you to help someone to '''drink''' a '''bottle of water''' / '''use''' a '''first aid kit''' etc but at the moment you can only use a fak on them so I've reworded it. --[[User:Simon|Simon]] 08:17, 13 February 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Fire ===<br />
<br />
How about fire for torches? Fire could also: <br />
<br />
1. be used on the jungle ("You set fire to the surrounding jungle, causing smoke to billow into the sky." The square could turn orange and then red as it was burned, then finally brown once it burned out), <br />
<br />
2. be used as campfires for villages and the wreck, <br />
<br />
3. light caves, for increased search rates ("You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.") <br />
<br />
4. burn opponents, ("You hit Long Fin Killie in the face with a torch for 3HP damage.") or huts (""You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.")<br />
<br />
5. scare away wild animals like tigers, which might not approach a torch. <br />
<br />
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).<br />
<br />
Fire might also be visible from a distance. "You see a column of smoke to the north east."<br />
<br />
And, as a gag, if you drink rum while holding a torch then you breath fire.<br />
<br />
[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch." or even, <br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!"<br />
-[[A Cow]] <br />
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
=== Falconry ===<br />
<br />
Introduction:<br />
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word "Hag" or "Haggard" is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. <br />
<br />
Item:<br />
The scenario would run like this: Near the mountains, "You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment." This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.<br />
<br />
First skill level:<br />
In order for you to do anything with the egg, you acquire a skill: "Hatching and rearing" of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the "one falcon egg" is replaced by "one falcon chick" or "one falcon eyase" (an eyase is a falcon chick) when the first skill level of "Hatching and rearing" is acquired. <br />
<br />
Second skill level:<br />
The next skill you need to acquire is "Training your falcon". With the "Training your falcon" skill, the "falcon chick" becomes a "young falcon", and the young falcon can be used as a weapon. "You command your young falcon to rake Player Y's face, for 1 HP damage." As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are "young falcon", to indicate to players that the bird is immature and not yet capable fo use at full strength.<br />
<br />
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. "Your young falcon loses balance mid-flight and plummets into a tree, dying instantly." While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. <br />
<br />
Third skill level:<br />
With "falconry mastery", the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, "You command your falcon to rake Player Y's face, for 5HP damage."<br />
<br />
Killing falcons:<br />
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that "You attack Player Y and kill their falcon." This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.<br />
<br />
Other ancillary issues:<br />
Falcon eggs would be relatively rare, like heavy swords. "Falcon eggs", "falcon chicks", "young falcons" and "falcons" could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be. -<br />
[[FirstAmongstDaves]]<br />
<br>Comments<br><br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->Comments here.<br />
A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)<br />
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
===Shovel===<br />
{{suggestion|<br />
suggest_type=Tool|<br />
suggest_scope=Wealthy individuals and fortune seekers interested in treasure hunts.|<br />
suggest_description=Pirates are notorious for burying their treasure. With the shovel a player can dig a hole, deposit gold coins (and other items possibly)and fill it in. Anyone who digs in a square containing treasure will find it.|<br />
suggest_time=05:14, 20 January 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Implemented. --[[User:Simon|Simon]] 23:29, 30 January 2007 (UTC)<br />
: Any chance we could have a shovel that could be used as a melee weapon as well? Perhaps only doing a base 1 damage to reflect that it's a better tool than weapon? [[User:Johan Crichton|Johan Crichton]] 05:49, 8 March 2007 (UTC) <br />
::Postal 2, nice.<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Tent===<br />
<br />
Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]<br />
<br />
<br />
<br />
----<br />
<br />
===Trade Items===<br />
{{suggestion|<br />
suggest_type=a series of items which will encourage trade|<br />
suggest_scope=the economic structure of Shartak|<br />
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. <br />
<br />
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action "Forge Weapon" becomes available. This action costs 10 AP, but produces a "Scimitar"[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.<br />
<br />
The Native analog to this is the "Macuahuitl" [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.<br />
<br />
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. <br />
|<br />
suggest_time=04:50, 15 February 2007 (UTC)||<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]<br />
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
<br />
*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)<br />
**Good idea! Calling it a "fine sword" definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
===10 Melee Weapons===<br />
{{suggestion|<br />
suggest_type=Weapons|<br />
suggest_scope=All|<br />
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.<br />
<br />
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 10% (->20%->35%)<br />
*'''Average Damage, untrained:''' 0,3 -> 0,4<br />
*'''Average Damage, CQB:''' 0,6 -> 0,8 <br />
*'''Average Damage, ACQB:''' 1,05 -> 1,4<br />
*'''Average Damage, BS:''' 1,2 -> 1,55 <br />
<br />
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 40% (->50%->65%->75%)<br />
*'''Average Damage, untrained:''' 0.4 -> 0,8<br />
*'''Average Damage, CQB:''' 0,5 -> 1 <br />
*'''Average Damage, ACQB:''' 0,65 -> 1,3<br />
*'''Average Damage, BS:''' 0,8 -> 1,45<br />
*'''Average Damage, Fencing:''' 0,9 -> 1,65 <br />
*'''Average Damage, Exp. Fenc.:''' 1,05 -> 1,8 <br />
<br />
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
*'''Average Damage, Fencing:''' 1,35 -> 1,95 <br />
*'''Average Damage, Exp. Fenc.:''' 1,5 -> 2,1 <br />
<br />
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
<br />
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).<br />
<br />
'''Base Damage''' 4, '''Accuracy''' 5% (->15%->30%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,25<br />
*'''Average Damage, CQB:''' 0,6 -> 0,75 <br />
*'''Average Damage, ACQB:''' 1,2 -> 1,5<br />
*'''Average Damage, BS:''' 1,35 -> 1,65 <br />
<br />
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
<br />
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0.75 -> 1<br />
*'''Average Damage, CQB:''' 1,05 -> 1,4<br />
*'''Average Damage, ACQB:''' 1,5 -> 2<br />
*'''Average Damage, BS:''' 1,65 -> 2,15<br />
*'''Average Damage, Fencing:''' 1,95 -> 2,55<br />
*'''Average Damage, Exp. Fenc.:''' 2,1 -> 2,8<br />
<br />
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. <br />
<br />
'''Base Damage''' 4, '''Accuracy''' 20% (>30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,8 -> 1 <br />
*'''Average Damage, CQB:''' 1,2 -> 1,5 <br />
*'''Average Damage, ACQB:''' 1,8 -> 2,25<br />
*'''Average Damage, BS:''' 1,95 -> 2,4 <br />
*'''Average Damage, Fencing:''' 2,35 -> 2,9<br />
*'''Average Damage, Exp. Fenc.:''' 2,5 -> 3,05 <br />
<br />
9)'''Knife:''' Including it for sake of completeness.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,4<br />
*'''Average Damage, CQB:''' 0,3 -> 0,6 <br />
*'''Average Damage, ACQB:''' 0,45 -> 0,9<br />
*'''Average Damage, BS:''' 0,6 -> 1,05<br />
<br />
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. <br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
*'''Average Damage, Fencing:''' 1,25 -> 1,8 <br />
*'''Average Damage, Exp. Fenc.:''' 1,4 -> 1,95 <br />
<br />
|<br />
suggest_time=22:13, 18 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen<br />
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)<br />
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
=== Policy Discussion ===<br />
{{suggestion|<br />
suggest_type=Discussion of policy|<br />
suggest_scope=Suggestions page|<br />
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|<br />
suggest_time=13:06, 3 March 2007 (UTC)|<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!<br />
}}<br />
<br />
===Big Stick and Cudgel===<br />
{{suggestion|<br />
suggest_type=2 new, related items|<br />
suggest_scope=All players|<br />
suggest_description=1. Big stick: Or "There are trees all around me. Why's it so hard to find driftwood?"<br />
<br />
The big stick would be found in jungle squares. The thicker the jungle, the more likely it is that you'll find a big stick. The big stick would take up two inventory spaces. By itself, it's useless. However, it can be made into a couple other things. <br />
<br />
A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP). This gives you two pieces of driftwood. Why do I propose this? Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood! There are lots and lots of trees out in the jungle! Surely I can find pieces of wood out there! I apparently also like to use exclamation marks!<br />
<br />
B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel. See below.<br />
<br />
Suggestion 2: The Cudgel: Or "Hitting each other with sticks."<br />
<br />
The cudgel also takes 2 inventory spaces. It does 1 HP damage without body building and 2HP damage with it. Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%. Why does it have a higher chance to hit? Because it's a really big stick! People have been hitting each other with sticks for ages! Now, even with that, it's still inferior to the machete. So why's it useful? <br />
<br />
1. Higher chance to hit than daggers, knives, and fists.<br />
2. It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.<br />
<br />
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out. Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|<br />
suggest_time=02:29, 10 March 2007 (UTC)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)<br />
:In answer to your question, I would say "no" to completely cleared and "very low chance" to very low density. Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)<br />
:This is technically true, but the point is missed. On a jungle island, one should be able to find sign post material where trees can be found. That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
:The term "driftwood" is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Tranquiliser/Paralyzing Dart===<br />
{{suggestion|<br />
suggest_type=Ammunition|<br />
suggest_scope=Hunters who don't like to be bitten back|<br />
suggest_description=Many hunters don't like FAKs taking up space that could be used for ammo and thus go without them. The animals don't go down without a fight however and the bush doesn't have the tools for a last minute tusk wound patch up before bed. If only the animals could be passified. Firing a tranquiliser from a rifle like a regular bullet or a paralyzing dart from a blowpipe, one can stun an animal, preventing automatic and retalitory attacks for awhile. In humans it reduces attack strength and/or accuracy and increases AP usage.|<br />
suggest_time=17:05, 6 April 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I disagree with your base claim - I'd imagine that as many, if not more hunters travel with a lot of first aid kits since it allows them to spend longer in the jungle. This suggestion just seems to remove the challenge of fighting something that will fight back, and reduce the need to go into the jungle properly equipped. It would also seem easy to abuse against other player characters. --[[User:Johan Crichton|Johan Crichton]] 21:56, 6 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
<br />
===Broken Knife===<br />
{{suggestion|<br />
suggest_type=Searching|<br />
suggest_scope=Broken knife findings.|<br />
suggest_description=In locations where there is nothing to find, there is the chance to find a broken knife, which you discard. However, I've seen many times how new players don't know if that means there is actually something there or if it means nothing. I propose the text be updated slightly. It would be as follows:<br />
<br />
"You find a broken knife, which you discard. It seems there is nothing to be found here."|<br />
suggest_time=20:28, 27 April 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Suggestions:Items&diff=13905Suggestions:Items2007-04-27T23:44:31Z<p>AlexanderRM: /* Holy Scriptures */</p>
<hr />
<div>{{Suggestions header|page_type=Item}}<br />
<br />
== Items ==<br />
<br />
=== Absinth ===<br />
Could have a very low chance of being found, and would display as "Bottle of absinth" (in addition to the existing "Bottle of beer" and "Bottle of water"). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)<br />
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)<br />
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)<br />
*The whole "distortion of game display" thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location ("As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle."). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these "strange herbs" would give outsiders something to confuse healing herbs with. &mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)<br />
----<br />
<br />
=== Spear ===<br />
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)<br />
<br />
''Comments''<br />
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)<br />
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)<br />
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)<br />
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)<br />
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)<br />
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives. Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) <br />
----<br />
<br />
=== Head-shrinking powder ===<br />
This could be either a melee or area weapon used by natives.<br />
<br />
''Comments''<br />
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]<br />
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}<br />
----<br />
<br />
=== Meat and Pelts ===<br />
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]<br />
<br />
''Comments''<br />
*But you can only carry 200 pounds of meat back to your wagon. <nowiki></oregontrail></nowiki> --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)<br />
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)<br />
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]<br />
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished "health pool" any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf<br />
**''There is a large pot of stew cooking, it appears to be half full.''<br />
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]<br />
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until "The pot is currently empty". Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)<br />
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be "piece of meat", that the description for a square with a pot should read something like "There is a fire here with a large pot over it.", and that the button should read "Add Meat to Pot" (or perhaps that feature should just be linked to the "meat" button in the inventory list). &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)<br />
<br />
* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:<br />
<br />
1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. "Trader Joe says, "Great, here's one gold coin for your large stag pelt."";<br />
<br />
2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. "You cook and eat an elephant carcass and gain 2 HP." As for human meat: "You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. "Get that dead body out of my trading hut!" he yells."<br />
<br />
The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]<br />
----<br />
<br />
=== Radio beacon/receiver ===<br />
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.<br />
<br />
''Comments''<br />
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]<br />
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)<br />
----<br />
<br />
=== Holy Scriptures ===<br />
Used to convert Natives into Ousiders. Requires "Religious Devotion". Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
*Nobody wants to have a class change againt their will. -Grigoriy<br />
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)<br />
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as "1 convert" to outsiders (as opposed to "1 native") and as "1 traitor" to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).<br />
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)<br />
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.<br />
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally "go native". Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill "Convert", with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill "Gone Native", with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)<br />
* You know, I wholeheartedly despise "permanent" class choices of any kind, and shartak is especially bed, because of the +25 XP skill cost per level makeing creating a new character and bringing it to the level of your old one very difficult. If I made this game, you could shift not only from native to outsider and back, you could switch from, say, warrior to shaman, or any other this-class-to-that thing. Anyway, you people really haven't though out the possibilities of a class choice against your will- shartak would be something other than people fighting or healing each other or exorcizing spirits for the rest of eternity. but the question is: is that good or bad?--[[User:AlexanderRM|AlexanderRM]] 23:44, 27 April 2007 (UTC)<br />
----<br />
<br />
=== GPS Unit (Redesign) ===<br />
{{suggestion|<br />
suggest_type=Item, modification|<br />
suggest_scope=GPS unit|<br />
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|<br />
suggest_time=21:48, 23 February 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)<br />
<br />
Y'know, the "GPS Unit" item has stuck out like a sore thumb to me too. I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless. But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)<br />
<br />
I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)<br />
<br />
: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself. If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation. (Both pages mention a "chronometer" which was finally invented to try to solve that problem.) On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones. A quote from the Lewis & Clark page: "If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith." So. I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness. That could even go in the FAQ. I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base. In closing, I still like Lint's ideas about making it cost AP and require suitable terrain. The former would represent the investment of time in setting up the equipment and doing the calculations. The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)<br />
<br />
:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the "Skillful Sextant Supervisor" skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)<br />
<br />
: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)<br />
<br />
:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it "Professor Inglewood's Speedy Sextant And Nano Tables" or some other such nonesense and leave it working the same, just with a different name. As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)<br />
<br />
:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)<br />
<br />
:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)<br />
<br />
::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)<br />
<br />
:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)<br />
<br />
::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to "Sense Position" for 1 AP and be told the direction and rough distance of the nearest village. ("After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.") <s>Maybe even take the GPS away; the natives should know their way around better than the outsiders.</s> &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
How about we just get ride of the gps unit in general and in its place have item called "a map and compass" and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)<br />
<br />
: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which "move" buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)<br />
::: You all need a Antikythera mechanism - see<br />
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&action=display&num=1167260766 - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Remove uber sword of doom(aka heavy sword) ===<br />
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.<br> <br />
<br />
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.<br><br />
<br />
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have "wasted" the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.<br />
<br />
'''Comments'''<br />
<br />
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)<br />
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)<br />
*I disagree with some of the logic in this argument. If the heavy sword were a common weapon, then I could understand the concern; however, the "über sword of doom" is hardly of such availability. As far as I know, only one player has the sword. Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect. I would even propose that even more superior weapons are "hidden" around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)<br />
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)<br />
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)<br />
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)<br />
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)<br />
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)<br />
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, "Marksmanship" and "Expert Marksmanship", each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful. -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)<br />
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)<br />
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)<br />
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)<br />
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -> 35% marksman upgrade for all classes, then 35% -> 50% -> 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)<br />
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single "elephant sword", or something with a similarly grand title. There would only be one on the island (or one per village: "The Elephant Sword of York", etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----<br />
<br />
<br />
===studded leather & war gear===<br />
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.<br />
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}<br />
<br />
*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)<br />
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]<br />
<br />
----<br />
<br />
===Messenger Pigeons===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All outsiders|<br />
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. <br />
''You watch your pigeon fly off and hope it doesn't get intercepted.''<br />
<br>Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|<br />
suggest_time=22:23, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*How would you handle said "interception?" Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)<br />
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)<br />
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)<br />
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to "intercept" the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)<br />
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drum===<br />
{{suggestion|<br />
suggest_type=New item|<br />
suggest_scope=All Natives|<br />
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. <br />
''You hear random drumming in the distance.''<br />
<br>Requires a drum beating skill to utilize.|<br />
suggest_time=22:35, 9 April 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)<br />
<br />
:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)<br />
<br />
:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<br />
::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:<br />
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)<br />
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)<br />
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear "random drumming" instead of "<garbled message>", since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)<br />
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)<br />
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)<br />
::&mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hammer===<br />
{{suggestion|<br />
suggest_type=New Item|<br />
suggest_scope=Available to all characters|<br />
suggest_description=A basic hammer. This item seems necessary for potential future building skills such as roads or huts or hut fortifications. Hammers could also be used as offensive weapons. They could also be subject to random breaking like machetes.|<br />
suggest_time=06:18, 1 May 2006 (BST)|<br />
suggest_author=[[User:Throgonuts|Throgonuts]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &mdash; but we don't need a hammer now. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===303===<br />
{{suggestion|<br />
suggest_type=new item|<br />
suggest_scope=availible to only outsiders|<br />
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.<br />
<br />
Damage: 15, special dmg: 16.|<br />
suggest_time=15,25, 17 June, 2006 (EST)|<br />
suggest_author=[[User:Riddick|Riddick]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)<br />
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?<br />
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)<br />
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Berries to Increase AP===<br />
{{suggestion|<br />
suggest_type=Change item's effect|<br />
suggest_scope=Tasty berries (or similiar item)|<br />
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|<br />
suggest_time=00:47, 21 June 2006 (UTC)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<br />
I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006<br />
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
<br />
I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)<br />
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily "out of hand". Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
::The above remarks would be accurate if the AP-booster item was "invigorating herbs" found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)<br />
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was "berries or similiar item". I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)<br />
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)<br />
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. "this mango tree is claimed by John Doe", but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons). However, you'd only get one day of extra combat from it. You're actually losing time that way. If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers. Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items. I'd also like to point out that this system is already in place in KoL. They just set a maximum you can eat before you get full to keep the system from being abused. Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006<br />
<br><br />
it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)<br />
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<br />
Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)<br />
:I think you are confused here, the topic at hand is not gaining free XP, but "storing AP" as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Camera/Spirit box===<br />
{{suggestion|<br />
suggest_type=Ranged weapon|<br />
suggest_scope=Those plagued by banshees and those interested in scaring natives|<br />
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|<br />
suggest_time=04:11, 23 July 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)<br />
<br />
I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is. However, I'm not so sure about this. After all, cameras don't REALLY hurt people. Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help. Cameras have been around maybe 100 years? Shartak seems to take place in the 1700's or so, a little too early. Long story short, I don't think it fits. That's just my opinion, however. [[User:Black Joe|Black Joe]]<br />
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
i agree with idea that we should do something about ghosts, but the idea of trapping "ghosts" in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)<br />
<br />
I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006<br />
<br />
Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)<br />
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism. After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them. Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006<br />
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)<br />
<br />
A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)<br />
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)<br />
<br />
''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as "outsiders" are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.<br />
Is that not a camera?<br />
<br />
:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)<br />
<br />
::Infantry did not use double barrel rifles at this scale until the mid 19th century, by then the daguerreotype and the calotype had been invented.<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Subitems===<br />
{{suggestion|<br />
suggest_type=Divisable items|<br />
suggest_scope=FAKs and Healing herbs|<br />
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] & large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|<br />
suggest_time=22:28, 12 August 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== The Bone Whistle ===<br />
<br />
I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.<br />
<br />
It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)<br />
<br />
Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)<br />
<br />
the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}<br />
<br />
Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]<br />
<br />
---<br />
<br />
===Flintlock Pistols===<br />
{{suggestion|<br />
suggest_type=New Item and Set of Skill to go along with it|<br />
suggest_scope=Whoever can shoot a gun|<br />
suggest_description='''Mechanics'''<br />
*Half the inventory space of the rifle<br />
*1 shot loading<br />
*.5 AP to load. (or skill to make it so)<br />
*4 damage<br />
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.<br />
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.<br />
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'<br />
<br />
'''Roleplay and realism'''<br />
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).<br />
*Pirates have always been seen with cutalss and one-shot pistol in hand.<br />
<br />
'''Skills'''<br />
*'''No Skill'''- ''5% chance of hitting your target''<br />
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''<br />
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''<br />
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''<br />
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''<br />
*'''Quickshot'''- ''Loading costs .5 AP''|<br />
<br />
suggest_time=02:36, 12 November 2006 (UTC)|<br />
suggest_author={{profile|4862|Rozen}}|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''<br />
<br />
So, suggestions please, i know every sea-dog out there will want it, what about you Yorkers? {{profile|4862|Rozen}} --[[User:Rozen|Rozen]] 15:16, 18 October 2006 (UTC)<br />
<br />
If you make the damage four, also now that I look at the hit rates more closely I think all non-pirates should be able to get a max hit%chance of 45 and pirates should be able to max out around 60% you got yourslef a deal! The reason I like this is because it's not pirate "exculsive" Scouts and scientists can also gain that little extra pop to their punch. I think that it helps offsets the rifle which is really only for soliders. Now some may say the "Pirates have the highest HP they don't need anything else." Well I beg to differ I've been killed very offen by high level soliders with all thier marksman skills. The flintlock In my opion will help add flavor to Shartak for all non solider outsiders.:)--[[User:Michael edwards|Michael edwards]] 00:40, 19 October 2006 (UTC)<br />
<br />
Now, will someone please program this into the game? [[User:Rozen|Rozen]]<br />
<br />
I agree with Mike Edwards, let pirates be able to max out simularly to soldiers, with other outsiders only being able to get up to 45% chance to hit, and 4 damage sounds good. Majestic[[User:Ninja|Ninja]] (A.K.A Captain Dan.)<br />
<br />
Sounds OK to me, the correct adjustments have been made. now, how do we get them to program it? ;) [[User:Rozen|Rozen]]<br />
<br />
:It's ultimately up to Simon. By placing it on the Wiki, you've put it out there for him to consider. However, he's the one who chooses what goes in and what doesn't. Also, could you reorganize this to fit the standard lay out? It's hard to read.[[User:Black Joe|Black Joe]]<br />
<br />
I think that this idea is worthy of being programmed into Shartak. I think that the ammo purse is a good idea, although on the downside, you'd have to spend 1 AP just loading it and just for one shot, so how the "Flintlock Mastery" skill also includes that it only takes .5 AP to reload the gun? Or possibly perhaps a whole new skill that allows for .5 AP to be spent per bullet you load. -[[User:Che|Che]] 22:42, 30 October 2006 (UTC)<br />
<br />
How about a skill called "quickshot" Any character can buy it. It would come in between when Non-pirates and pirate max out.--[[User:Michael edwards|Michael edwards]] 03:07, 31 October 2006 (UTC)<br />
<br />
What do you mean captain? Thanks Che, as a non-pirate i appreciate your positive feedback, and the ideas are good, i've put the 0.5 AP in. To Black Joe, i tried to do it on the standard layout, but all sorts of problems came up like the coding not underlining properly, or making massive gaps in the text. I'm sure i did something wrong, obviously, but it hurt my head to try and figure out what went wrong ;) It may seem like i gave up after not trying, but i did have a good hour and half at it and i've never been a good programer. And if Simon is reading, when i was refering to 'them' earlier, it wasn't disrespectful...pirates honor. [[User:Rozen|Rozen]]<br />
<br />
Just put quickshot after hunter marksman is all--[[User:Michael edwards|Michael edwards]] 02:18, 1 November 2006 (UTC)<br />
<br />
Ok, its in there now, is that the skill you meant? starting to shape up this idea, isnt it? [[User:Rozen|Rozen]]<br />
<br />
Ah, Praise the Lord. I've finally Wiki-fied it. It is much more eaiser to read now. -[[User:Che|Che]] 02:40, 12 November 2006 (UTC)<br />
<br />
Truly Che, the pirate world is in your debt. We may actualy be able to kill you now people will take this idea seriously! Thanks, honestly. [[User:Rozen|Rozen]]<br />
<br />
Well, the thing is that it would unbalance things a bit. Pirates have that hp and making them to close to soldiers damage inflicting ability would certainly bring some complaints. I think 3 damage howver is reasonable. ALso, sorry if I did this incorretly. Never used a wiki before.[[User:Dracul|Dracul]]<br />
<br />
Pirates have 5 more HP than soldiers, the weapon would do less damage than the rifle, and at the moment, a standard pirate can do a max of 3 damage at 45%. this is unbalanced! trust me when i say, the balance has been agreed by non pirates too. and you need to sign a wiki with your profile or user. i dont know how to do profiles, but you can use the text from our user code but replace my name with yours. know what i mean? [[User:Rozen|Rozen]]<br />
<br />
Yes and there would be the chance to hit if they could get 60% though I suppsoe 3 isto low considering 5 hp is'nt to much..[[User:Dracul|Dracul]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Meat Weapons===<br />
{{suggestion|<br />
suggest_type=Items|<br />
suggest_scope=All|<br />
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |<br />
suggest_time=11:29, 29 November 2006 (UTC)|<br />
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef? There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)<br />
<br />
I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Canteen/Water Pouch===<br />
{{suggestion|<br />
suggest_type=Container|<br />
suggest_scope=Anyone looking for an extra sip|<br />
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|<br />
suggest_time=09:23, 5 December 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Canteen? To be a little more in the setting, how about "''flask''"? And were you going to suggest that it hold more than one drink? --[[User:Lantz|<font color="005555">Lantz</font>]] 03:15, 6 December 2006 (UTC)<br />
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) <br />
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]<br />
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)<br />
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Use FAK on Others Text Change.===<br />
{{suggestion|<br />
suggest_type=Flavor change. |<br />
suggest_scope=People with FAKs. |<br />
suggest_description=One thing I've noticed while playing is that when someone heals you, it says "So and so helps you use a first aid kit and restore X health." <br />
<br />
This gives me thoughts of someone coming behind you and guiding your hands with your own FAK. I propose that the text be changed. <br />
<br />
"So and so uses a first aid kit on you and restores X health." <br />
<br />
This is more in-character, as you think of you laying on the floor, and someone coming beside you and crouching down, then pulling out a FAK and patching up your wounds. |<br />
suggest_time=02:27, 9 January 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm for it - really easy to do and it would clear up some confusion. - [[User:Erados|'''<font color="green" size="2">The Malice</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 01:33, 22 January 2007 (UTC)<br />
:Agreed. It was originally coded to allow you to help someone to '''drink''' a '''bottle of water''' / '''use''' a '''first aid kit''' etc but at the moment you can only use a fak on them so I've reworded it. --[[User:Simon|Simon]] 08:17, 13 February 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Fire ===<br />
<br />
How about fire for torches? Fire could also: <br />
<br />
1. be used on the jungle ("You set fire to the surrounding jungle, causing smoke to billow into the sky." The square could turn orange and then red as it was burned, then finally brown once it burned out), <br />
<br />
2. be used as campfires for villages and the wreck, <br />
<br />
3. light caves, for increased search rates ("You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.") <br />
<br />
4. burn opponents, ("You hit Long Fin Killie in the face with a torch for 3HP damage.") or huts (""You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.")<br />
<br />
5. scare away wild animals like tigers, which might not approach a torch. <br />
<br />
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).<br />
<br />
Fire might also be visible from a distance. "You see a column of smoke to the north east."<br />
<br />
And, as a gag, if you drink rum while holding a torch then you breath fire.<br />
<br />
[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch." or even, <br />
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!"<br />
-[[A Cow]] <br />
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
=== Falconry ===<br />
<br />
Introduction:<br />
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word "Hag" or "Haggard" is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. <br />
<br />
Item:<br />
The scenario would run like this: Near the mountains, "You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment." This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.<br />
<br />
First skill level:<br />
In order for you to do anything with the egg, you acquire a skill: "Hatching and rearing" of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the "one falcon egg" is replaced by "one falcon chick" or "one falcon eyase" (an eyase is a falcon chick) when the first skill level of "Hatching and rearing" is acquired. <br />
<br />
Second skill level:<br />
The next skill you need to acquire is "Training your falcon". With the "Training your falcon" skill, the "falcon chick" becomes a "young falcon", and the young falcon can be used as a weapon. "You command your young falcon to rake Player Y's face, for 1 HP damage." As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are "young falcon", to indicate to players that the bird is immature and not yet capable fo use at full strength.<br />
<br />
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. "Your young falcon loses balance mid-flight and plummets into a tree, dying instantly." While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. <br />
<br />
Third skill level:<br />
With "falconry mastery", the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, "You command your falcon to rake Player Y's face, for 5HP damage."<br />
<br />
Killing falcons:<br />
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that "You attack Player Y and kill their falcon." This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.<br />
<br />
Other ancillary issues:<br />
Falcon eggs would be relatively rare, like heavy swords. "Falcon eggs", "falcon chicks", "young falcons" and "falcons" could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be. -<br />
[[FirstAmongstDaves]]<br />
<br>Comments<br><br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->Comments here.<br />
A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)<br />
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
===Shovel===<br />
{{suggestion|<br />
suggest_type=Tool|<br />
suggest_scope=Wealthy individuals and fortune seekers interested in treasure hunts.|<br />
suggest_description=Pirates are notorious for burying their treasure. With the shovel a player can dig a hole, deposit gold coins (and other items possibly)and fill it in. Anyone who digs in a square containing treasure will find it.|<br />
suggest_time=05:14, 20 January 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Implemented. --[[User:Simon|Simon]] 23:29, 30 January 2007 (UTC)<br />
: Any chance we could have a shovel that could be used as a melee weapon as well? Perhaps only doing a base 1 damage to reflect that it's a better tool than weapon? [[User:Johan Crichton|Johan Crichton]] 05:49, 8 March 2007 (UTC) <br />
::Postal 2, nice.<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Tent===<br />
<br />
Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]<br />
<br />
<br />
<br />
----<br />
<br />
===Trade Items===<br />
{{suggestion|<br />
suggest_type=a series of items which will encourage trade|<br />
suggest_scope=the economic structure of Shartak|<br />
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. <br />
<br />
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action "Forge Weapon" becomes available. This action costs 10 AP, but produces a "Scimitar"[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.<br />
<br />
The Native analog to this is the "Macuahuitl" [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.<br />
<br />
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. <br />
|<br />
suggest_time=04:50, 15 February 2007 (UTC)||<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]<br />
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
<br />
*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)<br />
**Good idea! Calling it a "fine sword" definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
===10 Melee Weapons===<br />
{{suggestion|<br />
suggest_type=Weapons|<br />
suggest_scope=All|<br />
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.<br />
<br />
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 10% (->20%->35%)<br />
*'''Average Damage, untrained:''' 0,3 -> 0,4<br />
*'''Average Damage, CQB:''' 0,6 -> 0,8 <br />
*'''Average Damage, ACQB:''' 1,05 -> 1,4<br />
*'''Average Damage, BS:''' 1,2 -> 1,55 <br />
<br />
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 40% (->50%->65%->75%)<br />
*'''Average Damage, untrained:''' 0.4 -> 0,8<br />
*'''Average Damage, CQB:''' 0,5 -> 1 <br />
*'''Average Damage, ACQB:''' 0,65 -> 1,3<br />
*'''Average Damage, BS:''' 0,8 -> 1,45<br />
*'''Average Damage, Fencing:''' 0,9 -> 1,65 <br />
*'''Average Damage, Exp. Fenc.:''' 1,05 -> 1,8 <br />
<br />
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
*'''Average Damage, Fencing:''' 1,35 -> 1,95 <br />
*'''Average Damage, Exp. Fenc.:''' 1,5 -> 2,1 <br />
<br />
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 25% (->35%->50%)<br />
*'''Average Damage, untrained:''' 0,5 -> 0,75<br />
*'''Average Damage, CQB:''' 0,7 -> 1,05 <br />
*'''Average Damage, ACQB:''' 1 -> 1,5<br />
*'''Average Damage, BS:''' 1,15 -> 1,65 <br />
<br />
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).<br />
<br />
'''Base Damage''' 4, '''Accuracy''' 5% (->15%->30%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,25<br />
*'''Average Damage, CQB:''' 0,6 -> 0,75 <br />
*'''Average Damage, ACQB:''' 1,2 -> 1,5<br />
*'''Average Damage, BS:''' 1,35 -> 1,65 <br />
<br />
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.<br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
<br />
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.<br />
<br />
'''Base Damage''' 3, '''Accuracy''' 25% (->35%->50%->60%)<br />
*'''Average Damage, untrained:''' 0.75 -> 1<br />
*'''Average Damage, CQB:''' 1,05 -> 1,4<br />
*'''Average Damage, ACQB:''' 1,5 -> 2<br />
*'''Average Damage, BS:''' 1,65 -> 2,15<br />
*'''Average Damage, Fencing:''' 1,95 -> 2,55<br />
*'''Average Damage, Exp. Fenc.:''' 2,1 -> 2,8<br />
<br />
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. <br />
<br />
'''Base Damage''' 4, '''Accuracy''' 20% (>30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,8 -> 1 <br />
*'''Average Damage, CQB:''' 1,2 -> 1,5 <br />
*'''Average Damage, ACQB:''' 1,8 -> 2,25<br />
*'''Average Damage, BS:''' 1,95 -> 2,4 <br />
*'''Average Damage, Fencing:''' 2,35 -> 2,9<br />
*'''Average Damage, Exp. Fenc.:''' 2,5 -> 3,05 <br />
<br />
9)'''Knife:''' Including it for sake of completeness.<br />
<br />
'''Base Damage''' 1, '''Accuracy''' 20% (->30%->45%)<br />
*'''Average Damage, untrained:''' 0,2 -> 0,4<br />
*'''Average Damage, CQB:''' 0,3 -> 0,6 <br />
*'''Average Damage, ACQB:''' 0,45 -> 0,9<br />
*'''Average Damage, BS:''' 0,6 -> 1,05<br />
<br />
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. <br />
<br />
'''Base Damage''' 2, '''Accuracy''' 20% (->30%->45%->55%)<br />
*'''Average Damage, untrained:''' 0,4 -> 0,6<br />
*'''Average Damage, CQB:''' 0,6 -> 0,9 <br />
*'''Average Damage, ACQB:''' 0,9 -> 1,35<br />
*'''Average Damage, BS:''' 1,05 -> 1,5 <br />
*'''Average Damage, Fencing:''' 1,25 -> 1,8 <br />
*'''Average Damage, Exp. Fenc.:''' 1,4 -> 1,95 <br />
<br />
|<br />
suggest_time=22:13, 18 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen<br />
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)<br />
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
=== Policy Discussion ===<br />
{{suggestion|<br />
suggest_type=Discussion of policy|<br />
suggest_scope=Suggestions page|<br />
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|<br />
suggest_time=13:06, 3 March 2007 (UTC)|<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!<br />
}}<br />
<br />
===Big Stick and Cudgel===<br />
{{suggestion|<br />
suggest_type=2 new, related items|<br />
suggest_scope=All players|<br />
suggest_description=1. Big stick: Or "There are trees all around me. Why's it so hard to find driftwood?"<br />
<br />
The big stick would be found in jungle squares. The thicker the jungle, the more likely it is that you'll find a big stick. The big stick would take up two inventory spaces. By itself, it's useless. However, it can be made into a couple other things. <br />
<br />
A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP). This gives you two pieces of driftwood. Why do I propose this? Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood! There are lots and lots of trees out in the jungle! Surely I can find pieces of wood out there! I apparently also like to use exclamation marks!<br />
<br />
B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel. See below.<br />
<br />
Suggestion 2: The Cudgel: Or "Hitting each other with sticks."<br />
<br />
The cudgel also takes 2 inventory spaces. It does 1 HP damage without body building and 2HP damage with it. Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%. Why does it have a higher chance to hit? Because it's a really big stick! People have been hitting each other with sticks for ages! Now, even with that, it's still inferior to the machete. So why's it useful? <br />
<br />
1. Higher chance to hit than daggers, knives, and fists.<br />
2. It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.<br />
<br />
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out. Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|<br />
suggest_time=02:29, 10 March 2007 (UTC)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)<br />
:In answer to your question, I would say "no" to completely cleared and "very low chance" to very low density. Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)<br />
:This is technically true, but the point is missed. On a jungle island, one should be able to find sign post material where trees can be found. That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)<br />
:The term "driftwood" is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Tranquiliser/Paralyzing Dart===<br />
{{suggestion|<br />
suggest_type=Ammunition|<br />
suggest_scope=Hunters who don't like to be bitten back|<br />
suggest_description=Many hunters don't like FAKs taking up space that could be used for ammo and thus go without them. The animals don't go down without a fight however and the bush doesn't have the tools for a last minute tusk wound patch up before bed. If only the animals could be passified. Firing a tranquiliser from a rifle like a regular bullet or a paralyzing dart from a blowpipe, one can stun an animal, preventing automatic and retalitory attacks for awhile. In humans it reduces attack strength and/or accuracy and increases AP usage.|<br />
suggest_time=17:05, 6 April 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I disagree with your base claim - I'd imagine that as many, if not more hunters travel with a lot of first aid kits since it allows them to spend longer in the jungle. This suggestion just seems to remove the challenge of fighting something that will fight back, and reduce the need to go into the jungle properly equipped. It would also seem easy to abuse against other player characters. --[[User:Johan Crichton|Johan Crichton]] 21:56, 6 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
<br />
===Broken Knife===<br />
{{suggestion|<br />
suggest_type=Searching|<br />
suggest_scope=Broken knife findings.|<br />
suggest_description=In locations where there is nothing to find, there is the chance to find a broken knife, which you discard. However, I've seen many times how new players don't know if that means there is actually something there or if it means nothing. I propose the text be updated slightly. It would be as follows:<br />
<br />
"You find a broken knife, which you discard. It seems there is nothing to be found here."|<br />
suggest_time=20:28, 27 April 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Bugs&diff=13680Bugs2007-04-13T00:30:38Z<p>AlexanderRM: /* Trading */</p>
<hr />
<div>This page is for adding reports of possible bugs. Once the bug has been confirmed, it can be moved into the Known Bugs section.<br />
<br />
Before reporting a bug, you might want to check [[Bugs:Not|Not Bugs]] just in case it's actually not a bug.<br />
<br />
Bugs that have been resolved and older than a week, can be found at [[Bugs:Fixed]].<br />
<br />
== Example ==<br />
<br />
Use a simple, sensible bug title. Provide information about your browser, operating system, character class, and location terrain if necessary.<br />
<br />
To use the template, enter the following, but replace '''emboldened text''' with text appropriate to your bug report:<br />
<br />
<nowiki>===</nowiki>'''Bug Title'''<nowiki>===</nowiki><br />
<nowiki>{{bugreport</nowiki>|<br />
bug_time=<nowiki>~~~~~</nowiki>|<br />
bug_author=<nowiki>~~~</nowiki>|<br />
bug_status='''new / fixed / not a bug'''|<br />
bug_severity='''low / med / high / critical'''|<br />
bug_description='''Full description. Check spelling and be descriptive.'''|<br />
bug_comments=<br />
&lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&gt;<br />
'''Comment here'''<br />
&lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&gt;<br />
}}<br />
<br />
{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
== Possible Bugs ==<br />
<br />
===Reversed Movement===<br />
{{bugreport|<br />
bug_time=00:01, 1 April 2007 (UTC)|<br />
bug_author=[[User:Lord Jones|Lord Jones]]|<br />
bug_status=new |<br />
bug_severity=critical|<br />
bug_description=All movement actions have been reversed. When I click the move button to the right of the screen I move left, when I click the move button on the top of the screen I move Down.|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I guess that this is an April fools joke, and if it is, you got bustyed really early :P, if its not the game is screwed [[User:Lord Jones|Lord Jones]]<br />
:OK, now I feel stupid... Even after learning about the reversed movement from my native character, I seem to have gotten my pirate wedged against the face of Mt. Shartak. The only squares I'm capable of moving into would send me backwards into the mountain, and I can't click on the mountain squares themselves to get out of this little corner I've found myself in, so I'm basically stuck... In true Shartak fashion, though, I commemorated the event by erecting a sign on the spot :p --[[User:Specialist290|Specialist290]] 00:48, 1 April 2007 (UTC)<br />
<br />
I got used to it realy quickly, but still, the worry it caused me when I thought it was my PC spelling eveybody's name backwards too. Then i ran away from somebody's corpse, in the wrong direction. Come on, what's going on? --[[User:Rozen|Rozen]] 08:49, 1 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trading===<br />
{{bugreport|<br />
bug_time=00:24, 7 September 2006 (UTC)|<br />
bug_author=[[User:One of many doctors|One of many doctors]]|<br />
bug_status=new |<br />
bug_severity=low|<br />
bug_description=I'm at trader Harry's hut in York and decide to trade gold coins for gems. He says:<br />
:''You ask to trade your gold coins for his gems. Trader Harry makes you an offer, "Gems are in short supply so I want more than the usual price. I want '''thirty four''' gold coins for a gem"''<br />
When I try to trade gems for gold coins he says:<br />
You ask to trade your gems for his gold coins.<br />
:''Trader Harry makes you an offer, "I'll give you '''four''' gold coins for a gem"''<br />
|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Are you a new/old trader, is he happy to see you or bored with your presence in his store? Are you using a native character? Either of these conditions could result in over the top price differences, or it could just be a bug! --[[User:Simon|Simon]] 15:41, 7 September 2006 (UTC)<br />
:Probably old Outsider. He keeps saying something about how there's an entire island to explore, but I don't see how that can account for a 850% price difference. --[[User:One of many doctors|One of many doctors]] 01:30, 8 September 2006 (UTC)<br />
::It's a "feature" of the trading, although it does seem a little harsh. --[[User:Simon|Simon]] 12:49, 14 October 2006 (UTC)<br />
::: "blunt knives are in short supply so I want more than the usual cost. I want two knives for a blunt knife." today. This isn't a glitch but you should still fix it. why don't we suggest blunt and non-blunt weapons being added together for the price? --[[User:AlexanderRM|AlexanderRM]] 00:30, 13 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Contact list numbers===<br />
{{bugreport|<br />
bug_time=21:24, 20 October 2006 (UTC)|<br />
bug_author=[[User:Frisco|Frisco]]|<br />
bug_status=new |<br />
bug_severity=low |<br />
bug_description=My contact list for player id #74 somehow got 52 contacts on it. I can't add anymore - the contacts.cgi page says: "You have 52 added so far and can add -2 more." - but i was wondering if there was a bug that allowed me to get 52 contacts, or if the restrictions that were in place weren't effective until a couple days ago (i don't recall when i last added to my list), or if there's some off-by-two math errors going on. I counted up the number of contacts i have, and indeed there are 52.|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Restrictions have been in place from the start. Probably just a buglet and I've a fairly good idea where. --[[User:Simon|Simon]] 13:17, 24 October 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Sharpening Stone Glitch===<br />
{{bugreport|<br />
bug_time=Jan. 06 2006(UTC)|<br />
bug_author=[[User:Earl Madness|Earl Madness]]|<br />
bug_status=new |<br />
bug_severity=medium |<br />
bug_description=sharpening stones don't dissapear when I use them.|<br />
bug_comments=<br />
<br />
This isn't a bug, it's normal. You wouldn't normally use an oilstone once and throw it away. However, perhaps sharpening stones should wear out after a number of uses. Might be worth proposing on the forum or wiki suggestion page. --[[User:Simon|Simon]] 19:14, 6 January 2007 (UTC)<br />
}}<br />
<br />
===Your camp is right here, in a ruin===<br />
{{bugreport|<br />
bug_time=05:28, 7 January 2007 (UTC)|<br />
bug_author=[[User:Johan Crichton|Johan Crichton]]|<br />
bug_status=new |<br />
bug_severity=low |<br />
bug_description= A new character I have is being told that 'Your camp is right here', however, they're currently in a ruin quite some distance from their settlement. Leaving the ruin results in a more accurate 'Your camp is a great distance north-east.' |<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Should have been fixed a couple of weeks back. --[[User:Simon|Simon]] 22:16, 30 January 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Two shot===<br />
{{bugreport|<br />
bug_time=16:05, 10 January 2007 (UTC)|<br />
bug_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
bug_status=new|<br />
bug_severity=low|<br />
bug_description=Two issues, one minor, one fairly major, but short lived. First, I have a character who maintains an area of jungle, constantly keeping it clear of regrowth. Doing this for a few weeks I have gotten a feel for how fast the jungle regrows. Is it just me or has it been regrowing much faster lately? I'd estimate about twice as fast. Secondly, and more seriously, last night I tried to log in and the main page allowed me to creat a new character, but not log in as an existing character. I tried in both IE and firefox, but neither worked. It seems fixed now, but I figured I'd report this just in case it's something that comes and goes.|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Jungle growth was modified just after Christmas to include an interesting feature (that no-one seems to have spotted yet). I did accidentally make it grow rather faster than previously but it should be back to normal again. The failure to login bit is probably due to session cookies not being set for the right domain. If you go to the main page and login there, it should work. Sometimes going to the game.cgi url directly might get the wrong domain associated with the cookie. --[[User:Simon|Simon]] 22:16, 30 January 2007 (UTC) <br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Can't pick or change clans===<br />
{{bugreport|<br />
bug_time=13:09, 29 January 2007 (UTC)|<br />
bug_author=Crowjane and all alts|<br />
bug_status=new |<br />
bug_severity=med |<br />
bug_description=The edit profile page neither allows me to change my clan nor pick more than one clan.|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Visit the relevant clan page, join the clan by clicking the button. Visit another clan page, click the join button.<br />
By default, the primary clan will be the first one you joined, but using the edit profile page, you can change your primary clan to be the other one. This is slightly different to how the edit profile clan section used to work, but given that there are more restrictions possible on the clans now, it seemed a logical change. --[[User:Simon|Simon]] 22:08, 30 January 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Haggling Text when Selling===<br />
{{bugreport|<br />
bug_time=23:39, 4 February 2007 (UTC)|<br />
bug_author=[[User:Johan Crichton|Johan Crichton]]|<br />
bug_status=new |<br />
bug_severity=low |<br />
bug_description=When you're selling items to a trader, if you have haggling you get a message about the trader not prepared to lower his prices (IIRC). Shouldn't it be that the trader isn't prepared to pay more?|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Redirect on login to //game.cgi===<br />
{{bugreport|<br />
bug_time=05:12, 8 February 2007 (UTC)|<br />
bug_author=[[User:Johan Crichton|Johan Crichton]]|<br />
bug_status=new |<br />
bug_severity=low |<br />
bug_description=When you login to Shartak, the redirect often takes you to http://www.shartak.com//game.cgi (double slash before game.cgi), while a quick refresh while get you to http://www.shartak.com/game.cgi this seems possibly a quick bug to fix.<br />
This isn't a problem for the average user - but for those of us with greasemonkey scripts it can be problematic - and avoiding a refresh of the page would seem desirable?|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I was to post it myself, quite an annoying one - [[User:Lama|Lama]].<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Don't get XP when hitting someone with glancing blow===<br />
{{bugreport|<br />
bug_time=21:58, 2 March 2007 (UTC)|<br />
bug_author=[[User:Che|Che, slayer of Arminius.]]|<br />
bug_status=new|<br />
bug_severity=low|<br />
bug_description=When attacking Charles the Dead, I noticed I only received 1 XP when I hit him for 3 damage. That isn't the bug. It was when I hit him with a glancing blow I didn't get any XP. This may be a bug, or it could be whatever.|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*This seems to be fairly simple. When you attack someone of your same faction, you get 1/2 XP as normal, rounded down. So instead of 1.5 XP for 3 HP damage, you get 1 XP. And instead of .5 XP for 1 HP damage, you get none. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:46, 1 April 2007 (UTC)<br />
* Quite right. This is not a bug. :) --[[User:Simon|Simon]] 14:52, 10 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Buying Items over Inventory limit===<br />
{{bugreport|<br />
bug_time=03:20, 16 March 2007 (UTC)|<br />
bug_author=[[User:Johan Crichton|Johan Crichton]]|<br />
bug_status=new |<br />
bug_severity=low |<br />
bug_description=While I don't think I could trade for more items to carry, it was possible for me to buy (with gold) the item putting my invsize at 72 / 70. This seems wrong?|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Item multiplication in holes===<br />
{{bugreport|<br />
bug_time=13:38, 18 March 2007 (UTC)|<br />
bug_author=[[User:Xintlaer|Xintlaer]]|<br />
bug_status=new |<br />
bug_severity=critical|<br />
bug_description=I dug the maximal depth of hole right south of the pirate shaman. Then I dropped a blowpipe into it, yet it didn't dissapear from my inventory, so I repeated it three times. Afterwards I filled the hole with earth up to the top, and the blowpipe was still in my inventory. When I dug back into the ground I found 3 blowpipes... I believe that this may lead to item multiplying and players multiplying their gold to insane amounts.|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Shhh... don't tell everyone ;) Seriously though, this does seem like a bug, but I could have sworn this was fixed during testing. I'll have a poke around and see what's going on. --[[User:Simon|Simon]] 14:55, 10 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Tracking: A body is right here!===<br />
{{bugreport|<br />
bug_time=06:34, 24 March 2007 (UTC)|<br />
bug_author=[[User:Johan Crichton|Johan Crichton]]|<br />
bug_status=new|<br />
bug_severity=low|<br />
bug_description=I was tracking a large stag, and killed it. Afterwards, I looked for tracks in the same square and was told:<br />
<br>Dense jungle with a few tall trees and plenty of vines hanging from them. <br />
<br>Also here is the body of a large stag.<br />
<br>...<br />
<br>There are a few tracks here.<br />
<br><b>A large stag is right here!</b><br />
<br>I have to assume the large stag that was 'right here' was the body... Which doesn't seem right?|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*That would be because the deer did not leave the square. If it had, that would trigger the change. But this is useful when you discover a player body, because you can track and see whether the body is outsider or native. And whether outsider or native killed the player. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:50, 1 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===New clan not showing up===<br />
{{bugreport|<br />
bug_time=02:43, 9 April 2007 (UTC)|<br />
bug_author=[[User:Black Joe|Black Joe]]|<br />
bug_status=new|<br />
bug_severity=med|<br />
bug_description=I created a new clan last night. It shows up when I go to the "Clans" screen and click "Edit my current clan", but it doesn't show up in my profile, nor does it show up on the list of clans. Clan ID is 165.|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
93. Shartak Merchants' Association<br />
<br>It's currently showing in the list of clans. Are you a member of your clan?--[[User:Johan Crichton|Johan Crichton]] 06:59, 10 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Requests_for_information&diff=13124Requests for information2007-03-11T20:10:14Z<p>AlexanderRM: /* ''In-game clan data'' */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
'''Requests for information''' are welcomed on this wiki. Any player with a question about the game should ask it '''on this page''' if articles like [[Gameplay]], [[Character classes]], [[Items]] and [[Skills]] don't have the answer.<br />
<br />
== About the wiki ==<br />
This wiki can be used as a reference guide as you explore the island of Shartak. Players are constantly adding and improving information about all aspects of life on Shartak, but it is always possible for information to be incomplete or out of date. All visitors are invited to [[Special:Userlogin|create an account]], '''read [[Help:Editing]]''', and improve the wiki along with us. The [[Main Page]] has a list of pages and projects you can contribute to.<br />
<br />
== Vital statistics ==<br />
<br />
=== Hit Points (HP) ===<br />
:''See [[Gameplay#Hit Points]].''<br />
<br />
=== Action Points (AP) ===<br />
:''See [[Gameplay#Action Points]].''<br />
<br />
=== Experience Points (XP) ===<br />
:''See [[Gameplay#Experience Points]] and [[XP]].''<br />
<br />
== Death ==<br />
:''See [[Death]].''<br />
<br />
=== Staying alive ===<br />
Q. How can one avoid being hunted down when logged out? --[[User:LouisB3|LouisB3]] 00:19, 16 May 2006 (BST)<br />
<br />
A. See [[Tips and tricks#Staying alive]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:33, 19 July 2006 (UTC)<br />
<br />
=== NPC (Non-Player Character) deaths ===<br />
Q. The 'statistics on kills' page [http://www.shartak.com/statkills.html] shows each group has killed a shaman numerous times. As I understand, there is always 1 shaman in each town/village. What are the consequences of this? Unable to be revived until one respawns? -[[User:Jackel|Jackel]]<br />
<br />
A. If the shaman of your town/village dies, you cannot be revived. Attempting to contact the shaman of your town/village while he "a spirit" yields this message: ''You sense that XX wishes you to be patient and ask again later as he is a spirit as well and is trying to return to his body so he can help others.'' It is unknown how long it takes for a shaman to be revived.<br />
<br />
Q. Do animals have a players killed listing page, where the rabid tiger of raktam can compete for top billing with the brutal biter of bonobo? --[[User:Tycho44|Tycho44]] 09:05, 13 May 2006 (BST)<br />
<br />
A. No. Animal kills are not reported. &mdash; [[User:Elembis|Elembis]] 02:14, 25 May 2006 (BST)<br />
<br />
==Items==<br />
:''See [[Items]].''<br />
<br />
Q. Can items that you are carrying be destroyed or damaged? Specifically, can a machete ever be broken or become dull with use requiring sharpening? Is there any reason to carry around more than one machete? -[[User:Arminius|Arminius]] 01:59, 24 February 2006 (GMT)<br />
<br />
A. Yes, [[Items#Melee_Weapons|melee weapons]] can be damaged and destroyed. Machetes can be dulled by chopping at the jungle (but sharpened again with a [[Items#Sharpening_Stone|sharpening stone]], and any bladed weapon can be broken in an attempted attack on a person or animal. or broken by attacking a person or animal. The chances of a blade breaking or becoming dull are rare but relatively unknown (see [[Special weapon event odds]]). &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)<br />
<br />
Q. I would like to ask for everyones help in finding more about the elusive heavy sword, like what density of jungle did you find them in, is there a hut underneath the jungle or was it a jungle square with a hut? Or if you actually find them in the jungle? THe info on them right now is shaky. Im currently going on a search-a-thon but help is greatly appreciated.<br />
:Please feel free to add some data to [[Search odds]] or [[Search odds condensed]] to help in the effort to work out where to find this item and others! -- [[User:Fitzcarraldo|Fitzcarraldo]] 10:27, 26 February 2006 (GMT)<br />
<br />
Q. Do poison darts poison?<br />
<br />
A. Yes; see [[Items#Ranged weapons and ammunition]]. &mdash; [[User:Elembis|Elembis]] 00:34, 19 June 2006 (BST)<br />
<br />
Q. Are poisionous berries useful for anything, such as the making of poison darts?<br />
<br />
A. All you can do is eat them and [[XP|gain experience]] for doing so. This is actually rather common, especially among players who role-play (play their characters as they would be played in real life; a scientist, for example, would not attack other people unless provoked). &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST) (Note that an empty bottle/gourd for salt water is now more efficient than a poisonberry bush. --[[User:Tycho44|Tycho44]] 05:22, 10 July 2006 (UTC))<br />
<br />
==Skills==<br />
:''See [[Skills]].''<br />
<br />
===''Clan leadership''===<br />
:''Moved from [[Game design]] on 22:44, 18 July 2006 (UTC).<br />
i needed to state this here it's the most related subject,why isn't clan leadership on the skills page?. {{unsigned|Eminem1|07:40, July 6, 2006}}<br />
:Simon and I recently discussed setting a level requirement for ''[[clan leadership]]'', and I suggested level 5. It may be that he's implemented this without anyone noticing before now. (By the way, questions like this are what the [[Requests for information]] page is for.) &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 08:39, 6 July 2006 (UTC)<br />
ok,thanks elembis :) [[User:Eminem1|Eminem1]] 11:11, 6 July 2006 (UTC)<br />
<br />
===''Scavenging''===<br />
Q. The scanvenging skill for settlers and villagers says that it "Assists in finding things within certain areas." What are these 'certain areas', and how much does having the skill improve your search odds? [[User:Arminius|Arminius]] 03:31, 24 April 2006 (BST)<br />
<br />
A. I don't know! Please post your Search Data to [[Search odds condensed]] or [[Search odds]], and help us find out. You don't need to be a Scavenger to post your Search Data -- we need more data to determine the baseline search odds. --[[User:Tycho44|Tycho44]] 08:46, 29 April 2006 (BST)<br />
: It appears that, in herbal huts, settlers with scavenging have a one-in-two total find rate and a healing herb find rate of one-in-three, while people without scavenging have a one-in-three total find rate and a healing herb find rate of only one-in-five. (this info was recently added to [[Search odds condensed]]) [[User:Arminius|Arminius]] 21:14, 30 April 2006 (BST)<br />
<br />
===''In-game clan data''===<br />
Q. Can the in-game clan page (the one you are sent to when you click "form a clan" be edited after writing? I would assume the answear is yes but wanted to make sure. --[[User:AlexanderRM|AlexanderRM]] 8:26 PM, 25 Febuary 2007 (EST)<br />
A. I got tired of waiting for an answear and created VLN anyway... turns out the answear is yes. --[[User:AlexanderRM|AlexanderRM]] 3:09 PM, 11 March 2007 (EST)<br />
<br />
==Locations==<br />
:''See [[Locations]].''<br />
<br />
==General gameplay==<br />
<br />
Q. What time period is the game based in? Excepting the GPS, the choice of items available impies anywhere from the 1600's to the early 1900's. The GPS unit seems a little out of place but implies that the time period has to be present day. Maybe i missed some other items or note about the date? --[[User:Frisco|Frisco]] 21:52, 26 February 2006 (GMT)<br />
<br />
A1. I'm not sure there is really an answer to this as such.. or perhaps many answers.. but.. the whole thing has a kinda lost world feel to it I think. Natives cut off from civilisation. Outsiders from the modern world stranded. Such an idea could explain almost any range of technology, except something like a satellite dish or long range radio transmitters that would allow outsiders to broadcast their distress and get rescued of course.<br />
<br />
Q. Today my level 7 soldier attacked a parrot with a machete (normally 3 damage) and got the following message:<br />
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''<br />
:''You attack the parrot for 5 damage. It dies.''<br />
Is this new, or just very uncommon?--[[User:Frisco|Frisco]] 16:26, 16 March 2006 (GMT)<br />
<br />
A. It's an uncommon bonus. Another uncommon event resulting from an attack is that a melee weapon will break and become useless. See [[Special weapon event odds]] for more information. &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)<br />
<br />
Q. Has anyone experienced the luck/skill effect while using their fists?<br />
<br />
A. Well, there we go. My lucky hit dealt a target 4 damage (with Body Building). --[[User:Lint|Lint]] 00:23, 23 May 2006 (BST)<br />
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''<br />
:''You attack the elephant for 4 damage. It drops to 41 HP.''<br />
::Good thing you didn't break your fists! --[[User:Tycho44|Tycho44]] 18:16, 31 May 2006 (BST)<br />
<br />
Q. Has anyone experienced the luck/skill effect while using a rifle or blowpipe?<br />
<br />
Q. Are knives and daggers breakable?<br />
<br />
Q. Is there a way to make the curse thing go away?<br />
<br />
A. Yes: if you don't continue to anger the spirits they will lift the curse after a few days. See also the [http://www.shartak.com/faq.html#curse FAQ]. A curse will wear off automatically unless the zerging continues. <br />
<br />
Q. How do I get rid of my cursed accounts? Can I delete my zerged characters? <br />
<br />
A. If you want to remove a character from Shartak, stop logging in to that character. After a week, that character will become inactive, and will essentially disappear from the Shartak world. If you want to keep using a character but free yourself from the ancients' curse, simply move that character away from all your other accounts. It is rumored that mild curses will disappear in a couple of days. Be patient.<br />
<br />
A. Thank you very much who ever you are i will use your advise very wisely!<br />
<br />
== Animals ==<br />
:''See [[Animals]].''<br />
<br />
=== Easy elephant ===<br />
Q. Are elephants easier to hit? I attacked and killed one with it's full 60 hp and missed only once. I have a 45% hit rate with my machete and deal 3 dmg per succesful blow. I did not get one of those flavour texts and did 3 dmg each time. --[[User:One of many doctors|One of many doctors]] 02:15, 21 March 2006 (GMT)<br />
<br />
A. There's no way that an elephant would have been that easy to kill.. 21 attacks with only 1 miss is 95% hit and you certainly don't get that! I guess the RNG (Random Number God) smiled on you. --[[User:Simon|Simon]] 14:44, 21 March 2006 (GMT)<br />
<br />
== Common edits ==<br />
<br />
=== Clan pages ===<br />
<br />
Q. How do I make a clan page?<br />
<br />
A. In the search box on the left side of the page, enter your clan's name and click "Go". If the page doesn't exist, you will then see a notice at the top of the page that reads "No page with this exact title exists". Clicking on "this exact title" will allow you to edit that page, and when you save your edit the page will be created.<br />
<br />
Please '''categorize your clan''' by including <!-- You don't need the nowiki tags, they are just there to prevent linking this page as a Clan -->"<nowiki>[[Category:Clans]]</nowiki>" (no quotes) somewhere on the page, as well as "<nowiki>[[Category:Clans for outsiders]]</nowiki>", "<nowiki>[[Category:Clans for natives]]</nowiki>" or "<nowiki>[[Category:Clans for both]]</nowiki>" so people will know who your clan accepts as members. Clans are strongly encouraged to use the [[Template talk:Clanbox|Clanbox template]] to present their information in an orderly fashion.<br />
<br />
=== Linking profiles ===<br />
<br />
Q. How can I link my game profile?<br />
<br />
A. If you know your ID number (which is at the end of the URL of your profile) you can use [[Template:Profile]] to link to your profile. Simply enter <nowiki>{{profile|6|Example}}</nowiki>, where "6" is your ID and "Example" is your name, to get {{profile|6|Example}} as the result.<br />
<br />
=== Creating Templates ===<br />
<br />
Q. How do you make templates, like the [[Template:IdentifyFriendOrFoe|IFF template]]?<br />
<br />
A. It can be complicated. For those who don't know, putting <nowiki>{{ExampleTemplate}}</nowiki> on a page results in that text being replaced by the content of Template:ExampleTemplate. Wikimedia's [http://meta.wikimedia.org/wiki/Help:A_quick_guide_to_templates quick guide to templates] is a good starting point for people making templates, and I can be contacted with specific questions. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:55, 1 September 2006 (UTC)</div>AlexanderRMhttps://wiki.shartak.com/index.php?title=Requests_for_information&diff=12889Requests for information2007-02-26T01:31:20Z<p>AlexanderRM: /* Skills */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
'''Requests for information''' are welcomed on this wiki. Any player with a question about the game should ask it '''on this page''' if articles like [[Gameplay]], [[Character classes]], [[Items]] and [[Skills]] don't have the answer.<br />
<br />
== About the wiki ==<br />
This wiki can be used as a reference guide as you explore the island of Shartak. Players are constantly adding and improving information about all aspects of life on Shartak, but it is always possible for information to be incomplete or out of date. All visitors are invited to [[Special:Userlogin|create an account]], '''read [[Help:Editing]]''', and improve the wiki along with us. The [[Main Page]] has a list of pages and projects you can contribute to.<br />
<br />
== Vital statistics ==<br />
<br />
=== Hit Points (HP) ===<br />
:''See [[Gameplay#Hit Points]].''<br />
<br />
=== Action Points (AP) ===<br />
:''See [[Gameplay#Action Points]].''<br />
<br />
=== Experience Points (XP) ===<br />
:''See [[Gameplay#Experience Points]] and [[XP]].''<br />
<br />
== Death ==<br />
:''See [[Death]].''<br />
<br />
=== Staying alive ===<br />
Q. How can one avoid being hunted down when logged out? --[[User:LouisB3|LouisB3]] 00:19, 16 May 2006 (BST)<br />
<br />
A. See [[Tips and tricks#Staying alive]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:33, 19 July 2006 (UTC)<br />
<br />
=== NPC (Non-Player Character) deaths ===<br />
Q. The 'statistics on kills' page [http://www.shartak.com/statkills.html] shows each group has killed a shaman numerous times. As I understand, there is always 1 shaman in each town/village. What are the consequences of this? Unable to be revived until one respawns? -[[User:Jackel|Jackel]]<br />
<br />
A. If the shaman of your town/village dies, you cannot be revived. Attempting to contact the shaman of your town/village while he "a spirit" yields this message: ''You sense that XX wishes you to be patient and ask again later as he is a spirit as well and is trying to return to his body so he can help others.'' It is unknown how long it takes for a shaman to be revived.<br />
<br />
Q. Do animals have a players killed listing page, where the rabid tiger of raktam can compete for top billing with the brutal biter of bonobo? --[[User:Tycho44|Tycho44]] 09:05, 13 May 2006 (BST)<br />
<br />
A. No. Animal kills are not reported. &mdash; [[User:Elembis|Elembis]] 02:14, 25 May 2006 (BST)<br />
<br />
==Items==<br />
:''See [[Items]].''<br />
<br />
Q. Can items that you are carrying be destroyed or damaged? Specifically, can a machete ever be broken or become dull with use requiring sharpening? Is there any reason to carry around more than one machete? -[[User:Arminius|Arminius]] 01:59, 24 February 2006 (GMT)<br />
<br />
A. Yes, [[Items#Melee_Weapons|melee weapons]] can be damaged and destroyed. Machetes can be dulled by chopping at the jungle (but sharpened again with a [[Items#Sharpening_Stone|sharpening stone]], and any bladed weapon can be broken in an attempted attack on a person or animal. or broken by attacking a person or animal. The chances of a blade breaking or becoming dull are rare but relatively unknown (see [[Special weapon event odds]]). &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)<br />
<br />
Q. I would like to ask for everyones help in finding more about the elusive heavy sword, like what density of jungle did you find them in, is there a hut underneath the jungle or was it a jungle square with a hut? Or if you actually find them in the jungle? THe info on them right now is shaky. Im currently going on a search-a-thon but help is greatly appreciated.<br />
:Please feel free to add some data to [[Search odds]] or [[Search odds condensed]] to help in the effort to work out where to find this item and others! -- [[User:Fitzcarraldo|Fitzcarraldo]] 10:27, 26 February 2006 (GMT)<br />
<br />
Q. Do poison darts poison?<br />
<br />
A. Yes; see [[Items#Ranged weapons and ammunition]]. &mdash; [[User:Elembis|Elembis]] 00:34, 19 June 2006 (BST)<br />
<br />
Q. Are poisionous berries useful for anything, such as the making of poison darts?<br />
<br />
A. All you can do is eat them and [[XP|gain experience]] for doing so. This is actually rather common, especially among players who role-play (play their characters as they would be played in real life; a scientist, for example, would not attack other people unless provoked). &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST) (Note that an empty bottle/gourd for salt water is now more efficient than a poisonberry bush. --[[User:Tycho44|Tycho44]] 05:22, 10 July 2006 (UTC))<br />
<br />
==Skills==<br />
:''See [[Skills]].''<br />
<br />
===''Clan leadership''===<br />
:''Moved from [[Game design]] on 22:44, 18 July 2006 (UTC).<br />
i needed to state this here it's the most related subject,why isn't clan leadership on the skills page?. {{unsigned|Eminem1|07:40, July 6, 2006}}<br />
:Simon and I recently discussed setting a level requirement for ''[[clan leadership]]'', and I suggested level 5. It may be that he's implemented this without anyone noticing before now. (By the way, questions like this are what the [[Requests for information]] page is for.) &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 08:39, 6 July 2006 (UTC)<br />
ok,thanks elembis :) [[User:Eminem1|Eminem1]] 11:11, 6 July 2006 (UTC)<br />
<br />
===''Scavenging''===<br />
Q. The scanvenging skill for settlers and villagers says that it "Assists in finding things within certain areas." What are these 'certain areas', and how much does having the skill improve your search odds? [[User:Arminius|Arminius]] 03:31, 24 April 2006 (BST)<br />
<br />
A. I don't know! Please post your Search Data to [[Search odds condensed]] or [[Search odds]], and help us find out. You don't need to be a Scavenger to post your Search Data -- we need more data to determine the baseline search odds. --[[User:Tycho44|Tycho44]] 08:46, 29 April 2006 (BST)<br />
: It appears that, in herbal huts, settlers with scavenging have a one-in-two total find rate and a healing herb find rate of one-in-three, while people without scavenging have a one-in-three total find rate and a healing herb find rate of only one-in-five. (this info was recently added to [[Search odds condensed]]) [[User:Arminius|Arminius]] 21:14, 30 April 2006 (BST)<br />
<br />
===''In-game clan data''===<br />
Q. Can the in-game clan page (the one you are sent to when you click "form a clan" be edited after writing? I would assume the answear is yes but wanted to make sure. --[[User:AlexanderRM|AlexanderRM]] 8:26 PM, 25 Febuary 2007 (EST)<br />
<br />
==Locations==<br />
:''See [[Locations]].''<br />
<br />
==General gameplay==<br />
<br />
Q. What time period is the game based in? Excepting the GPS, the choice of items available impies anywhere from the 1600's to the early 1900's. The GPS unit seems a little out of place but implies that the time period has to be present day. Maybe i missed some other items or note about the date? --[[User:Frisco|Frisco]] 21:52, 26 February 2006 (GMT)<br />
<br />
A1. I'm not sure there is really an answer to this as such.. or perhaps many answers.. but.. the whole thing has a kinda lost world feel to it I think. Natives cut off from civilisation. Outsiders from the modern world stranded. Such an idea could explain almost any range of technology, except something like a satellite dish or long range radio transmitters that would allow outsiders to broadcast their distress and get rescued of course.<br />
<br />
Q. Today my level 7 soldier attacked a parrot with a machete (normally 3 damage) and got the following message:<br />
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''<br />
:''You attack the parrot for 5 damage. It dies.''<br />
Is this new, or just very uncommon?--[[User:Frisco|Frisco]] 16:26, 16 March 2006 (GMT)<br />
<br />
A. It's an uncommon bonus. Another uncommon event resulting from an attack is that a melee weapon will break and become useless. See [[Special weapon event odds]] for more information. &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)<br />
<br />
Q. Has anyone experienced the luck/skill effect while using their fists?<br />
<br />
A. Well, there we go. My lucky hit dealt a target 4 damage (with Body Building). --[[User:Lint|Lint]] 00:23, 23 May 2006 (BST)<br />
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''<br />
:''You attack the elephant for 4 damage. It drops to 41 HP.''<br />
::Good thing you didn't break your fists! --[[User:Tycho44|Tycho44]] 18:16, 31 May 2006 (BST)<br />
<br />
Q. Has anyone experienced the luck/skill effect while using a rifle or blowpipe?<br />
<br />
Q. Are knives and daggers breakable?<br />
<br />
Q. Is there a way to make the curse thing go away?<br />
<br />
A. Yes: if you don't continue to anger the spirits they will lift the curse after a few days. See also the [http://www.shartak.com/faq.html#curse FAQ]. A curse will wear off automatically unless the zerging continues. <br />
<br />
Q. How do I get rid of my cursed accounts? Can I delete my zerged characters? <br />
<br />
A. If you want to remove a character from Shartak, stop logging in to that character. After a week, that character will become inactive, and will essentially disappear from the Shartak world. If you want to keep using a character but free yourself from the ancients' curse, simply move that character away from all your other accounts. It is rumored that mild curses will disappear in a couple of days. Be patient.<br />
<br />
A. Thank you very much who ever you are i will use your advise very wisely!<br />
<br />
== Animals ==<br />
:''See [[Animals]].''<br />
<br />
=== Easy elephant ===<br />
Q. Are elephants easier to hit? I attacked and killed one with it's full 60 hp and missed only once. I have a 45% hit rate with my machete and deal 3 dmg per succesful blow. I did not get one of those flavour texts and did 3 dmg each time. --[[User:One of many doctors|One of many doctors]] 02:15, 21 March 2006 (GMT)<br />
<br />
A. There's no way that an elephant would have been that easy to kill.. 21 attacks with only 1 miss is 95% hit and you certainly don't get that! I guess the RNG (Random Number God) smiled on you. --[[User:Simon|Simon]] 14:44, 21 March 2006 (GMT)<br />
<br />
== Common edits ==<br />
<br />
=== Clan pages ===<br />
<br />
Q. How do I make a clan page?<br />
<br />
A. In the search box on the left side of the page, enter your clan's name and click "Go". If the page doesn't exist, you will then see a notice at the top of the page that reads "No page with this exact title exists". Clicking on "this exact title" will allow you to edit that page, and when you save your edit the page will be created.<br />
<br />
Please '''categorize your clan''' by including <!-- You don't need the nowiki tags, they are just there to prevent linking this page as a Clan -->"<nowiki>[[Category:Clans]]</nowiki>" (no quotes) somewhere on the page, as well as "<nowiki>[[Category:Clans for outsiders]]</nowiki>", "<nowiki>[[Category:Clans for natives]]</nowiki>" or "<nowiki>[[Category:Clans for both]]</nowiki>" so people will know who your clan accepts as members. Clans are strongly encouraged to use the [[Template talk:Clanbox|Clanbox template]] to present their information in an orderly fashion.<br />
<br />
=== Linking profiles ===<br />
<br />
Q. How can I link my game profile?<br />
<br />
A. If you know your ID number (which is at the end of the URL of your profile) you can use [[Template:Profile]] to link to your profile. Simply enter <nowiki>{{profile|6|Example}}</nowiki>, where "6" is your ID and "Example" is your name, to get {{profile|6|Example}} as the result.<br />
<br />
=== Creating Templates ===<br />
<br />
Q. How do you make templates, like the [[Template:IdentifyFriendOrFoe|IFF template]]?<br />
<br />
A. It can be complicated. For those who don't know, putting <nowiki>{{ExampleTemplate}}</nowiki> on a page results in that text being replaced by the content of Template:ExampleTemplate. Wikimedia's [http://meta.wikimedia.org/wiki/Help:A_quick_guide_to_templates quick guide to templates] is a good starting point for people making templates, and I can be contacted with specific questions. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:55, 1 September 2006 (UTC)</div>AlexanderRM