https://wiki.shartak.com/api.php?action=feedcontributions&user=Wifey&feedformat=atomThe Shartak Wiki - User contributions [en]2024-03-28T16:06:06ZUser contributionsMediaWiki 1.33.0https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&diff=10924The Scurvy Crew of The Hell-born Strumpet2006-11-10T07:31:26Z<p>Wifey: /* Now accepting crew for the positions of: */</p>
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<div>{{Clanbox|<br />
clan_name=The Scurvy Crew of The Hell-born Strumpet|<br />
official_id=10|<br />
open_to=everyone|<br />
clan_image=[[Image:Newpiratetee.jpg|300px]]|<br />
clan_abbrev=SCHBS|<br />
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|<br />
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Gunner's Mate, the Ship's Surgeon, the Surgeon's Mate, a Rum Runner, the Cabin Boy, the Ship's Carpenter, the Boatswain, the Cartographer the Able-bodied Seamen, and A Monkey.|<br />
clan_goals=The pursuit of booty and/or rum. YARRR!!!|<br />
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |<br />
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |<br />
sort_as=Scurvy Crew of The Hell-born Strumpet, The|<br />
}}<br />
<br />
<br />
=A Gentleman's Wager=<br />
<br />
It appears that recently a member of the Scurvy Crew has had a beef and has started hunting a member of the Jolly Roger Gang. Rather than let this encourage more violence between the crews the Captains have decided to let them settle it between themselves. The recent decision to start placing bets on who wins and the possible profits of such had absolutely nothing to do with the Captains' judgement in this case. <br />
<br />
That being said, '''PLACE YOUR BETS! PLACE YOUR BETS RIGHT HEAH!!!'''<br />
<br />
*Captain Michael Edwards: 7 on the Roger boy to win<br />
*Captain Tyler Whitney: 5 gold on Mr. Xintlaer to win, with a side bet of six gold that he gets lucky and lands two 5-damage swings of the cutlass in the process.<br />
*Captain Dan wages '''30 golden coins''' on Xintlaer to beat this here Roger boy! Note, this be a private bet. Anyone wish to risk 30 coins on that Zom-VLD will beat our boy?<br />
*Rozen, JRG's PKer slayer, wagers 5 on Zom, with a side bet of 5, on the fight ending with the winner (whoever it be) on lower than 15 HP.<br />
*Zom-VLD, JRG's treasurer - 30 gold to whoever wins (challenge bet)<br />
*Xintlaer, Strumpet's boatswain - 30 to the winner too.<br />
As it appears Mr. Xintlaer and the Jolly Roger's treasurer are the offending parties they are encouraged to approach the beach adjacent to the shipwreck on Friday (exact time to be determined) when the match will begin.<br />
<br />
The Captains have been approached with the possibility that the fight be held further south so that other Outsiders and perhaps even Natives could witness it and bet unharrassed. Captain Whitney is loathe to accomodate the Natives in anything, but is sorely tempted by the thought of all their savage Gold. Captain Whitney proposes that the fight be held outside the ruins south of the Wreck so that visitors may witness and wager as they please. Whatever massacres occur a discrete distance and lapse of time from the match might be another matter entirely. The location is fitting in any case. God knows what savage, backward rituals took place on that spot before the Strumpet had the ill-fortune to wreck on this coast. What says the Jolly Roger Gang?<br />
<br />
Also Mr. Xintlaer has yet to respond to the prospect of the fight (not surprising since the idea only took shape this morning). If he's still absent by friday another member of The Scurvy Crew can represent the Strumpet in the match. And either party always has the possibility of a rematch...<br />
<br />
I am present and I agree for the duel. --[[User:Xintlaer|Xintlaer]] 14:45, 7 November 2006 (UTC)<br />
<br />
Dude, frickin awesome... [[User:Tyler Whitney|Tyler Whitney]] 01:25, 8 November 2006 (UTC)<br />
<br />
Also I vouch for the ruins to host the match, We should start spreading the word around Shartak.--[[User:Michael edwards|Michael edwards]] 02:26, 8 November 2006 (UTC)<br />
<br />
Okay, latest idea is 1st match is tomorrow at 7pm EST, unless there are any objections. Then we can make it best 2 out of 3 with the second match Sunday. If it goes to three rounds we can settle that maybe late monday or tuesday. We want to give the fighters time to heal, do the shaman bounce if they have to, and get back in the arena rested and ready to fight!!<br />
<br />
It's also been proposed that this become the first of a series of inter-clan matches, which is a groin-grabbingly good idea!!! Any clans interested should drop Captains Edwards and Whitney a line, or simply start up a new Shartak Boxing League page, or somehting like that.<br />
<br />
=Vendetta!=<br />
<br />
Over the past few months the Scurvy Crew and other Pirates have become increasingly aware of Outsiders directing violence at their Pirate cousins.<br />
<br />
[[ image:Tableau-barbenoire.jpg ]]<br />
<br />
(Unidentified members of the Scurvy Crew and Anti-Pirates engage in battle at the Hell-born Strumpet's Wreck).<br />
<br />
For some reason nearly all the clans that have made slaying Pirates their mandate are based out of York. To determine the actual situation the Captain went on a goodwill tour to the Yorkmen's camp. Believing that it was bad manners for a visitor to arrive at a neighbor's empty-handed Captain Whitney brought a bag filled 43 bottles of rum (one for every member of the Crew), and several cutlasses with which to impress the locals. By the time he arrived in York only half a bottle of rum was left, and this was soon thrown at a nearby wild boar. After announcing his presence and intentions at the local Colonial Police station the Captain decided to hit the town. There he saw a pub and several huts in which Outsiders and Natives cohabited peacefully and in which Captain Whitney was welcomed with opened arms and bottles. Such civility between Outsiders and Natives seemed unnatural to the Captain, but he was determined not to offend his hosts, especially while they were picking up this round. <br />
<br />
It was during his second night of carousing with the locals that the Captain was assaulted by his first Anti-Pirate. It was one of the same Yorkmen who had been harrassing the Strumpet's Wreck and any other pirates they happened across.<br />
<br />
With what he now knew about the population of York, and its Anti-Pirate minority the Captain is convinced that a declaration of Vendetta is in order. The Captain declares Vendetta as approved murdering of one or more clans rather than the indiscriminate targeting of a village as in a Raid. While individual members of these clans have whispered their belief that their machetes might abstain from Scurvy Crew blood (due to the Crew's general policy of non-violence towards other Outsiders) their actions speak differently. The Scurvy Crew cannot also stand by while other Pirates are slain simply for loving rum and brawling more than the island's more timid elements. The Crew be hereby ordered to sink their daggers and cutlasses into members of the following clans wherever they be found:<br />
<br />
*[http://wiki.shartak.com/index.php/The_Pirate_Hunters The Pirate Hunters]: Goes without saying...<br />
*[http://wiki.shartak.com/index.php/York_Pirate_Slayers York Pirate Slayers]: Same as above...<br />
*[http://wiki.shartak.com/index.php/Order_of_Patriots The Order of Patriots]: It at first appeared the Order's mandate be only the defense of citizens of York and not indiscriminate pirate-hunting. This led the Captain to propose Parley with the Order. The Captain's offer of Parley [http://wiki.shartak.com/index.php/Talk:Order_of_Patriots#PARLEY.21.21 was soundly rejected] and they have made it clear through their words and actions that their goal is the complete obliteration of Pirates from the island. They should be considered as no better than the rumless Natives...<br />
<br />
A member of one of the clans mentioned above recently approached the Captain in York and asked for a temporary ceasefire. It seems someone has contracted the Mercenary's Guild to attack the same clans the Scurvy Crew has now declared Vendetta against. This was done before the start of the Captain's goodwill tour of the Yorkmen's camp.<br />
<br />
The Captain sees no reason to declare a ceasefire. Why should we, your targets since your clans' inception be moved to restraint now when you have demonstrated none towards us in the past? Are Pirates supposed to pity you now that you are seeing the result of your months of indiscriminate violence towards us? Why should we sheath our cutlasses and wait for your machetes to be sunk into our backs at your convenience? No, many strange and evil things dwell in the hearts of pirates, but mercy isn't one of them. <br />
<br />
=New Tortuga Has Been Achieved=<br />
<br />
'''At the conclusion of negotiations with various other outsider groups the island that the Scurvy Crew calls New Tortuga has been declared a nonaggression zone. The Captain protected the Scurvy Crew's right to behave like violent, drunken villians throughout the lengthy parley. This natural right has been reinforced (so long as no outsiders are harmed on the island or within its shallow waters). What follows below is the original account of the Captain's spiritual awakening and call to New Tortuga:'''<br />
<br />
The Wiksik Raid was hard fighting, no denying that. Those members of the crew who braved the jungle, ill-educated anti-pirate outsiders, native beasts, and savage natives, found themselves several days travel away from their home shaman. The glory and rum won by our cutlasses was that much sweeter with the struggle.<br />
<br />
<br />
[[ image:42699438_5b6c0cc023.jpg ]]<br />
<br />
(Derbymen, unaligned Pirates, and members of The Scurvy Crew battle through the island's natives to assault the shaman of Wiksik.)<br />
<br />
<br />
Many Pirates and Outsiders died in the Wicksick raid. The Captain himself greeted his pirate brethren in the afterlife. It was in this shadow realm that the Captain witnessed the Giant Bottle of Rum. <br />
<br />
"Behold your better," said the Bottle of Rum, "And Despair..."<br />
<br />
And the Captain of The Scurvy Crew beheld the Giant Bottle of Rum. "Truly I both love and fear you O' Giant Bottle of Rum, but what of my Pirate brothers and sisters? We have been scattered across the island" he said. "We are hunted for our heads by rumless savages. Where can we go to celebrate our bloody plunder and drain the island of rum?"<br />
<br />
And yay the Giant Bottle of Rum looked upon the Scurvy Crew in their toils in Wiksik and said, "Know that I have created an island for ye who hunger, and thirst for drunkeness, and it is not the island you stand on. It is the island west of Shartak, and as ye pirates (the beloved children of the Giant Bottle of Rum) love inebriation, so shall you find rum on this island. And it shall be named [http://en.wikipedia.org/wiki/Tortuga "New Tortuga"].<br />
<br />
And the Captain understood The Giant Bottle of Rum, and knew its purpose for the Scurvy Crew. All Crewmembers be hereby ordered to flood the large, horizontal island west of the greater island of Shartak. This island, south of the Strumpet's wreck and west of the Native village of Dalpok, shall be known as [http://en.wikipedia.org/wiki/Tortuga "New Tortuga"]. New Tortuga shall henceforth be known as a private gaming preserve for outsiders in general, but pirates especially, and especially The Scurvy Crew of the Hell-born Strumpet. <br />
<br />
=Bloody Dalpok!=<br />
<br />
It was in the midst of a late afternoon apertif of 3 liters of Derby Rum that a sharpening stone was dropped in the Captain's lap by a particularly ugly monkey. <br />
<br />
"Goddamit Monkey!" the Captain said. "That's the fifth time ye interrupted my pouring!"<br />
<br />
The Captain then proceeded to waste three days of his life hunting the particularly ugly monkey through jungle, ruins, and shipwreck. He finally cornered it in the Strumpet's Crow's Nest (that sounds a bit racy doesn't it? Nevermind!). After the long pursuit, and being a bit peckish, the Captain ate the monkey. <br />
<br />
[[ Image:Monkey2.jpg ]]<br />
<br />
<br />
Sources believe this to be the monkey in its natural habitat, and before the Captain ate it.<br />
<br />
<br />
It was only when he got to the tail that he noticed a missive tied to it with a green ribbon. Picking his teeth with a monkey rib the Captain sat down to read the message with an after-supper pint of rum. It read: <br />
<br />
"Ahoy Captain! My Gang of pirates has planned a raid on dalpok. We have a large deal of pirates marching on Dalpok next week,I would like to invite any of your crew members who might be around to partake in the pillage.--Michael edwards 00:17, 31 August 2006 (UTC)" <br />
<br />
"Four Cannon's A-Blazing!" exclaimed the Captain with what he believed to be a pirate expression (it was not, in fact no pirate until him had '''ever''' said those words). "There are other pirates on the island besides my beloved Scurvy Crew?" The Captain then sat down and spent the rest of the day drinking and thinking about the implications of this discovery.<br />
<br />
The Captain awoke the next morning to hear a ghost whispering in his ear. Shooting up ramrod straight the Captain climbed up Crow's Nest once more, and pulled from his pocket a whistle made of Native bones. Taking a deep breath the Captain then blew on the whistle, but no sound was heard. In fact, the dozens of pirates around the Strumpet's wreck (who the Captain had been too drunk or insane to notice until a day ago) were completely oblivious to the tiny figure at the top of the Crow's Nest, playing a whistle with all his formidable might. But across Shartak, in jungles and mountains, villages and grasslands, buried in swamps and floating in water, specially trained sets of ears heard a faint ringing.<br />
<br />
"My Beloved Scruvy Crew of the Hell-Born Strumpet!" bellowed Captain Tyler Whitney from the Crow's Nest, "Blood's being spilled in a Native Village and we're not the cause of it! All crewmembers be ordered to join our pirate brothers in flooding the dirt paths of Dalpok with blood! BYOB!"<br />
<br />
<br />
== The Royal Expedition ==<br />
<br />
Mr Dan here. I cannot stop ye or order ye to do anything, but for Christ Sake, PLEASE DON'T ATTACK ANY ROYAL EXPEDITION MEMBERS!!! I've spent a fair while negotiating with them not to attack us. We do not need a war. For more details, look at their talk page. '''Captain Dan'''<br />
<br />
<br />
Well, I don't know why, but I just got killed by mister Jones Dye, a member of the Royal Expedition --[[User:Xintlaer|Xintlaer]] 17:23, 25 August 2006 (UTC)<br />
<br />
Ah hell with it. I can't negotiate. Kill em if you want. I wish you would have put a word in this Captain. '''Captain Dan'''<br />
<br />
that bastard jones dye just killed me too! he's on new tortuga! someone kill him--[[User:Badhammer|Badhammer]] 14:51, 3 September 2006 (UTC)<br />
<br />
Parley has been resumed with York and the Royal Expedition. If no appropriate reply is sent ye have liberty to pursue your vengance without fear of censure from your crew.<br />
<br />
== Current goals be: ==<br />
<br />
*Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)<br />
*Terrorize the locals<br />
*Pursue the elusive three-headed monkey<br />
*Rum<br />
*Keelhauling<br />
*Wenches<br />
*Plunder<br />
*Grog<br />
<br />
== The Code of The Scurvy Crew ==<br />
<br />
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...<br />
<br />
*Every man shall obey civil Command; the Captain shall have one full share and a half in all Prizes; the Master, Carpenter, Surgeon, Boatswain and Gunner shall have one Share and quarter. <br />
*If any man shall offer to run away, or keep any Secret from the Company, he shall be marroon'd with one Bottle of Powder, one Bottle of Water, one small Arm and shot. <br />
*If any Many shall steel any Thing in the Company, or game, to the Value of a Piece of Eight, he shall be marroon'd or shot. <br />
*If at any Time we should meet another Marrooner (that is Pyrate) that Man that shall sign his Articles without the Consent of our Company, shall suffer such Punishment as the Captain and Company shall think fit. <br />
*That Man that shall strike another whilst these Articles are in force, shall receive Mose's Law (that is 40 stripes lacking one) on the bare Back. <br />
*That Man that shall snap his Arms, or smoak Tobacco in the Hold, without a cap to his Pipe, or carry a Candle lighted without a Lanthorn, shall suffer the same Punishment as in the former Article. <br />
*That Man that shall not keep his Arms clean, fit for an Engagement, or neglect his Business, shall be cut off from his Share, and suffer such other Punishment as the Captain and the Company shall think fit. <br />
*If any Man shall lose a Joint in time of an Engagement he shall have 400 pieces of Eight; if a limb 800. <br />
*If at any time you meet with a prudent Woman, that Man that offers to meddle with her, without her Consent, shall suffer present Death.<br />
<br />
= The Scurvy Crew is Legion =<br />
YAHRR! We be the first clan on the island to break '''40''' members!! The Captain decrees an extra pint of grog to all members in celebration.<br />
<br />
[[ Image:On beach.jpg ]]<br />
<br />
==Now accepting crew for the positions of: ==<br />
<br />
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] <br />
<br />
Welcome aboard Mr. Cutthroat and Mr. Xenor!!<br />
<br />
The Captain's offer of Parley to the Order of Patriots was soundly denied. The Scurvy Crew is now free to hunt them and the Pirate Hunters wherever they are found. Special care must be taken that innocent outsiders are not also slain so all crewmembers are advised to check their prey's profile before they strike.<br />
<br />
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!<br />
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath]I'm trying to start a dialoge with the outsiders. Somehow they keep falling over saying "why did you stab me??" it's like they don't know how to talk to a pirate??<br />
*Master's Mate: [http://www.shartak.com/profile.cgi?id=1540 Teach]<br />
*Ship's Surgeon: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] Me blades are sharp and I be bored. For the Crew!!!<br />
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]<br />
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] They shall feel my blade deep between their ribs... <br />
*Gunner: [[User:Wifey#Wifey|Wifey]] Yargh! Wifey's active again, lads!<br />
*Gunner's Mate: [http://www.shartak.com/profile.cgi?id=2691 Wolverine] This bein' before the whole Weapon X thing o' course.<br />
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]<br />
*Quartermaster: [http://www.shartak.com/profile.cgi?id=1337 badhammer]<br />
*Carpenter: [http://www.shartak.com/profile.cgi?id=2073 Dian Cecht]<br />
*Carpenter's Mate:<br />
*Steward:<br />
*Cook: Pieman<br />
*Sailing Instructer: [http://www.shartak.com/profile.cgi?id=4868 Captain Barbossa]<br />
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho "Yarr" Everett]<br />
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]<br />
*Wenches: [http://www.shartak.com/profile.cgi?id=1620 Irene]<br />
*Rum Runners: [http://www.shartak.com//profile.cgi?id=2542 Opium Joe]<br />
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)<br />
*Monkey's Mate: [http://www.shartak.com/profile.cgi?id=4747 oneguynamedjosh]<br />
*Our preserved Native head: Shrubar, shaman of Dalpok<br />
*and Able Bodied Seamen:<br />
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]<br />
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] Avast!<br />
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]<br />
:[http://www.shartak.com/profile.cgi?id=2377 Axelius]<br />
:[http://www.shartak.com/profile.cgi?id=3347 Jim Davey Jones]<br />
:[http://www.shartak.com/profile.cgi?id=4070 Karrak the Drunk]<br />
:[http://www.shartak.com/profile.cgi?id=3006 Xenor]<br />
:[http://www.shartak.com/profile.cgi?id=4677 Cutthroat]<br />
:[http://www.shartak.com/profile.cgi?id=1809 Jimbo Cooke]<br />
*Marines(Outsider Soldiers):<br />
[http://www.shartak.com/profile.cgi?id=276 Gunga Din]<br />
*Drunk, One-Eyed, No-Thumbed Swordsmith Who's Responsible for Every Poorly made Cutlass on the Island:<br />
*Gold Biter & Rum Tester [http://www.shartak.com/profile.cgi?id=1556 Arr Matee]<br />
<br />
== Pirates be expert cartographers ==<br />
<br />
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.<br />
<br />
[[ Image: Dr_j_tunnel1.png ]]<br />
<br />
Thanks go to Dr J for his spelunking.<br />
<br />
== Mr. Badhammer! ==<br />
<br />
The Case of Mr. Badhammer has been moved to the discussion page in lieu of a dedicated history page to come later (once there's enough history to justify its existence). Any who wish to read about the first application of nautical justice in the island's history may find it there.<br />
<br />
Your unknowingly disgraceful conduct embarrased the crew in the past (if it is indeed possible to disgrace persons such as we). You have, however, performed your duties admirably these past few months, and remained steadfastly loyal to the crew even during your demotion to Able Bodied Seaman. Your continued service to the crew in these conditions points to the high quality of your character. In light of your lengthy service, and the good conduct that was named as a necessity for your continued presence among the crew, your case is hereby dismissed. Ye be now reinstated to your former position as Quartermaster of the Scurvy Crew of the Hell-Born Strumpet. Congratulations, Quartermaster Badhammer! The crew lifts its flagons to you. You can drink at my table anytime. YAAHRRGH!! [[User:Tyler Whitney|Tyler Whitney]] 04:37, 14 October 2006 (UTC)<br />
<br />
<br />
== As the man said: ==<br />
<br />
"The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate."<br />
<br />
[[ Image:Flynn.jpg ]]<br />
<br />
== Native Guide ==<br />
<br />
The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.<br />
<br />
== Total Natives Killed in the First Dalpok Raid: ==<br />
<br />
*46 (This be only the official count given by those who posted their exploits here. Several crewmembers may have cut swaths through the Dalpokers, yet abstained from announcing themselves because they did not know they could, or abstained from boasting for other, more mysterious reasons. Many, many more natives tasted cold steel, yet escaped death due to the crew's fatigue or their cutlasses' notoriously shoddy workmanship.)<br />
<br />
==Summation of Wiksik Raid==<br />
Will be here once all parties are accounted for.<br />
<br />
==Second Dalpok Raid==<br />
<br />
Tyler Whitney: My apologies, my beloved crew, that I have not been able to join you personally in the razing of Dalpok. As I'm sure you know, I've been occupied with a fact-finding mission to York. The good news is that in the meantime 2 pirate-slaying outsiders and 2 natives have tasted cold steel. My congratulations to the members of the Scurvy Crew who have lent such impressive aid to our Pirate brethern in Dalpok.<br />
<br />
Johny Bollocks: <br />
<br />
Rob Cath: <br />
<br />
Teach: <br />
<br />
Captain Dan: 25 - A bottle of rum to OpiumJoe and Xintlaer on me! I buy the first round for the entire crew!!!<br />
<br />
Rob Da Blade: 4<br />
<br />
Xintlaer: 25 Enough for me<br />
<br />
Wifey: <br />
<br />
Wolverine: <br />
<br />
Baron Von Roeboat: <br />
<br />
badhammer: <br />
<br />
Pieman: 3<br />
<br />
Tycho "Yarr" Everett: <br />
<br />
Born to Kill: <br />
<br />
Dr Capitalism: <br />
<br />
Crimson Jake: <br />
<br />
Sigfrid: <br />
<br />
Anne Bonny: <br />
<br />
Axelius: <br />
<br />
OpiumJoe: 25. I finally got ganked, so I'm throwing my hat in and heading off to York to kill Pirate Hunters. Good hunting, gentlemen.<br />
<br />
Irene: <br />
<br />
Karrak the Drunk:</div>Wifeyhttps://wiki.shartak.com/index.php?title=Raktamites&diff=10923Raktamites2006-11-10T07:28:44Z<p>Wifey: /* News */</p>
<hr />
<div>{{clanbox|<br />
clan_name=Raktamites|<br />
official_id=28|<br />
open_to=natives|<br />
clan_image=|<br />
clan_leaders=Wurzug - spiritual leader, Phutnanog - Great Scout and Clan Chiropodist, Gretchin - Defender of The Spirit|<br />
clan_membership=Limited to natives from Raktam|<br />
clan_goals= Defend Raktam whilst exploring the spiritual and physical world(s) around us.|<br />
clan_recruit=Simply add to the members list here.|<br />
clan_contact=Through the Talk page.|<br />
sort_as=|}}<br />
<br />
The '''Raktamites''' are worldly ignorant, but are avidly seeking knowledge and the advancement of all villagers from Raktam.<br />
<br />
The first development has been the establishment of Wurzug's healing hut. This is located in the northern part of the village and is not only our spiritual leaders home but also a place to seek healing and/or the means to do so.<br />
<br />
== Members ==<br />
* {{profile|1757|Wurzug}} - Spiritual Leader<br />
* {{profile|1879|Phutnanog}} - Great Scout and Clan Chiropodist<br />
* {{profile|449|Gretchin}} - Military Leader, Warrior and Defender of Raktam<br />
* [[User:Wifey#Jabberwockee|Jabberwockee]] - apprentice to [[Najdam]] and medicine man<br />
* {{profile|1474|Charissa}} - Warrior and healer girl<br />
* {{profile|697|Umslopagaas}} - Great Warrior and a Wanderer<br />
* {{profile|1698|Azguz}} - Protector of Najdam and Shaman<br />
* {{profile|455|Dan Devito}} - Wandering Scout, a quiet man<br />
* {{profile|2581|SofaKing}} - Hunter of Animals and Men<br />
* {{profile|3344|Usu}} - Quiet Village Beauty<br />
* {{profile|2140|Zool}} - Village Idiot Savant and Warrior <br />
* {{profile|3400|Moctezuma}} - Native scout and trader<br />
* {{profile|4166|Ninjoc}} - Wandering Scout<br />
<br />
== News ==<br />
<br />
Phutnanog has finally returned to the comfort of Wurzug's Healing Hut after his exploits in York. He has brought home many outsider feet to use as training tools to aid in the further advancement of fo{ot care in Raktam. Please remember that good foot care is essential for the spiritual wellbeing of all Raktamites. --[[User:Wurzug|Wurzug]] 11:07, April 5, 2006 (UTC)<br />
<br />
Wurzug has returned to Raktam after a successful period of exploration and Outsider culling. He is very pleased to see that his hut is still being well used and has been cleared of spirits. He is looking to refresh and re-equip before exploring some more --[[User:Wurzug|Wurzug]] 09:26, 4 September 2006 (UTC)<br />
<br />
Gretchin has managed to behead 7 pirates in her most recent campaign to the pirate camp and is now making the long trip back to Raktam to post her grisley treasures on large spikes in the center of our village. --[[User:Gretchin|Gretchin]] 11:37 EST, 26 June 2006<br />
<br />
Jabberwockee is active again! --[[User:Wifey|Wifey]] 07:28, 10 November 2006 (UTC)<br />
<br />
Charissa has returned to raktam after a perilous journey to the southeastern edge of the island. She has now pledged to defend Raktam and heal the sons and daughters of Raktam. Even the animals are very dangerous nowadays, with the black influence of the outsiders. --[[User:Laserlight|Laserlight]] 14:48, June 1, 2006 (UTC)<br />
<br />
Azguz has remained in Raktam, helping those who need his assistance and killing any outsiders who threaten Najdam . He can been seen most days patrolling round the Village or Visiting Wurzug or Jabberwockee. --[[User:Azguz|Agzuz]] 20:12, June 5, 2006 (UTC)<br />
<br />
{{clansnav}}</div>Wifeyhttps://wiki.shartak.com/index.php?title=Raktamites&diff=10922Raktamites2006-11-10T07:28:30Z<p>Wifey: </p>
<hr />
<div>{{clanbox|<br />
clan_name=Raktamites|<br />
official_id=28|<br />
open_to=natives|<br />
clan_image=|<br />
clan_leaders=Wurzug - spiritual leader, Phutnanog - Great Scout and Clan Chiropodist, Gretchin - Defender of The Spirit|<br />
clan_membership=Limited to natives from Raktam|<br />
clan_goals= Defend Raktam whilst exploring the spiritual and physical world(s) around us.|<br />
clan_recruit=Simply add to the members list here.|<br />
clan_contact=Through the Talk page.|<br />
sort_as=|}}<br />
<br />
The '''Raktamites''' are worldly ignorant, but are avidly seeking knowledge and the advancement of all villagers from Raktam.<br />
<br />
The first development has been the establishment of Wurzug's healing hut. This is located in the northern part of the village and is not only our spiritual leaders home but also a place to seek healing and/or the means to do so.<br />
<br />
== Members ==<br />
* {{profile|1757|Wurzug}} - Spiritual Leader<br />
* {{profile|1879|Phutnanog}} - Great Scout and Clan Chiropodist<br />
* {{profile|449|Gretchin}} - Military Leader, Warrior and Defender of Raktam<br />
* [[User:Wifey#Jabberwockee|Jabberwockee]] - apprentice to [[Najdam]] and medicine man<br />
* {{profile|1474|Charissa}} - Warrior and healer girl<br />
* {{profile|697|Umslopagaas}} - Great Warrior and a Wanderer<br />
* {{profile|1698|Azguz}} - Protector of Najdam and Shaman<br />
* {{profile|455|Dan Devito}} - Wandering Scout, a quiet man<br />
* {{profile|2581|SofaKing}} - Hunter of Animals and Men<br />
* {{profile|3344|Usu}} - Quiet Village Beauty<br />
* {{profile|2140|Zool}} - Village Idiot Savant and Warrior <br />
* {{profile|3400|Moctezuma}} - Native scout and trader<br />
* {{profile|4166|Ninjoc}} - Wandering Scout<br />
<br />
== News ==<br />
<br />
Phutnanog has finally returned to the comfort of Wurzug's Healing Hut after his exploits in York. He has brought home many outsider feet to use as training tools to aid in the further advancement of fo{ot care in Raktam. Please remember that good foot care is essential for the spiritual wellbeing of all Raktamites. --[[User:Wurzug|Wurzug]] 11:07, April 5, 2006 (UTC)<br />
<br />
Wurzug has returned to Raktam after a successful period of exploration and Outsider culling. He is very pleased to see that his hut is still being well used and has been cleared of spirits. He is looking to refresh and re-equip before exploring some more --[[User:Wurzug|Wurzug]] 09:26, 4 September 2006 (UTC)<br />
<br />
Gretchin has managed to behead 7 pirates in her most recent campaign to the pirate camp and is now making the long trip back to Raktam to post her grisley treasures on large spikes in the center of our village. --[[User:Gretchin|Gretchin]] 11:37 EST, 26 June 2006<br />
<br />
Jabberwockee is active again!--[[User:Wifey|Wifey]] 07:28, 10 November 2006 (UTC)<br />
<br />
Charissa has returned to raktam after a perilous journey to the southeastern edge of the island. She has now pledged to defend Raktam and heal the sons and daughters of Raktam. Even the animals are very dangerous nowadays, with the black influence of the outsiders. --[[User:Laserlight|Laserlight]] 14:48, June 1, 2006 (UTC)<br />
<br />
Azguz has remained in Raktam, helping those who need his assistance and killing any outsiders who threaten Najdam . He can been seen most days patrolling round the Village or Visiting Wurzug or Jabberwockee. --[[User:Azguz|Agzuz]] 20:12, June 5, 2006 (UTC)<br />
<br />
{{clansnav}}</div>Wifeyhttps://wiki.shartak.com/index.php?title=Mountaineers&diff=10921Mountaineers2006-11-10T07:27:19Z<p>Wifey: </p>
<hr />
<div>{{clanbox|<br />
clan_name=Mountaineers|<br />
official_id=|<br />
open_to=outsiders|<br />
clan_image=[[Image:Kilima-1.jpg]]|<br />
clan_leaders=[[User:Wifey#Wifey|Wifey]]|<br />
clan_membership=Open|<br />
clan_goals=Defend and explore the mountain|<br />
clan_recruit=Email Wifey at: oogedaboo@gmail.com; Please give character description.|<br />
clan_contact=Again, oogedaboo@gmail.com. I'll think about a forum when we have more members|<br />
sort_as=|<br />
active=no|<br />
}}<br />
<br />
Sorry, lads. Not that there are any to apologize too. I left the game for a while during the summer, and I've only just found the time to come back to it. Clearly, no one is interesting in the clan, and so it is going to remain inactive.<br />
<br />
Cheers,<br />
[[User:Wifey|Wifey]] 07:27, 10 November 2006 (UTC)</div>Wifeyhttps://wiki.shartak.com/index.php?title=Suggestions:Items&diff=7761Suggestions:Items2006-06-26T01:03:35Z<p>Wifey: /* Berries increasing AP */</p>
<hr />
<div>{{Suggestions header|page_type=Items}}<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 Robert|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 absinthe 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 />
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<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 />
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<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 />
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<br />
=== Meat ===<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 />
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<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 />
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<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 />
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<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 />
* 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 />
* 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 />
** 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 />
*** 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 />
** 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 />
*** 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 />
***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 />
***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 />
****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 />
*****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 />
******I like this idea as well as Frisco's. Rename the GPS, 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.") Maybe even take the GPS away; the Natives should know their way around better than the Outsiders. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Refillable containers ===<br />
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent. Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:<br />
* drinking too much "ocean" water will make you sick (reducing your hit % temporarily)<br />
* a "create mysterious serum" skill the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a "buff" potion.<br />
* special healing water springs that have double the recuperative effect<br />
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be "healers" willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)<br />
<br />
''Comments''<br />
*Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)<br />
**No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)<br />
***I can confirm that huts may look identical on the outside, but their inside descriptions can differ significantly. Fortunately, anyone with the right tool can carve a message on a hut's outer walls, such as "Empty Inside" or "Shaman's Hut". --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)<br />
*Refillable containers? Give the user the choice to discard the container? Sure, sounds cool to me. About the water supply: I agree that ocean water (water right off the beach) would be bound to be salty and unpotable in a real-world scenario. According to the [[Locations]] page, there's a river off the south side of the mountain, which would seem to be the only known terrestrial fresh water source on the whole island. Hmm, a thought: If we were to have refillable containers, then might one also expect there to be wells in or around the villages? --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)<br />
**There is at least one more (much shorter) river near Derby. I'll bet there is a lake or two somewhere as well. Wells are probably not a bad idea. --[[User:Dr. J|Dr. J]] 15:05, 7 March 2006 (GMT)<br />
***According to the [http://www.itechsc.com/misc/shartak/ubermap/ uber map] there are three lakes (two are close to each other) in addition to the river, and a pond by Durham. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
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<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 />
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<br />
=== Ranged weapons ===<br />
<br />
I never used a rifle, but the blowpipe feels quite useless at the moment indeed (unless it poisons). I was wondering if a ranged aspect could be added to those weapons to make up for their poor hp/ap ratio and their ammo requirement (and their lack of poison?). In practice, that would mean that once the rifle (or the blowpipe (I wonder if it poisons)) is selected from the attack drop-down menu, the target drop-down menu would include the entities from the surrounding squares. That would allow for some slightly safer attacks, especially in difficult terrain, or for around four minutes of triumph for having attacked someone from the distance (and poisonned him?), before being machetted to death anyway. That is: not much, but the satisfying feeling to have used a special weapon, with its own pros. -- Leaf<br />
* Ranged weapon skills for warriors to boost the blowpipe are in the pipeline. Seems I missed a section from my notes when adding skills. --[[User:Simon|Simon]] 10:12, 10 March 2006 (GMT)<br />
* Sweet --[[User:Daylan|Daylan]] 06:34, 14 March 2006 (GMT)<br />
**A bit of poison on that blowdart (1 hp dmg per move for 4 turns e.g.) would be nice. The current blowpipe is totally hopeless as a weapon, even for warriors. --[[User:Tycho44|Tycho44]] 22:22, 20 May 2006 (BST)<br />
:* ''bump'' - like the poison added the other day then. --[[User:Simon|Simon]] 12:44, 24 June 2006 (UTC)<br />
::* Yep, Blowpipe is not longer useless. If you wanted to add a limited benefit of range, you could have the Blowpipe and the Rifle deal damage to Animals as a ranged effect. In other words, the elephant couldn't trample you because you're hiding in the Jungle with your ranged weapon (still in same square). In fact that might make more sense than (or in addition to) a 6 damage blowpipe vs NPCs - NPCs don't get to use Reactive Attacks against a Ranged Weapon. (Although perhaps the Huts/Villages are too small to get true Range on the Trader or Shaman...) --[[User:Tycho44|Tycho44]] 14:33, 24 June 2006 (UTC)<br />
<br />
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<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 />
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<br />
===animal wearings===<br />
such as teeth and hide could be added to one's [[inventory]] or slot for extra damage, accuracy, etc.. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}<br />
<br />
*Honestly, this just seems silly. Why would I suddenly hurt you more for having a tiger tooth in my pocket?--[[User:Wifey|Wifey]] 08:32, 10 April 2006 (BST)<br />
<br />
:*It would be a psychological effect. A tribesman who believes that the spirit of the tiger is strengthening his arm through the use of a magic talismen will fight harder. {{unsigned|Naomi|19:56, April 10, 2006 (BST)}}<br />
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::*I ''still'' think it's a huge stretch.--[[User:Wifey|Wifey]] 01:08, 11 April 2006 (BST)<br />
<br />
:::*Yah, shamanic magic being able to cause or prevent damage is a stretch, tell that to the dozens of spirits farming xp in my hut. --[[User:Tycho44|Tycho44]] 22:25, 20 May 2006 (BST)<br />
<br />
:::Apparently this has been implemented - I just got a tiger tooth amulet from the pirate trader. He doesn't have any others, alas... *brag* [[User:Ssarl|Ssarl]], 12:19, June 16<br />
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<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 />
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===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 />
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: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 />
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<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 />
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*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 />
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===303===<br />
'''type:''' new item.<br />
<br />
'''scope:''' availible to only outsiders.<br />
<br />
'''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 />
<br />
'''Time stamp:''' 15,25, 17 June, 2006 (EST).<br />
<br />
'''Author:''' [[Riddick]]<br />
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'''Comments:'''<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 />
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===Berries increasing 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.--[unsigned]<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 />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>Wifeyhttps://wiki.shartak.com/index.php?title=Suggestions:Items&diff=7760Suggestions:Items2006-06-26T01:03:11Z<p>Wifey: /* Berries increasing AP */</p>
<hr />
<div>{{Suggestions header|page_type=Items}}<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 Robert|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 absinthe 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 />
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=== 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 />
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''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 />
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=== 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 />
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=== Meat ===<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 />
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<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 />
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<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 />
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<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 />
* 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 />
* 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 />
** 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 />
*** 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 />
** 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 />
*** 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 />
***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 />
***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 />
****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 />
*****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 />
******I like this idea as well as Frisco's. Rename the GPS, 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.") Maybe even take the GPS away; the Natives should know their way around better than the Outsiders. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
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}}<br />
<br />
=== Refillable containers ===<br />
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent. Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:<br />
* drinking too much "ocean" water will make you sick (reducing your hit % temporarily)<br />
* a "create mysterious serum" skill the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a "buff" potion.<br />
* special healing water springs that have double the recuperative effect<br />
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be "healers" willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)<br />
<br />
''Comments''<br />
*Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)<br />
**No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)<br />
***I can confirm that huts may look identical on the outside, but their inside descriptions can differ significantly. Fortunately, anyone with the right tool can carve a message on a hut's outer walls, such as "Empty Inside" or "Shaman's Hut". --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)<br />
*Refillable containers? Give the user the choice to discard the container? Sure, sounds cool to me. About the water supply: I agree that ocean water (water right off the beach) would be bound to be salty and unpotable in a real-world scenario. According to the [[Locations]] page, there's a river off the south side of the mountain, which would seem to be the only known terrestrial fresh water source on the whole island. Hmm, a thought: If we were to have refillable containers, then might one also expect there to be wells in or around the villages? --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)<br />
**There is at least one more (much shorter) river near Derby. I'll bet there is a lake or two somewhere as well. Wells are probably not a bad idea. --[[User:Dr. J|Dr. J]] 15:05, 7 March 2006 (GMT)<br />
***According to the [http://www.itechsc.com/misc/shartak/ubermap/ uber map] there are three lakes (two are close to each other) in addition to the river, and a pond by Durham. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
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<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 />
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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 />
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<br />
=== Ranged weapons ===<br />
<br />
I never used a rifle, but the blowpipe feels quite useless at the moment indeed (unless it poisons). I was wondering if a ranged aspect could be added to those weapons to make up for their poor hp/ap ratio and their ammo requirement (and their lack of poison?). In practice, that would mean that once the rifle (or the blowpipe (I wonder if it poisons)) is selected from the attack drop-down menu, the target drop-down menu would include the entities from the surrounding squares. That would allow for some slightly safer attacks, especially in difficult terrain, or for around four minutes of triumph for having attacked someone from the distance (and poisonned him?), before being machetted to death anyway. That is: not much, but the satisfying feeling to have used a special weapon, with its own pros. -- Leaf<br />
* Ranged weapon skills for warriors to boost the blowpipe are in the pipeline. Seems I missed a section from my notes when adding skills. --[[User:Simon|Simon]] 10:12, 10 March 2006 (GMT)<br />
* Sweet --[[User:Daylan|Daylan]] 06:34, 14 March 2006 (GMT)<br />
**A bit of poison on that blowdart (1 hp dmg per move for 4 turns e.g.) would be nice. The current blowpipe is totally hopeless as a weapon, even for warriors. --[[User:Tycho44|Tycho44]] 22:22, 20 May 2006 (BST)<br />
:* ''bump'' - like the poison added the other day then. --[[User:Simon|Simon]] 12:44, 24 June 2006 (UTC)<br />
::* Yep, Blowpipe is not longer useless. If you wanted to add a limited benefit of range, you could have the Blowpipe and the Rifle deal damage to Animals as a ranged effect. In other words, the elephant couldn't trample you because you're hiding in the Jungle with your ranged weapon (still in same square). In fact that might make more sense than (or in addition to) a 6 damage blowpipe vs NPCs - NPCs don't get to use Reactive Attacks against a Ranged Weapon. (Although perhaps the Huts/Villages are too small to get true Range on the Trader or Shaman...) --[[User:Tycho44|Tycho44]] 14:33, 24 June 2006 (UTC)<br />
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<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 />
----<br />
<br />
===animal wearings===<br />
such as teeth and hide could be added to one's [[inventory]] or slot for extra damage, accuracy, etc.. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}<br />
<br />
*Honestly, this just seems silly. Why would I suddenly hurt you more for having a tiger tooth in my pocket?--[[User:Wifey|Wifey]] 08:32, 10 April 2006 (BST)<br />
<br />
:*It would be a psychological effect. A tribesman who believes that the spirit of the tiger is strengthening his arm through the use of a magic talismen will fight harder. {{unsigned|Naomi|19:56, April 10, 2006 (BST)}}<br />
<br />
::*I ''still'' think it's a huge stretch.--[[User:Wifey|Wifey]] 01:08, 11 April 2006 (BST)<br />
<br />
:::*Yah, shamanic magic being able to cause or prevent damage is a stretch, tell that to the dozens of spirits farming xp in my hut. --[[User:Tycho44|Tycho44]] 22:25, 20 May 2006 (BST)<br />
<br />
:::Apparently this has been implemented - I just got a tiger tooth amulet from the pirate trader. He doesn't have any others, alas... *brag* [[User:Ssarl|Ssarl]], 12:19, June 16<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 />
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*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 />
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}}<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 />
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<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 />
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*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 />
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}}<br />
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===303===<br />
'''type:''' new item.<br />
<br />
'''scope:''' availible to only outsiders.<br />
<br />
'''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 />
<br />
'''Time stamp:''' 15,25, 17 June, 2006 (EST).<br />
<br />
'''Author:''' [[Riddick]]<br />
<br />
<br />
<br />
<br />
'''Comments:'''<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 />
<br />
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<br />
===Berries increasing 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 />
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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.<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 />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>Wifeyhttps://wiki.shartak.com/index.php?title=Suggestions:Items&diff=7759Suggestions:Items2006-06-26T01:01:57Z<p>Wifey: /* 303 */</p>
<hr />
<div>{{Suggestions header|page_type=Items}}<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 Robert|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 absinthe 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 />
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<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 />
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<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 />
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<br />
=== Meat ===<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 />
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<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 />
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<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 />
----<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 />
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* Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)<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 />
* 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 />
** 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 />
*** 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 />
** 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 />
*** 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 />
***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 />
***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 />
****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 />
*****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 />
******I like this idea as well as Frisco's. Rename the GPS, 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.") Maybe even take the GPS away; the Natives should know their way around better than the Outsiders. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
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}}<br />
<br />
=== Refillable containers ===<br />
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent. Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:<br />
* drinking too much "ocean" water will make you sick (reducing your hit % temporarily)<br />
* a "create mysterious serum" skill the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a "buff" potion.<br />
* special healing water springs that have double the recuperative effect<br />
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be "healers" willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)<br />
<br />
''Comments''<br />
*Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)<br />
**No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)<br />
***I can confirm that huts may look identical on the outside, but their inside descriptions can differ significantly. Fortunately, anyone with the right tool can carve a message on a hut's outer walls, such as "Empty Inside" or "Shaman's Hut". --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)<br />
*Refillable containers? Give the user the choice to discard the container? Sure, sounds cool to me. About the water supply: I agree that ocean water (water right off the beach) would be bound to be salty and unpotable in a real-world scenario. According to the [[Locations]] page, there's a river off the south side of the mountain, which would seem to be the only known terrestrial fresh water source on the whole island. Hmm, a thought: If we were to have refillable containers, then might one also expect there to be wells in or around the villages? --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)<br />
**There is at least one more (much shorter) river near Derby. I'll bet there is a lake or two somewhere as well. Wells are probably not a bad idea. --[[User:Dr. J|Dr. J]] 15:05, 7 March 2006 (GMT)<br />
***According to the [http://www.itechsc.com/misc/shartak/ubermap/ uber map] there are three lakes (two are close to each other) in addition to the river, and a pond by Durham. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)<br />
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<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 />
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'''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 />
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<br />
=== Ranged weapons ===<br />
<br />
I never used a rifle, but the blowpipe feels quite useless at the moment indeed (unless it poisons). I was wondering if a ranged aspect could be added to those weapons to make up for their poor hp/ap ratio and their ammo requirement (and their lack of poison?). In practice, that would mean that once the rifle (or the blowpipe (I wonder if it poisons)) is selected from the attack drop-down menu, the target drop-down menu would include the entities from the surrounding squares. That would allow for some slightly safer attacks, especially in difficult terrain, or for around four minutes of triumph for having attacked someone from the distance (and poisonned him?), before being machetted to death anyway. That is: not much, but the satisfying feeling to have used a special weapon, with its own pros. -- Leaf<br />
* Ranged weapon skills for warriors to boost the blowpipe are in the pipeline. Seems I missed a section from my notes when adding skills. --[[User:Simon|Simon]] 10:12, 10 March 2006 (GMT)<br />
* Sweet --[[User:Daylan|Daylan]] 06:34, 14 March 2006 (GMT)<br />
**A bit of poison on that blowdart (1 hp dmg per move for 4 turns e.g.) would be nice. The current blowpipe is totally hopeless as a weapon, even for warriors. --[[User:Tycho44|Tycho44]] 22:22, 20 May 2006 (BST)<br />
:* ''bump'' - like the poison added the other day then. --[[User:Simon|Simon]] 12:44, 24 June 2006 (UTC)<br />
::* Yep, Blowpipe is not longer useless. If you wanted to add a limited benefit of range, you could have the Blowpipe and the Rifle deal damage to Animals as a ranged effect. In other words, the elephant couldn't trample you because you're hiding in the Jungle with your ranged weapon (still in same square). In fact that might make more sense than (or in addition to) a 6 damage blowpipe vs NPCs - NPCs don't get to use Reactive Attacks against a Ranged Weapon. (Although perhaps the Huts/Villages are too small to get true Range on the Trader or Shaman...) --[[User:Tycho44|Tycho44]] 14:33, 24 June 2006 (UTC)<br />
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<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 />
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<br />
===animal wearings===<br />
such as teeth and hide could be added to one's [[inventory]] or slot for extra damage, accuracy, etc.. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}<br />
<br />
*Honestly, this just seems silly. Why would I suddenly hurt you more for having a tiger tooth in my pocket?--[[User:Wifey|Wifey]] 08:32, 10 April 2006 (BST)<br />
<br />
:*It would be a psychological effect. A tribesman who believes that the spirit of the tiger is strengthening his arm through the use of a magic talismen will fight harder. {{unsigned|Naomi|19:56, April 10, 2006 (BST)}}<br />
<br />
::*I ''still'' think it's a huge stretch.--[[User:Wifey|Wifey]] 01:08, 11 April 2006 (BST)<br />
<br />
:::*Yah, shamanic magic being able to cause or prevent damage is a stretch, tell that to the dozens of spirits farming xp in my hut. --[[User:Tycho44|Tycho44]] 22:25, 20 May 2006 (BST)<br />
<br />
:::Apparently this has been implemented - I just got a tiger tooth amulet from the pirate trader. He doesn't have any others, alas... *brag* [[User:Ssarl|Ssarl]], 12:19, June 16<br />
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<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 />
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*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 />
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===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 />
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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 />
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===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 />
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*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 />
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===303===<br />
'''type:''' new item.<br />
<br />
'''scope:''' availible to only outsiders.<br />
<br />
'''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 />
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'''Damage:''' 15, special dmg: 16.<br />
<br />
'''Time stamp:''' 15,25, 17 June, 2006 (EST).<br />
<br />
'''Author:''' [[Riddick]]<br />
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'''Comments:'''<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 />
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===Berries increasing 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 />
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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.<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>Wifeyhttps://wiki.shartak.com/index.php?title=User_talk:Wifey&diff=6941User talk:Wifey2006-06-10T01:42:03Z<p>Wifey: /* Category:User */</p>
<hr />
<div>==Trading==<br />
I tried to answer your question about [[Trading]]. As described in the text, there is a 1-unit markup on trades downward, so that the Trader makes a profit. <br />
*4 GPS Units buys 1 Gem.<br />
*1 Gem buys 4-1=3 GPS Units.<br />
*100 Darts buys 1 Gem (or 4 GPS Units). <br />
*1 Gem buys 100-1=99 Darts.<br />
I hope that clarifies how the dollar values work. --[[User:Tycho44|Tycho44]] 21:29, 15 May 2006 (BST)<br />
:''Response can be found [[User_talk:Tycho44#Wifey.27s_Question|here]].''<br />
<br />
==Redirect==<br />
No need to continue making those redirects directly to the item, linking to [[Items#Bottle of beer]] etc does not work. [[User:Arminius|Arminius]] 01:24, 18 May 2006 (BST)<br />
:''Response can be found [[User_talk:Arminius#Redirect|here]].''<br />
<br />
==Machete breaks==<br />
Thanks for contributing to [[Special weapon event odds]]. I'm curious, though; were you planning to add your information before your weapon broke, or was it a "hey, it broke, I'd better add this to the table" thing? The former situation would make your information more useful, but in either case, thank you. &mdash; [[User:Elembis|Elembis]] 02:17, 24 May 2006 (BST)<br />
:''Response can be found [[User_talk:Elembis#Machete_Breaks|here]]''<br />
::I appreciate your addition, but I've removed it because overreporting will skew the data we collect. I hope you'll be able to plan ahead for future contributions. =) &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 10:51, 26 May 2006 (BST)<br />
<br />
==Category:User==<br />
Wifey, I'm thinking of nominating this category for deletion. I'll try to find a way to make the list of user pages more visible, but I don't think a category for users is really necessary at this point. --[[User:Lint|Lint]] 21:32, 9 June 2006 (BST)<br />
:''Response can be found [[User_talk:Lint#Category:User|here]]''</div>Wifeyhttps://wiki.shartak.com/index.php?title=User_talk:Lint&diff=6940User talk:Lint2006-06-10T01:41:35Z<p>Wifey: </p>
<hr />
<div>== Search Odds ==<br />
hey.. thanks for the nod in the search odds! As I guess you noticed I was working on something.. I think it should work ok, but I am worried it may, due to the colspan thing, be complicated and prone to error for the uninitiated. Take a look, it is on my talk page..<br />
http://wiki.shartak.com/index.php/User_talk:Fitzcarraldo<br />
I left out the actual check boxes for items for now, but I think they could be added :) Let me know if you think it would work? [[User:Fitzcarraldo|Fitzcarraldo]] 11:44, 22 February 2006 (GMT)<br />
<br />
thanks again for your comments, I added a response to try to explain the approach I am trying to take. Nonetheless I would like to prove it out to see what doesn't work. :) I am going to give it a test over the next week ([[Search Odds Condensed]])where I will add data and then try to analyze it. The more data the better so you are welcome to add as well if you would like! [[User:Fitzcarraldo|Fitzcarraldo]] 15:19, 22 February 2006 (GMT)<br />
<br />
Data from the first trial I have put up for analysis, here [[Search Odds Condensed (results)]] not really enough data, but interesting nonetheless I think. I have redone the table, it did not work as easily as I had hoped, too much of a pain to have to look up territory types. :| Anyhow, thought you would be interested in the results. -- [[User:Fitzcarraldo|Fitzcarraldo]] 18:25, 2 March 2006 (GMT)<br />
<br />
hello lint.. a user put your search odds on the front page, I reverted that change back to the condensed page.. I hope that is a-ok. please see talk on their user page [http://wiki.shartak.com/index.php/User_talk:Tycho44] to see what I left for the user (do you think we should track classes and type.. native shaman for example?.. that makes collation exponential as you must understand) as they also had changed the [[Search Odds Condensed]] reporting table including classes and then saying the condensed page didn't have a table (it does) pointing people to your [[Search Odds]] page.. I am not looking to cause any trouble, if people want to use the regular [[Search Odds]].. that is super cool, in fact it seems you added the condensed without adding the search odds on the front page.. honestly, at the moment it would just be cool if users added data to something somewhere!? (btw, it seems you were behind the main page update.. it looks good, good job!) -- [[User: fitzcarraldo|fitzcarraldo]]|<sup>[[User talk:fitzcarraldo|T]]</sup> 15:47, 26 April 2006 (BST)<br />
<br />
===Search Odds Data Collection format===<br />
My request for comments about using tables is the first section of [[Talk:Search Odds Condensed]]. --[[User:Tycho44|Tycho44]] 20:20, 31 May 2006 (BST)<br />
<br />
== Village Pages ==<br />
Hi Lint, just wanted to extend my appreciation for your helpful edits to the village pages. Nicely done! Cheers -- [[User:Berry|Berry]] 08:35, 14 March 2006 (GMT)<br />
<br />
== Shipwreck map ==<br />
Thanks for fixing that shipwreck map so it's like the others. --[[User:Murk|Murk]] 21:33, 4 April 2006 (BST)<br />
<br />
== Locations ==<br />
I like what you've done with the village/camp/town locations pages on the wiki, very nice. --[[User:Murk|Murk]] 22:32, 12 April 2006 (BST)<br />
<br />
== Bolding Change (Dalpok stock) ==<br />
Dalpok has & had a blunt cutlass in stock both times, unless you bought it. Did you want me to mark both of those inventory reports with a (1) to show only one blunt cutlass was in stock? :) --[[User:Tycho44|Tycho44]] 20:01, 3 May 2006 (BST)<br />
<br />
== Special weapon event odds ==<br />
<br />
I just created the page ''[[Special weapon event odds]]'' in the hopes that we'll be able to approximate odds for weapon breakage, dullage, and extra-damage-age as you and others have for searches. Any time you can invest in the project will be greatly appreciated. Thanks! &mdash; [[User:Elembis|Elembis]] 12:03, 21 May 2006 (BST)<br />
<br />
== Capitalization and article names ==<br />
I noticed you moved [[User Interface]] to [[User interface]] and then back again, and I'm curious as to why. I think articles with lowercase names are great, because it lets you link to pages <nowiki>[[like this]]</nowiki> instead of <nowiki>[[Like This|like this]]</nowiki>. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 07:46, 27 May 2006 (BST)<br />
:''Response: [[User talk:Elembis#Capitalization and article names]]''<br />
::I think what you're saying is that rarely-linked-to pages don't need lowercase names very badly &mdash; I agree. But in addition to uppercase names being a <nowiki>[[Bit of a Pain|bit of a pain]]</nowiki>, I think you'd agree that they're distracting (e.g., "[[:Category:Clans for Natives]]" and "[[:Category:Clans for both]]" (which I think should be "Category:Clans for everyone", BTW)), so I hope you won't mind if I start moving pages (and fixing links to them) on my own time. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 09:25, 27 May 2006 (BST)<br />
<br />
== Links and redirects ==<br />
<br />
''Original message: [[User talk:Elembis#Links and redirects]]<br />
:You're right, it makes future page moves easier if we link like <nowiki>[[this]]</nowiki> instead of like <nowiki>[[Page#This|this]]</nowiki>, so feel free to use the former link style wherever you want. (The only problem is that you can't redirect to a section on a page, but that doesn't bother me.) I'm creating a page for XP (which XP Gains will redirect to), but redirects for AP and HP will probably be more appropriate than individual pages, since their summaries in [[Gameplay]] say all that needs to be said. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:06, 28 May 2006 (BST)<br />
<br />
== Healing Herb(s) ==<br />
<br />
''Act of first aggression: [[User talk:Elembis#Healing Herb(s)]]''<br />
:''Elembis attacks you for 3 damage.'' Actually, more redirects are fine with me. I prefer the singular form myself ("Villagers start with healing herbs" is vague, and "Villagers start with a healing herbs" is silly), but the game uses the plural. Perhaps we should petition Simon, or else start referring to healing herbs as pairs in the way that scissors and boxers are spoken of. =) &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:43, 28 May 2006 (BST)<br />
<br />
== Style ==<br />
<br />
''Original message: [[User talk:Elembis#Style]]''<br />
:I've [http://shartak.forumsplace.com/post-2373.html&sid=4f213c441b80b54c539a79c95b8f40c0#2373 responded] with a list of changes my private Greasemonkey script makes. Thanks for starting the thread. I hope Simon won't find it's too much trouble to brush up the game's HTML. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:02, 2 June 2006 (BST)<br />
<br />
== Category:User ==<br />
''Original message can be found [[User_talk:Wifey#Category:User|here]]''<br />
:I've got no problem with that. To be honest, I had forgotten all about it.--[[User:Wifey|Wifey]] 02:41, 10 June 2006 (BST)</div>Wifeyhttps://wiki.shartak.com/index.php?title=User:Wifey&diff=6939User:Wifey2006-06-10T01:39:33Z<p>Wifey: </p>
<hr />
<div>==Wifey==<br />
[http://www.shartak.com/profile.cgi?id=1579 Wifey], as he is jokingly nicknamed, came ashore in the shipwrecked pirateship, the Hell-born Strumpet, on which he was (and still is) the Gunner. Though he was originally interested only in blood, rum, plunder, and wenches (as any good pirate should be), he has since taken a liking to Shartak's one mountain. Finding no name marked on it anywhere, he has decided simply to call it "home," and leave it at that. His lust for blood, plunder, rum, and wenches continues, however; natives beware of the pirate roaming above and below the mountain.<br />
<br />
He is now the leader and founder of the [[Mountaineers]]<br />
<br />
Current Task: Returning to the ship for booze and weapons, then it's back to the mountains<br />
<br />
==Sigfrid==<br />
[http://www.shartak.com/profile.cgi?id=1567 Sigfrid Süßermann], a simple German crewman of the Hell-born Strumpet, has not found any sort of love for the island that he's been stranded on; rather, he despises it. He has been able to make roughly companionable relations with the non-pirate outsiders (though he has always maintained a jeering sort of attitude toward them), but never yet with one of the many "savages" on this god-forsaken rock. Sigfrid's only joys thusfar have been sitting in his cabin and reading (which has often received odd looks and remarks, given the common illiteracy of his crewmates), raiding the villages of the savages, and, oddly enough, studying the ruins of what might have been a more civilised people. He has taken a profound interest, particularly, in the statue of the god found in the temple ruins south of the stranded ship, and he has been trying to find other such statues in ruins as he travels between villages.<br />
<br />
Current Task: Razing [[Wiksik]]<br />
<br />
==Jabberwockee==<br />
[http://www.shartak.com/profile.cgi?id=1634 Jabberwockee] is a Raktam villager, and proud of it. Before the shaman, [[Najdam]], had left to journey freely throghout Shartak, Jabberwockee was one of his apprentices. A strong and impulsive boy from the beginning, Jabberwockee had taught himself to fight, while Najdam taught him to speak with the spirits. Jabberwockee has taken a very passive role these day, however, serving Raktam by seeing to the sick and wounded, pleading evil spirits to leave his people alone, and only fighting in defense of the village--all while waiting and hoping that Najdam will return. He currently resides in [[User:Wurzug|Wurzug]]'s healing hut, but frequently visits his friend and fellow apprentice, [[User:Azguz|Azguz]].<br />
<br />
Current Task: Healing and defending in [[Raktam]]<br />
<br />
==Ancestor Ghost==<br />
[http://www.shartak.com/profile.cgi?id=2702 Ancestor Ghost]. Co-Leader of the [[Wailers]]. Working on the details. I'll write more when I don't feel so lazy.</div>Wifeyhttps://wiki.shartak.com/index.php?title=Category_talk:IFF_supporter&diff=6564Category talk:IFF supporter2006-06-03T01:48:35Z<p>Wifey: </p>
<hr />
<div>I think ''this'' is a bit much.--[[User:Wifey|Wifey]] 02:48, 3 June 2006 (BST)</div>Wifeyhttps://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&diff=6537Suggestions:Miscellaneous2006-06-02T23:23:15Z<p>Wifey: /* Wiki Button */</p>
<hr />
<div>{{:Suggestions/Header|page_type=Other}}<br />
<br />
== Other ==<br />
<br />
=== Tunnels ===<br />
Tunnels underneath the island lead to interesting places.<br />
<br />
''Comments''<br />
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]<br />
----<br />
<br />
=== Treasure to capture ===<br />
"Capture the flag" type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.<br />
<br />
''Comments''<br />
:I would like to modify this slightly Mystery Suggester. Please see the '''[[Suggestions:Game_Mechanics#Unique_Item_Hunt|Unique Item Hunt]]''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
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<br />
=== Player VS Player Interaction ===<br />
I would propoese a to hit % penalty for attacking members of same Home location. I believe this will promote exploration and perhaps offer a measure of protection of newly "birthed" population. As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]<br />
<br />
''Comments''<br />
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)<br />
<br />
:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)<br />
<br />
:I don't like this idea--especially with the inclusion of pirates in the game. It makes sense for pirates to trun on each other now and then, or to turn to pillaging from one of the outsider towns. All of a sudden, for our good RPing we get a reduced chance to hit and no XP?--[[User:Wifey|Wifey]] 07:30, 29 March 2006 (BST)<br />
<br />
:I have suggested a full non player vs player implementation at [[Suggestions:Game_Mechanics#PvP_Protection]]. --[[User:Iamtas|Iamtas]] 10:10, 13 April 2006 (BST)<br />
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<br />
=== Spirit Movement ===<br />
<br />
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)<br />
<br />
*My character has the "trekking" skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.<br />
::Perhaps spirits have less impetus than live characters --[[User:Dr. J|Dr. J]] 18:55, 7 March 2006 (GMT)<br />
<br />
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?<br />
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?<br />
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.<br />
<br />
So what's the suggestion here? Perhaps this belongs in the Talk page instead? --[[User:Simon|Simon]] 17:51, 27 May 2006 (BST)<br />
<br />
----<br />
<br />
===Player Titles===<br />
<br />
To supplement the explored/killed statistics, give players rank titles based on percentiles. For example, if Jack is in the bottom 10% of explorers and the 30th percentile of hunters, his profile would show him as "Greenhorn Jack the Good Shot", if Sheila is in the top 10% killers and middle 50 explorer, she would be "The Adventurous Sheila, Grandmaster Hunter", and [[User:Murk|Murk]] would simply be "Demigod Murk". The titles would be determined once a day like the stats, only apply to active players, and only take active players into consideration when determining percentile. This will help statistics be more relevant to all players, as once time goes on and new players start, the top 100 may be quite a distant goal. --[[User:Frisco|Frisco]] 04:15, 10 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I like it. It adds flavor to the game. I also agree that this system should be based on dynamic percentiles to allow for new players to compete with some of the more established ranking players. A static listing would be incredibly difficult for newcomers to break into. --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)<br />
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<br />
===Inventory Limit===<br />
<br />
I think I would like to have an indication of how much of my inventory limit is being used up. :D --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)<br />
* The inventory is somewhat flexible in size (+/- 2) so wouldn't be completely foolproof if represented as "(x/y)" appended to the inventory header, I could do something like a small bit of text just below the header like "You can carry lots more" "You can carry more things" "You can't carry much more" "You might be able to carry a couple more things" "You can't carry anything else". The question is though, is it just you that wants this feature? If so, you might be able to do something clever with greasemonkey. --[[User:Simon|Simon]] 11:02, 14 April 2006 (BST)<br />
* Ah. In that case, a greasemonkey script would be fine. I imagine it would require a little list of all the inventory item names and then a size value assigned to each. Then parse through the list and do simple addition and display the result. I might try my hand at it, but I don't promise anything. --[[User:Lint|Lint]] 20:13, 14 April 2006 (BST)<br />
**"is it just you that wants this feature?" Hmm, I assumed everyone would want this feature. Perhaps "your inventory is getting full" and "your inventory is full" would be sufficient warning, but inventory size info seems valuable. Also, the Trader won't give me a rifle for my bananas (you can't carry more) even though I'm giving away much more than I'm getting -- the trading mechanism appears to check for overload based on carrying both the given and received items. Perhaps a feature... but he's the guy who owns an entire hut, you'd think he'd be willing to carry both during the transaction rather than requiring me to shoulder the burden. --[[User:Tycho44|Tycho44]] 09:10, 29 April 2006 (BST)<br />
***<Bump.> Also, why not "(x/y)" appended to the inventory header? If the game code can figure out whether or not the inventory is full, it seems that the player could be able to figure out the same info. Even a simple load indication "(x)" would work fine, if the worry is that total inventory capacity 70-74 depends on quirky variable info rather than being static based on class. --[[User:Tycho44|Tycho44]] 22:36, 15 May 2006 (BST) Besides which, seems like most everyone has an inventory limit of 71 now. (2 for blowpipes or rifles, 0 for gold coins.) --[[User:Tycho44|Tycho44]] 22:31, 20 May 2006 (BST)<br />
*See the last list item at [[The_Shartak_Wiki:Community_Portal#Greasemonkey_scripts]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 07:51, 28 May 2006 (BST)<br />
----<br />
<br />
===In-game Rankings===<br />
<br />
I was noticing recently that one of my characters seemed to have killed a lot of parrots lately. I realizing that such information is tracked on the game stats page, but not necessarily everyone looks at it, and I thought it might be fun to have something in-game to acknowledge the player who has killed the most creatures of each type. Maybe a line is added to the player's description page, or the color of their name is different, or a mysterious "crown of the fallen parrots" appears in their inventory--no real impact, just bragging rights. It should be easy enough to implement, and might add a little intrigue.--[[User:Jackel|Jackel]] 01:03, 16 March 2006 (GMT)<br />
<br />
''Comments''<br />
----<br />
<br />
=== Wiki: table CSS ===<br />
<br />
It would be nice if there were a class set up in the wiki's CSS file so that we could make attractive tables (see my ugly, hackish one on [[Tips and tricks]]). I tried to edit [[WikiMedia:Common.css]] but it's edit-locked. --[[User:Vtbassmatt|VTBassMatt]] 16:14, 23 March 2006 (GMT)<br />
* I don't know that WikiMedia:Common.css is the right thing to edit - That link takes me off to an external site! --[[User:Simon|Simon]] 18:09, 23 March 2006 (GMT)<br />
** What the heck! Ha, sorry. Now I can't find the page on either this wiki or the WikiMedia page. Weird. Well anyhow, it would be nice to have a useful table class. Thanks, Simon.<br />
*** What kind of table class? Do you mean something to give a particular title bar, and row colours? Similar to the one on the front page. Got an example of what you'd put in the css file? --[[User:Simon|Simon]] 11:58, 3 April 2006 (BST)<br />
**** Colors aren't too important, I was more concerned with borders. Something simple like:<br />
table.bordered, table.bordered td {<br />
border: 1px solid black;<br />
<br />
<br />
----<br />
<br />
=== Pets ===<br />
<br />
''Discussion of Pets has been moved to the existing [[Suggestions:Game Mechanics#Pet System|Pet System]] suggestion.''<br />
----<br />
<br />
===ruins===<br />
the ruins in the game are mostly for show, and that can be aggravating at times, as i would love to "explore" ruins more if there was something there. i am suggesting several things such as:<br />
*unique, ruin only monsters<br />
*special items found only in ruins<br />
*if quests are implemented, a quest location<br />
<br />
this is a very vague suggestion, but i feel that alot of the ruins on the map are just too bland. i camped out at ruins with my character "Richard Rose" and i stayed there for a week (in real time) because there was nothing better to do. and nothing and i mean NOTHING passed by, no game, no fruit trees, no players. it was completely desolate, and i am just suggesting several "interesting" components for ruins.<br />
<br />
'''Comments:'''<br />
*I have to agree that last I checked, the Ruins seemed like a total bust. Fifty searches yielded worse than the typical Jungle average. No events triggered, no creatures, no spirits, no variable flavor descriptions. <br />
:* "As the wind blows through the ruined arch, you hear the spirit voices of the ancestors" (gain 1 XP). <br />
:* "You find a bundle of parrot feathers tied to a leather strap. The spirit magic of this amulet has long since faded away." (junk item that could be implemented with magic/spirits later). <br />
:* "Ghosts of the ancient dead chill your soul" (lose 2 HP, gain 2 XP). <br />
:* "Sliding the heavy iron lid to one side, you discover [[The Conch|The Conch<sup>(tm)</sup>]]!"<br />
:...And so on. --[[User:Tycho44|Tycho44]] 22:56, 15 May 2006 (BST)<br />
----<br />
<br />
===Wind===<br />
{{suggestion|<br />
suggest_type=Game Element Addition|<br />
suggest_scope=Everyone|<br />
suggest_description=<br />
Add the concept of wind to the game. Could be either constant (always from the west) or random over time, possibly even dependant on the side of the island you're on. For now, including a changing wind speed (10mph to 30mph) may be overly complex. Wind can affect spirit movement, pigeon delivery times, fire movement, etc.|<br />
suggest_time=16:54, 14 April 2006 (BST)|<br />
suggest_author=[[User:Frisco|Frisco]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Working this out technically might be a bit much, but I would like to see similar environmental variables on the island. It would increase the variety in the game and provide a creative amount of unpredictability while not being outlandish. Perhaps there can be a similar effect for the water current and tide as well. I can't wait until there are hurricane-strength winds that whip around everyone unless they're safe inside the mountain tunnels. Mwahaha. --[[User:Lint|Lint]] 20:08, 14 April 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Animal Levelling===<br />
{{suggestion|<br />
suggest_type=balance change|<br />
suggest_scope=NPC Animals|<br />
suggest_description=Each time an animal kills a PC, the animal should have its stats increase: increased HP (possibly also reset to max), more damaging attacks, better chance of hitting, faster movements, possibly a more aggresive nature? There probably aren't that many animals out there that have actually killed more than one or two humans before being killed themselves, but this would increase that chance, leading to the natural formation of the mythical beasts that have been mentioned in other suggestions. And if it doesn't happen naturally, i'm sure it wouldn't be too long before animal cultists start sacrificing themselves to animals in order to create their gods.<br />
<br />
Characters with the animal affinity skill should be able to identify stronger creatures:<br />
:"Also here is a man-eating tiger"<br />
:"Also here is an extremely large man-eating alligator"<br />
:"Also here is an extremely large man-eating elephant that is barreling towards you"<br />
:"Also here is an extremely large man-eating parrot that is barreling towards you with claws the size of cutlasses"<br />
|<br />
suggest_time=20:26, 13 May 2006 (BST)|<br />
suggest_author=[[User:Frisco|Frisco]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
... That's a mite scary. I don't know how this would affect server load, but that would be my only complaint here.--[[User:Wifey|Wifey]] 01:06, 14 May 2006 (BST)<br />
* Sounds neat. Will there be a leveling cap? --[[User:Lint|Lint]] 01:45, 15 May 2006 (BST)<br />
** Probably should be a cap, though a rather high one. Time limitations would prevent animals from growing too powerful before someone takes them out, but a dedicated group of cultists could go crazy creating an invicible creature. Or perhaps once an animal reaches a certain level, it gets named (a monkey might be "King Kong" at high enough stats), and this one creature per animal type can continue advancing while all others are capped at that level (can't have more than one King Kong running around). &mdash;unsigned by [[User:Frisco|Frisco]] 02:38, May 15, 2006 (BST)<br />
* Awesome. --[[User:Tycho44|Tycho44, Cultist of the Man-Eating Parrot]] 22:57, 15 May 2006 (BST)<br />
* So let me get this straight - if an animal kills a PC, they gain hp, and accuracy of their attack, and possibly damage as well. say hp + 2, accuracy + 10%, damage + 1, up to a certain level (accuracy can only go up to 100% of course). Easy enough so far. If they get killed, they reset to the normal hp/accuracy/damage and start afresh as a normal level animal? I must say, I quite like this idea. If this is correct, then there's no server load issue. --[[User:Simon|Simon]] 09:33, 28 May 2006 (BST)<br />
** This sounds very good. I recommend that you let each animal reach 100% accuracy and cap damage at ''base damage + 5'' (a 9x100% elephant would be plenty lethal enough, I think). PC deaths to animals are probably rare enough that you could be more generous with HP bonuses: increase an animal's current HP and max HP by ''base health / 3 + 1'' for each of its kills. You could cap max HP (after five increases?), but I wouldn't. An animal should be restored to base health if its HP bonus wouldn't get it there (so an elephant, with a 20+1 HP bonus, would go from 32 HP to 60 and have 81 max HP, or go from 42 to 63 and still have 81 max HP). In theory, after five kills you could see an elephant with 165 HP that dealt 9 damage at 100% accuracy, but only if it got those kills without being harmed at all. Such a beast would be incredibly intimidating, but also incredibly rare. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:25, 28 May 2006 (BST)<br />
:::What about new players? They go into the forest for the first time, log out, log in only to discover that "an extremely large man-eating parrot that is barreling towards you with claws the size of cutlasses" has killed them in two moves. Nobody naturally gets stronger by dying and this would only prevent low level characters from leveling up.--[[User:One of many doctors|One of many doctors]] 03:13, 29 May 2006 (BST)<br />
::::The idea is that there wouldn't be that many of these, because they'd be rather difficult to make even a ''little'' better, anyways.--[[User:Wifey|Wifey]] 15:49, 29 May 2006 (BST)<br />
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}}<br />
<br />
===UDTool type Firefox plugin===<br />
{{suggestion|<br />
suggest_type=Plugin|<br />
suggest_scope=All players with Firefox|<br />
suggest_description=I don't have any coding skills, but I'm sure many of you out there do. Currently there is no way to add people to a contact list, thus making it difficult to recoginse people. Could someone please develop a UDTool style plugin (like that seen in Urban Dead) that allows you to add player's names and assign them to groups with user defined colours? Basically just port the UDTool over to Shartak users, so when you're in a hut or square with others, you can see people you've encoutnered with a llittle bit of text to pop up at your cursor telling you why they're important to you (like the 'notes' feature in the UDTool).|<br />
suggest_time=08:18, 27 May 2006 (BST)|<br />
suggest_author=[[User:Rip Purr|Rip Purr]]|<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 Skills===<br />
{{suggestion|<br />
suggest_type=Technical|<br />
suggest_scope=Everyone|<br />
suggest_description=I think it would be useful to be able to have a "Hide Skills" button which hides what skills you possess from those viewing your profile, I know many people wouldn't care but it would be useful for players whose skills don't fit with the way they roleplay. Besides who can tell how good a shot someone is simply by looking at them?|<br />
suggest_time=08:18, 31 May 2006 (BST)|<br />
suggest_author=[[User:Kripcat|Kripcat]]|<br />
suggest_comments=<br />
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* <del>Just a note that a hide skill was previously suggested [[Suggestions:Skills#Jungle_Skills|here]], which might provide a few points that may be relevant to this current suggestion. --[[User:Lint|Lint]] 21:17, 1 June 2006 (BST)</del><br />
** Well, hiding (as a skill) seems different from "hiding your list of skills"... although perhaps that would be a way to boost characters with Sixth Sense, who know how good a shot you are simply by looking at you. I like the effects of having fully revealed skills. Realistically, your home town should hardly be public knowledge, nor the date of your last demise, nor your killer, and so on. Perhaps a "Disguise" skill would give you access to a button that shields your character info (such as level) while you sleep (at a small AP cost). --[[User:Tycho44|Tycho44]] 21:51, 1 June 2006 (BST)<br />
*** Argh, I completely misread this. There was some buzz on the forum about hiding and I skimmed this and assumed that it was related. --[[User:Lint|Lint]] 22:05, 1 June 2006 (BST)<br />
**** It makes sense. No more can I look at the victim's skills t osee how well they'll be able to track me if Ifail to kill them. ;) --[[User:Wifey|Wifey]] 23:50, 1 June 2006 (BST)<br />
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}}<br />
<br />
===Wiki Button===<br />
{{suggestion|<br />
suggest_type=New Button|<br />
suggest_scope=Wikiphiles, players in general|<br />
suggest_description=So, uh... I don't know why but there's no button leading directly from the game ot the wiki. I just kind of noticed that difference between Shartak and UD. Kinda silly, no? I mean, as far as I can tell, the only place that a URL is given is on the FAQ (which I'm sure many don't read).<br />
<br />
... Ok, yeah. I'm not really bothered that players need to read the FAQ to find the wiki. It'd be neat if there was a button on the game interface, though, like there is for News and Statistics.|<br />
suggest_time=23:01, 2 June 2006 (BST)|<br />
suggest_author=[[User:Wifey|Wifey]]|<br />
suggest_comments=<br />
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* There should be a button labelled "Help" on at least the main pages. This points to the wiki. It used to say Wiki but I figured people might not know what it was.. perhaps I should change it back so that people think "what's a wiki?" and click it.. --[[User:Simon|Simon]] 23:52, 2 June 2006 (BST)<br />
** Oh. Well ''that's'' silly of me. Ok then. Your call, entirely. I'll leave this here so that people can give an opinion on whether it should be "Help" or "Wiki," I suppose.--[[User:Wifey|Wifey]] 00:23, 3 June 2006 (BST)<br />
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}}</div>Wifeyhttps://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&diff=6533Suggestions:Miscellaneous2006-06-02T22:02:19Z<p>Wifey: /* Hide Skills */</p>
<hr />
<div>{{:Suggestions/Header|page_type=Other}}<br />
<br />
== Other ==<br />
<br />
=== Tunnels ===<br />
Tunnels underneath the island lead to interesting places.<br />
<br />
''Comments''<br />
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]<br />
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<br />
=== Treasure to capture ===<br />
"Capture the flag" type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.<br />
<br />
''Comments''<br />
:I would like to modify this slightly Mystery Suggester. Please see the '''[[Suggestions:Game_Mechanics#Unique_Item_Hunt|Unique Item Hunt]]''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
----<br />
<br />
=== Player VS Player Interaction ===<br />
I would propoese a to hit % penalty for attacking members of same Home location. I believe this will promote exploration and perhaps offer a measure of protection of newly "birthed" population. As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]<br />
<br />
''Comments''<br />
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)<br />
<br />
:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)<br />
<br />
:I don't like this idea--especially with the inclusion of pirates in the game. It makes sense for pirates to trun on each other now and then, or to turn to pillaging from one of the outsider towns. All of a sudden, for our good RPing we get a reduced chance to hit and no XP?--[[User:Wifey|Wifey]] 07:30, 29 March 2006 (BST)<br />
<br />
:I have suggested a full non player vs player implementation at [[Suggestions:Game_Mechanics#PvP_Protection]]. --[[User:Iamtas|Iamtas]] 10:10, 13 April 2006 (BST)<br />
----<br />
<br />
=== Spirit Movement ===<br />
<br />
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)<br />
<br />
*My character has the "trekking" skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.<br />
::Perhaps spirits have less impetus than live characters --[[User:Dr. J|Dr. J]] 18:55, 7 March 2006 (GMT)<br />
<br />
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?<br />
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?<br />
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.<br />
<br />
So what's the suggestion here? Perhaps this belongs in the Talk page instead? --[[User:Simon|Simon]] 17:51, 27 May 2006 (BST)<br />
<br />
----<br />
<br />
===Player Titles===<br />
<br />
To supplement the explored/killed statistics, give players rank titles based on percentiles. For example, if Jack is in the bottom 10% of explorers and the 30th percentile of hunters, his profile would show him as "Greenhorn Jack the Good Shot", if Sheila is in the top 10% killers and middle 50 explorer, she would be "The Adventurous Sheila, Grandmaster Hunter", and [[User:Murk|Murk]] would simply be "Demigod Murk". The titles would be determined once a day like the stats, only apply to active players, and only take active players into consideration when determining percentile. This will help statistics be more relevant to all players, as once time goes on and new players start, the top 100 may be quite a distant goal. --[[User:Frisco|Frisco]] 04:15, 10 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I like it. It adds flavor to the game. I also agree that this system should be based on dynamic percentiles to allow for new players to compete with some of the more established ranking players. A static listing would be incredibly difficult for newcomers to break into. --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)<br />
----<br />
<br />
===Inventory Limit===<br />
<br />
I think I would like to have an indication of how much of my inventory limit is being used up. :D --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)<br />
* The inventory is somewhat flexible in size (+/- 2) so wouldn't be completely foolproof if represented as "(x/y)" appended to the inventory header, I could do something like a small bit of text just below the header like "You can carry lots more" "You can carry more things" "You can't carry much more" "You might be able to carry a couple more things" "You can't carry anything else". The question is though, is it just you that wants this feature? If so, you might be able to do something clever with greasemonkey. --[[User:Simon|Simon]] 11:02, 14 April 2006 (BST)<br />
* Ah. In that case, a greasemonkey script would be fine. I imagine it would require a little list of all the inventory item names and then a size value assigned to each. Then parse through the list and do simple addition and display the result. I might try my hand at it, but I don't promise anything. --[[User:Lint|Lint]] 20:13, 14 April 2006 (BST)<br />
**"is it just you that wants this feature?" Hmm, I assumed everyone would want this feature. Perhaps "your inventory is getting full" and "your inventory is full" would be sufficient warning, but inventory size info seems valuable. Also, the Trader won't give me a rifle for my bananas (you can't carry more) even though I'm giving away much more than I'm getting -- the trading mechanism appears to check for overload based on carrying both the given and received items. Perhaps a feature... but he's the guy who owns an entire hut, you'd think he'd be willing to carry both during the transaction rather than requiring me to shoulder the burden. --[[User:Tycho44|Tycho44]] 09:10, 29 April 2006 (BST)<br />
***<Bump.> Also, why not "(x/y)" appended to the inventory header? If the game code can figure out whether or not the inventory is full, it seems that the player could be able to figure out the same info. Even a simple load indication "(x)" would work fine, if the worry is that total inventory capacity 70-74 depends on quirky variable info rather than being static based on class. --[[User:Tycho44|Tycho44]] 22:36, 15 May 2006 (BST) Besides which, seems like most everyone has an inventory limit of 71 now. (2 for blowpipes or rifles, 0 for gold coins.) --[[User:Tycho44|Tycho44]] 22:31, 20 May 2006 (BST)<br />
*See the last list item at [[The_Shartak_Wiki:Community_Portal#Greasemonkey_scripts]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 07:51, 28 May 2006 (BST)<br />
----<br />
<br />
===In-game Rankings===<br />
<br />
I was noticing recently that one of my characters seemed to have killed a lot of parrots lately. I realizing that such information is tracked on the game stats page, but not necessarily everyone looks at it, and I thought it might be fun to have something in-game to acknowledge the player who has killed the most creatures of each type. Maybe a line is added to the player's description page, or the color of their name is different, or a mysterious "crown of the fallen parrots" appears in their inventory--no real impact, just bragging rights. It should be easy enough to implement, and might add a little intrigue.--[[User:Jackel|Jackel]] 01:03, 16 March 2006 (GMT)<br />
<br />
''Comments''<br />
----<br />
<br />
=== Wiki: table CSS ===<br />
<br />
It would be nice if there were a class set up in the wiki's CSS file so that we could make attractive tables (see my ugly, hackish one on [[Tips and tricks]]). I tried to edit [[WikiMedia:Common.css]] but it's edit-locked. --[[User:Vtbassmatt|VTBassMatt]] 16:14, 23 March 2006 (GMT)<br />
* I don't know that WikiMedia:Common.css is the right thing to edit - That link takes me off to an external site! --[[User:Simon|Simon]] 18:09, 23 March 2006 (GMT)<br />
** What the heck! Ha, sorry. Now I can't find the page on either this wiki or the WikiMedia page. Weird. Well anyhow, it would be nice to have a useful table class. Thanks, Simon.<br />
*** What kind of table class? Do you mean something to give a particular title bar, and row colours? Similar to the one on the front page. Got an example of what you'd put in the css file? --[[User:Simon|Simon]] 11:58, 3 April 2006 (BST)<br />
**** Colors aren't too important, I was more concerned with borders. Something simple like:<br />
table.bordered, table.bordered td {<br />
border: 1px solid black;<br />
<br />
<br />
----<br />
<br />
=== Pets ===<br />
<br />
''Discussion of Pets has been moved to the existing [[Suggestions:Game Mechanics#Pet System|Pet System]] suggestion.''<br />
----<br />
<br />
===ruins===<br />
the ruins in the game are mostly for show, and that can be aggravating at times, as i would love to "explore" ruins more if there was something there. i am suggesting several things such as:<br />
*unique, ruin only monsters<br />
*special items found only in ruins<br />
*if quests are implemented, a quest location<br />
<br />
this is a very vague suggestion, but i feel that alot of the ruins on the map are just too bland. i camped out at ruins with my character "Richard Rose" and i stayed there for a week (in real time) because there was nothing better to do. and nothing and i mean NOTHING passed by, no game, no fruit trees, no players. it was completely desolate, and i am just suggesting several "interesting" components for ruins.<br />
<br />
'''Comments:'''<br />
*I have to agree that last I checked, the Ruins seemed like a total bust. Fifty searches yielded worse than the typical Jungle average. No events triggered, no creatures, no spirits, no variable flavor descriptions. <br />
:* "As the wind blows through the ruined arch, you hear the spirit voices of the ancestors" (gain 1 XP). <br />
:* "You find a bundle of parrot feathers tied to a leather strap. The spirit magic of this amulet has long since faded away." (junk item that could be implemented with magic/spirits later). <br />
:* "Ghosts of the ancient dead chill your soul" (lose 2 HP, gain 2 XP). <br />
:* "Sliding the heavy iron lid to one side, you discover [[The Conch|The Conch<sup>(tm)</sup>]]!"<br />
:...And so on. --[[User:Tycho44|Tycho44]] 22:56, 15 May 2006 (BST)<br />
----<br />
<br />
===Wind===<br />
{{suggestion|<br />
suggest_type=Game Element Addition|<br />
suggest_scope=Everyone|<br />
suggest_description=<br />
Add the concept of wind to the game. Could be either constant (always from the west) or random over time, possibly even dependant on the side of the island you're on. For now, including a changing wind speed (10mph to 30mph) may be overly complex. Wind can affect spirit movement, pigeon delivery times, fire movement, etc.|<br />
suggest_time=16:54, 14 April 2006 (BST)|<br />
suggest_author=[[User:Frisco|Frisco]]|<br />
suggest_comments=<br />
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* Working this out technically might be a bit much, but I would like to see similar environmental variables on the island. It would increase the variety in the game and provide a creative amount of unpredictability while not being outlandish. Perhaps there can be a similar effect for the water current and tide as well. I can't wait until there are hurricane-strength winds that whip around everyone unless they're safe inside the mountain tunnels. Mwahaha. --[[User:Lint|Lint]] 20:08, 14 April 2006 (BST)<br />
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}}<br />
===Animal Levelling===<br />
{{suggestion|<br />
suggest_type=balance change|<br />
suggest_scope=NPC Animals|<br />
suggest_description=Each time an animal kills a PC, the animal should have its stats increase: increased HP (possibly also reset to max), more damaging attacks, better chance of hitting, faster movements, possibly a more aggresive nature? There probably aren't that many animals out there that have actually killed more than one or two humans before being killed themselves, but this would increase that chance, leading to the natural formation of the mythical beasts that have been mentioned in other suggestions. And if it doesn't happen naturally, i'm sure it wouldn't be too long before animal cultists start sacrificing themselves to animals in order to create their gods.<br />
<br />
Characters with the animal affinity skill should be able to identify stronger creatures:<br />
:"Also here is a man-eating tiger"<br />
:"Also here is an extremely large man-eating alligator"<br />
:"Also here is an extremely large man-eating elephant that is barreling towards you"<br />
:"Also here is an extremely large man-eating parrot that is barreling towards you with claws the size of cutlasses"<br />
|<br />
suggest_time=20:26, 13 May 2006 (BST)|<br />
suggest_author=[[User:Frisco|Frisco]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
... That's a mite scary. I don't know how this would affect server load, but that would be my only complaint here.--[[User:Wifey|Wifey]] 01:06, 14 May 2006 (BST)<br />
* Sounds neat. Will there be a leveling cap? --[[User:Lint|Lint]] 01:45, 15 May 2006 (BST)<br />
** Probably should be a cap, though a rather high one. Time limitations would prevent animals from growing too powerful before someone takes them out, but a dedicated group of cultists could go crazy creating an invicible creature. Or perhaps once an animal reaches a certain level, it gets named (a monkey might be "King Kong" at high enough stats), and this one creature per animal type can continue advancing while all others are capped at that level (can't have more than one King Kong running around). &mdash;unsigned by [[User:Frisco|Frisco]] 02:38, May 15, 2006 (BST)<br />
* Awesome. --[[User:Tycho44|Tycho44, Cultist of the Man-Eating Parrot]] 22:57, 15 May 2006 (BST)<br />
* So let me get this straight - if an animal kills a PC, they gain hp, and accuracy of their attack, and possibly damage as well. say hp + 2, accuracy + 10%, damage + 1, up to a certain level (accuracy can only go up to 100% of course). Easy enough so far. If they get killed, they reset to the normal hp/accuracy/damage and start afresh as a normal level animal? I must say, I quite like this idea. If this is correct, then there's no server load issue. --[[User:Simon|Simon]] 09:33, 28 May 2006 (BST)<br />
** This sounds very good. I recommend that you let each animal reach 100% accuracy and cap damage at ''base damage + 5'' (a 9x100% elephant would be plenty lethal enough, I think). PC deaths to animals are probably rare enough that you could be more generous with HP bonuses: increase an animal's current HP and max HP by ''base health / 3 + 1'' for each of its kills. You could cap max HP (after five increases?), but I wouldn't. An animal should be restored to base health if its HP bonus wouldn't get it there (so an elephant, with a 20+1 HP bonus, would go from 32 HP to 60 and have 81 max HP, or go from 42 to 63 and still have 81 max HP). In theory, after five kills you could see an elephant with 165 HP that dealt 9 damage at 100% accuracy, but only if it got those kills without being harmed at all. Such a beast would be incredibly intimidating, but also incredibly rare. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:25, 28 May 2006 (BST)<br />
:::What about new players? They go into the forest for the first time, log out, log in only to discover that "an extremely large man-eating parrot that is barreling towards you with claws the size of cutlasses" has killed them in two moves. Nobody naturally gets stronger by dying and this would only prevent low level characters from leveling up.--[[User:One of many doctors|One of many doctors]] 03:13, 29 May 2006 (BST)<br />
::::The idea is that there wouldn't be that many of these, because they'd be rather difficult to make even a ''little'' better, anyways.--[[User:Wifey|Wifey]] 15:49, 29 May 2006 (BST)<br />
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}}<br />
<br />
===UDTool type Firefox plugin===<br />
{{suggestion|<br />
suggest_type=Plugin|<br />
suggest_scope=All players with Firefox|<br />
suggest_description=I don't have any coding skills, but I'm sure many of you out there do. Currently there is no way to add people to a contact list, thus making it difficult to recoginse people. Could someone please develop a UDTool style plugin (like that seen in Urban Dead) that allows you to add player's names and assign them to groups with user defined colours? Basically just port the UDTool over to Shartak users, so when you're in a hut or square with others, you can see people you've encoutnered with a llittle bit of text to pop up at your cursor telling you why they're important to you (like the 'notes' feature in the UDTool).|<br />
suggest_time=08:18, 27 May 2006 (BST)|<br />
suggest_author=[[User:Rip Purr|Rip Purr]]|<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 Skills===<br />
{{suggestion|<br />
suggest_type=Technical|<br />
suggest_scope=Everyone|<br />
suggest_description=I think it would be useful to be able to have a "Hide Skills" button which hides what skills you possess from those viewing your profile, I know many people wouldn't care but it would be useful for players whose skills don't fit with the way they roleplay. Besides who can tell how good a shot someone is simply by looking at them?|<br />
suggest_time=08:18, 31 May 2006 (BST)|<br />
suggest_author=[[User:Kripcat|Kripcat]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* <del>Just a note that a hide skill was previously suggested [[Suggestions:Skills#Jungle_Skills|here]], which might provide a few points that may be relevant to this current suggestion. --[[User:Lint|Lint]] 21:17, 1 June 2006 (BST)</del><br />
** Well, hiding (as a skill) seems different from "hiding your list of skills"... although perhaps that would be a way to boost characters with Sixth Sense, who know how good a shot you are simply by looking at you. I like the effects of having fully revealed skills. Realistically, your home town should hardly be public knowledge, nor the date of your last demise, nor your killer, and so on. Perhaps a "Disguise" skill would give you access to a button that shields your character info (such as level) while you sleep (at a small AP cost). --[[User:Tycho44|Tycho44]] 21:51, 1 June 2006 (BST)<br />
*** Argh, I completely misread this. There was some buzz on the forum about hiding and I skimmed this and assumed that it was related. --[[User:Lint|Lint]] 22:05, 1 June 2006 (BST)<br />
**** It makes sense. No more can I look at the victim's skills t osee how well they'll be able to track me if Ifail to kill them. ;) --[[User:Wifey|Wifey]] 23:50, 1 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Wiki Button===<br />
{{suggestion|<br />
suggest_type=New Button|<br />
suggest_scope=Wikiphiles, players in general|<br />
suggest_description=So, uh... I don't know why but there's no button leading directly from the game ot the wiki. I just kind of noticed that difference between Shartak and UD. Kinda silly, no? I mean, as far as I can tell, the only place that a URL is given is on the FAQ (which I'm sure many don't read).<br />
<br />
... Ok, yeah. I'm not really bothered that players need to read the FAQ to find the wiki. It'd be neat if there was a button on the game interface, though, like there is for News and Statistics.|<br />
suggest_time=23:01, 2 June 2006 (BST)|<br />
suggest_author=[[User:Wifey|Wifey]]|<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>Wifeyhttps://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&diff=6532Suggestions:Miscellaneous2006-06-02T22:01:56Z<p>Wifey: Wiki Button</p>
<hr />
<div>{{:Suggestions/Header|page_type=Other}}<br />
<br />
== Other ==<br />
<br />
=== Tunnels ===<br />
Tunnels underneath the island lead to interesting places.<br />
<br />
''Comments''<br />
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]<br />
----<br />
<br />
=== Treasure to capture ===<br />
"Capture the flag" type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.<br />
<br />
''Comments''<br />
:I would like to modify this slightly Mystery Suggester. Please see the '''[[Suggestions:Game_Mechanics#Unique_Item_Hunt|Unique Item Hunt]]''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
----<br />
<br />
=== Player VS Player Interaction ===<br />
I would propoese a to hit % penalty for attacking members of same Home location. I believe this will promote exploration and perhaps offer a measure of protection of newly "birthed" population. As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]<br />
<br />
''Comments''<br />
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)<br />
<br />
:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)<br />
<br />
:I don't like this idea--especially with the inclusion of pirates in the game. It makes sense for pirates to trun on each other now and then, or to turn to pillaging from one of the outsider towns. All of a sudden, for our good RPing we get a reduced chance to hit and no XP?--[[User:Wifey|Wifey]] 07:30, 29 March 2006 (BST)<br />
<br />
:I have suggested a full non player vs player implementation at [[Suggestions:Game_Mechanics#PvP_Protection]]. --[[User:Iamtas|Iamtas]] 10:10, 13 April 2006 (BST)<br />
----<br />
<br />
=== Spirit Movement ===<br />
<br />
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)<br />
<br />
*My character has the "trekking" skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.<br />
::Perhaps spirits have less impetus than live characters --[[User:Dr. J|Dr. J]] 18:55, 7 March 2006 (GMT)<br />
<br />
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?<br />
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?<br />
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.<br />
<br />
So what's the suggestion here? Perhaps this belongs in the Talk page instead? --[[User:Simon|Simon]] 17:51, 27 May 2006 (BST)<br />
<br />
----<br />
<br />
===Player Titles===<br />
<br />
To supplement the explored/killed statistics, give players rank titles based on percentiles. For example, if Jack is in the bottom 10% of explorers and the 30th percentile of hunters, his profile would show him as "Greenhorn Jack the Good Shot", if Sheila is in the top 10% killers and middle 50 explorer, she would be "The Adventurous Sheila, Grandmaster Hunter", and [[User:Murk|Murk]] would simply be "Demigod Murk". The titles would be determined once a day like the stats, only apply to active players, and only take active players into consideration when determining percentile. This will help statistics be more relevant to all players, as once time goes on and new players start, the top 100 may be quite a distant goal. --[[User:Frisco|Frisco]] 04:15, 10 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I like it. It adds flavor to the game. I also agree that this system should be based on dynamic percentiles to allow for new players to compete with some of the more established ranking players. A static listing would be incredibly difficult for newcomers to break into. --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)<br />
----<br />
<br />
===Inventory Limit===<br />
<br />
I think I would like to have an indication of how much of my inventory limit is being used up. :D --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)<br />
* The inventory is somewhat flexible in size (+/- 2) so wouldn't be completely foolproof if represented as "(x/y)" appended to the inventory header, I could do something like a small bit of text just below the header like "You can carry lots more" "You can carry more things" "You can't carry much more" "You might be able to carry a couple more things" "You can't carry anything else". The question is though, is it just you that wants this feature? If so, you might be able to do something clever with greasemonkey. --[[User:Simon|Simon]] 11:02, 14 April 2006 (BST)<br />
* Ah. In that case, a greasemonkey script would be fine. I imagine it would require a little list of all the inventory item names and then a size value assigned to each. Then parse through the list and do simple addition and display the result. I might try my hand at it, but I don't promise anything. --[[User:Lint|Lint]] 20:13, 14 April 2006 (BST)<br />
**"is it just you that wants this feature?" Hmm, I assumed everyone would want this feature. Perhaps "your inventory is getting full" and "your inventory is full" would be sufficient warning, but inventory size info seems valuable. Also, the Trader won't give me a rifle for my bananas (you can't carry more) even though I'm giving away much more than I'm getting -- the trading mechanism appears to check for overload based on carrying both the given and received items. Perhaps a feature... but he's the guy who owns an entire hut, you'd think he'd be willing to carry both during the transaction rather than requiring me to shoulder the burden. --[[User:Tycho44|Tycho44]] 09:10, 29 April 2006 (BST)<br />
***<Bump.> Also, why not "(x/y)" appended to the inventory header? If the game code can figure out whether or not the inventory is full, it seems that the player could be able to figure out the same info. Even a simple load indication "(x)" would work fine, if the worry is that total inventory capacity 70-74 depends on quirky variable info rather than being static based on class. --[[User:Tycho44|Tycho44]] 22:36, 15 May 2006 (BST) Besides which, seems like most everyone has an inventory limit of 71 now. (2 for blowpipes or rifles, 0 for gold coins.) --[[User:Tycho44|Tycho44]] 22:31, 20 May 2006 (BST)<br />
*See the last list item at [[The_Shartak_Wiki:Community_Portal#Greasemonkey_scripts]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 07:51, 28 May 2006 (BST)<br />
----<br />
<br />
===In-game Rankings===<br />
<br />
I was noticing recently that one of my characters seemed to have killed a lot of parrots lately. I realizing that such information is tracked on the game stats page, but not necessarily everyone looks at it, and I thought it might be fun to have something in-game to acknowledge the player who has killed the most creatures of each type. Maybe a line is added to the player's description page, or the color of their name is different, or a mysterious "crown of the fallen parrots" appears in their inventory--no real impact, just bragging rights. It should be easy enough to implement, and might add a little intrigue.--[[User:Jackel|Jackel]] 01:03, 16 March 2006 (GMT)<br />
<br />
''Comments''<br />
----<br />
<br />
=== Wiki: table CSS ===<br />
<br />
It would be nice if there were a class set up in the wiki's CSS file so that we could make attractive tables (see my ugly, hackish one on [[Tips and tricks]]). I tried to edit [[WikiMedia:Common.css]] but it's edit-locked. --[[User:Vtbassmatt|VTBassMatt]] 16:14, 23 March 2006 (GMT)<br />
* I don't know that WikiMedia:Common.css is the right thing to edit - That link takes me off to an external site! --[[User:Simon|Simon]] 18:09, 23 March 2006 (GMT)<br />
** What the heck! Ha, sorry. Now I can't find the page on either this wiki or the WikiMedia page. Weird. Well anyhow, it would be nice to have a useful table class. Thanks, Simon.<br />
*** What kind of table class? Do you mean something to give a particular title bar, and row colours? Similar to the one on the front page. Got an example of what you'd put in the css file? --[[User:Simon|Simon]] 11:58, 3 April 2006 (BST)<br />
**** Colors aren't too important, I was more concerned with borders. Something simple like:<br />
table.bordered, table.bordered td {<br />
border: 1px solid black;<br />
<br />
<br />
----<br />
<br />
=== Pets ===<br />
<br />
''Discussion of Pets has been moved to the existing [[Suggestions:Game Mechanics#Pet System|Pet System]] suggestion.''<br />
----<br />
<br />
===ruins===<br />
the ruins in the game are mostly for show, and that can be aggravating at times, as i would love to "explore" ruins more if there was something there. i am suggesting several things such as:<br />
*unique, ruin only monsters<br />
*special items found only in ruins<br />
*if quests are implemented, a quest location<br />
<br />
this is a very vague suggestion, but i feel that alot of the ruins on the map are just too bland. i camped out at ruins with my character "Richard Rose" and i stayed there for a week (in real time) because there was nothing better to do. and nothing and i mean NOTHING passed by, no game, no fruit trees, no players. it was completely desolate, and i am just suggesting several "interesting" components for ruins.<br />
<br />
'''Comments:'''<br />
*I have to agree that last I checked, the Ruins seemed like a total bust. Fifty searches yielded worse than the typical Jungle average. No events triggered, no creatures, no spirits, no variable flavor descriptions. <br />
:* "As the wind blows through the ruined arch, you hear the spirit voices of the ancestors" (gain 1 XP). <br />
:* "You find a bundle of parrot feathers tied to a leather strap. The spirit magic of this amulet has long since faded away." (junk item that could be implemented with magic/spirits later). <br />
:* "Ghosts of the ancient dead chill your soul" (lose 2 HP, gain 2 XP). <br />
:* "Sliding the heavy iron lid to one side, you discover [[The Conch|The Conch<sup>(tm)</sup>]]!"<br />
:...And so on. --[[User:Tycho44|Tycho44]] 22:56, 15 May 2006 (BST)<br />
----<br />
<br />
===Wind===<br />
{{suggestion|<br />
suggest_type=Game Element Addition|<br />
suggest_scope=Everyone|<br />
suggest_description=<br />
Add the concept of wind to the game. Could be either constant (always from the west) or random over time, possibly even dependant on the side of the island you're on. For now, including a changing wind speed (10mph to 30mph) may be overly complex. Wind can affect spirit movement, pigeon delivery times, fire movement, etc.|<br />
suggest_time=16:54, 14 April 2006 (BST)|<br />
suggest_author=[[User:Frisco|Frisco]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Working this out technically might be a bit much, but I would like to see similar environmental variables on the island. It would increase the variety in the game and provide a creative amount of unpredictability while not being outlandish. Perhaps there can be a similar effect for the water current and tide as well. I can't wait until there are hurricane-strength winds that whip around everyone unless they're safe inside the mountain tunnels. Mwahaha. --[[User:Lint|Lint]] 20:08, 14 April 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Animal Levelling===<br />
{{suggestion|<br />
suggest_type=balance change|<br />
suggest_scope=NPC Animals|<br />
suggest_description=Each time an animal kills a PC, the animal should have its stats increase: increased HP (possibly also reset to max), more damaging attacks, better chance of hitting, faster movements, possibly a more aggresive nature? There probably aren't that many animals out there that have actually killed more than one or two humans before being killed themselves, but this would increase that chance, leading to the natural formation of the mythical beasts that have been mentioned in other suggestions. And if it doesn't happen naturally, i'm sure it wouldn't be too long before animal cultists start sacrificing themselves to animals in order to create their gods.<br />
<br />
Characters with the animal affinity skill should be able to identify stronger creatures:<br />
:"Also here is a man-eating tiger"<br />
:"Also here is an extremely large man-eating alligator"<br />
:"Also here is an extremely large man-eating elephant that is barreling towards you"<br />
:"Also here is an extremely large man-eating parrot that is barreling towards you with claws the size of cutlasses"<br />
|<br />
suggest_time=20:26, 13 May 2006 (BST)|<br />
suggest_author=[[User:Frisco|Frisco]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
... That's a mite scary. I don't know how this would affect server load, but that would be my only complaint here.--[[User:Wifey|Wifey]] 01:06, 14 May 2006 (BST)<br />
* Sounds neat. Will there be a leveling cap? --[[User:Lint|Lint]] 01:45, 15 May 2006 (BST)<br />
** Probably should be a cap, though a rather high one. Time limitations would prevent animals from growing too powerful before someone takes them out, but a dedicated group of cultists could go crazy creating an invicible creature. Or perhaps once an animal reaches a certain level, it gets named (a monkey might be "King Kong" at high enough stats), and this one creature per animal type can continue advancing while all others are capped at that level (can't have more than one King Kong running around). &mdash;unsigned by [[User:Frisco|Frisco]] 02:38, May 15, 2006 (BST)<br />
* Awesome. --[[User:Tycho44|Tycho44, Cultist of the Man-Eating Parrot]] 22:57, 15 May 2006 (BST)<br />
* So let me get this straight - if an animal kills a PC, they gain hp, and accuracy of their attack, and possibly damage as well. say hp + 2, accuracy + 10%, damage + 1, up to a certain level (accuracy can only go up to 100% of course). Easy enough so far. If they get killed, they reset to the normal hp/accuracy/damage and start afresh as a normal level animal? I must say, I quite like this idea. If this is correct, then there's no server load issue. --[[User:Simon|Simon]] 09:33, 28 May 2006 (BST)<br />
** This sounds very good. I recommend that you let each animal reach 100% accuracy and cap damage at ''base damage + 5'' (a 9x100% elephant would be plenty lethal enough, I think). PC deaths to animals are probably rare enough that you could be more generous with HP bonuses: increase an animal's current HP and max HP by ''base health / 3 + 1'' for each of its kills. You could cap max HP (after five increases?), but I wouldn't. An animal should be restored to base health if its HP bonus wouldn't get it there (so an elephant, with a 20+1 HP bonus, would go from 32 HP to 60 and have 81 max HP, or go from 42 to 63 and still have 81 max HP). In theory, after five kills you could see an elephant with 165 HP that dealt 9 damage at 100% accuracy, but only if it got those kills without being harmed at all. Such a beast would be incredibly intimidating, but also incredibly rare. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:25, 28 May 2006 (BST)<br />
:::What about new players? They go into the forest for the first time, log out, log in only to discover that "an extremely large man-eating parrot that is barreling towards you with claws the size of cutlasses" has killed them in two moves. Nobody naturally gets stronger by dying and this would only prevent low level characters from leveling up.--[[User:One of many doctors|One of many doctors]] 03:13, 29 May 2006 (BST)<br />
::::The idea is that there wouldn't be that many of these, because they'd be rather difficult to make even a ''little'' better, anyways.--[[User:Wifey|Wifey]] 15:49, 29 May 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===UDTool type Firefox plugin===<br />
{{suggestion|<br />
suggest_type=Plugin|<br />
suggest_scope=All players with Firefox|<br />
suggest_description=I don't have any coding skills, but I'm sure many of you out there do. Currently there is no way to add people to a contact list, thus making it difficult to recoginse people. Could someone please develop a UDTool style plugin (like that seen in Urban Dead) that allows you to add player's names and assign them to groups with user defined colours? Basically just port the UDTool over to Shartak users, so when you're in a hut or square with others, you can see people you've encoutnered with a llittle bit of text to pop up at your cursor telling you why they're important to you (like the 'notes' feature in the UDTool).|<br />
suggest_time=08:18, 27 May 2006 (BST)|<br />
suggest_author=[[User:Rip Purr|Rip Purr]]|<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 Skills===<br />
{{suggestion|<br />
suggest_type=Technical|<br />
suggest_scope=Everyone|<br />
suggest_description=I think it would be useful to be able to have a "Hide Skills" button which hides what skills you possess from those viewing your profile, I know many people wouldn't care but it would be useful for players whose skills don't fit with the way they roleplay. Besides who can tell how good a shot someone is simply by looking at them?|<br />
suggest_time=08:18, 31 May 2006 (BST)|<br />
suggest_author=[[User:Kripcat|Kripcat]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* <del>Just a note that a hide skill was previously suggested [[Suggestions:Skills#Jungle_Skills|here]], which might provide a few points that may be relevant to this current suggestion. --[[User:Lint|Lint]] 21:17, 1 June 2006 (BST)</del><br />
** Well, hiding (as a skill) seems different from "hiding your list of skills"... although perhaps that would be a way to boost characters with Sixth Sense, who know how good a shot you are simply by looking at you. I like the effects of having fully revealed skills. Realistically, your home town should hardly be public knowledge, nor the date of your last demise, nor your killer, and so on. Perhaps a "Disguise" skill would give you access to a button that shields your character info (such as level) while you sleep (at a small AP cost). --[[User:Tycho44|Tycho44]] 21:51, 1 June 2006 (BST)<br />
*** Argh, I completely misread this. There was some buzz on the forum about hiding and I skimmed this and assumed that it was related. --[[User:Lint|Lint]] 22:05, 1 June 2006 (BST)<br />
**** It makes sense. No more can I look at the victim's skills t osee how well they'll be able to track me if Ifail to kill them. ;) --[[User:Wifey|Wifey]] 23:50, 1 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
----<br />
===Wiki Button===<br />
{{suggestion|<br />
suggest_type=New Button|<br />
suggest_scope=Wikiphiles, players in general|<br />
suggest_description=So, uh... I don't know why but there's no button leading directly from the game ot the wiki. I just kind of noticed that difference between Shartak and UD. Kinda silly, no? I mean, as far as I can tell, the only place that a URL is given is on the FAQ (which I'm sure many don't read).<br />
<br />
... Ok, yeah. I'm not really bothered that players need to read the FAQ to find the wiki. It'd be neat if there was a button on the game interface, though, like there is for News and Statistics.|<br />
suggest_time=23:01, 2 June 2006 (BST)|<br />
suggest_author=[[User:Wifey|Wifey]]|<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>Wifeyhttps://wiki.shartak.com/index.php?title=Talk:Mountaineers&diff=6527Talk:Mountaineers2006-06-02T21:39:53Z<p>Wifey: </p>
<hr />
<div>== Suggestions for the name of the mountain ==<br />
Current suggestions (Add to the bottom of this list, please)<br />
#Simon's Peak<br />
#Rat Mountain<br />
#Bonobo Shark Mountainette<br />
#Treasure Mountain<br />
#Pico Duarte<br />
#The Mountain<br />
#Taltal Heights<br />
<br />
===Comments on Suggestions===<br />
<br />
Oo. I rather like The first two.--[[User:Wifey|Wifey]] 03:51, 16 May 2006 (BST)<br />
<br />
Something tells me the mountain will always be known as, well, "the mountain". There's not another one around, is there? =) &mdash; [[User:Elembis|Elembis]] 00:29, 22 May 2006 (BST)<br />
:"The mountain" is so dull, though! Come on, guys. Let's hear feedback on the names.--[[User:Wifey|Wifey]] 02:20, 22 May 2006 (BST)<br />
::Okay. My favorite in the list above is "Rat Mountain". &mdash; [[User:Elembis|Elembis]] 02:27, 22 May 2006 (BST)<br />
<br />
I added one. Zelda homage FTW.--[[User:Wifey|Wifey]] 22:39, 2 June 2006 (BST)<br />
<br />
== Formal Rejection of Invitation ==<br />
The Discordian Cargo Cult hereby renounces any and all claims on the mountain and vehemently declines to join the Mountaineers. IN fact, no Mountaineers will be admitted into the Discordian Cargo Cult (unless they are also RE members), and Discordian Cargo Cultists who join the Mountaineers will be excommunicated (even if they are RE members). Islands and Mountains just don't mix. Get with the program. -[[User:Oulatek|Oulatek]] 03:06, 16 May 2006 (BST)<br />
:Perfectly alright.--[[User:Wifey|Wifey]] 03:51, 16 May 2006 (BST)</div>Wifeyhttps://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&diff=6509Suggestions:Game mechanics2006-06-02T17:26:08Z<p>Wifey: /* Boat Construction */</p>
<hr />
<div>{{:Suggestions/Header|page_type=Game Mechanics}}<br />
<br />
== Game Mechanics ==<br />
<br />
=== Conversion ===<br />
When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, "Religious Conversion" that requires a "Holy Scripture". This allows a "Priest" to convert one native into a Outsider". The converted native would most likely start off as a Settler. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
* I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)<br />
<br />
* That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/"whatever the natives use" side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)<br />
<br />
* So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy<br />
<br />
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more "conversion items" and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)<br />
<br />
*Conversion doesn't have to be forced. It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native. After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill. -- frisco<br />
<br />
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)<br />
<br />
*I gave a response t othis idea under "Holy Scriptures," I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)<br />
----<br />
<br />
=== Capturing villages ===<br />
Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands? --[[User:One of many doctors|One of many doctors]] 03:41, 1 March 2006 (GMT)<br />
<br />
''Comments''<br />
:Not sure about this - what about all the idle players within the village? They might "wake up" after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)<br />
<br />
:You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)<br />
<br />
:Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)<br />
<br />
:Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)<br />
<br />
:I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
:Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:<br />
::* Please don't impose your assumption that Shartak is at heart a "war between Outsiders and Natives" on the rest of us. That is not the only possible direction in which this game can go. For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion). I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
::* On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
----<br />
<br />
=== Unique skills ===<br />
I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a "farming" skill, Soldiers could have a "bravery" skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc. --[[User:One of many doctors|One of many doctors]] 02:34, 5 March 2006 (GMT)<br />
*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
:I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)<br />
:Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)<br />
----<br />
<br />
=== Pet System ===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=All classes|<br />
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout "SHARTAK SPHERE! GO!" for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!). Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)<br />
*I was with you right up until you got to the "sphere device" bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out. Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than "weakening" it by other means. Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)<br />
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a "tame" command seems awkward. Perhaps there is just one item called "animal bait" (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a "Yourself" option by default for those players that decide they enjoy the taste). Animals will then have a value called "tame count" in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)<br />
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, "WILD boars" etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.<br />
<br />
<br />
* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''<br />
<br />
as the name reades, simply have "pets" as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a "tame animal" button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)<br />
this could also be improved with new skills such as<br />
<br />
+Amateur Catching Skills (adds 10%)<br />
+Catching Skills (adds 15%, doesnt stack)<br />
+Taming Skills (adds 30%)<br />
<br />
+Net (adds 10%, does stack)<br />
<br />
certain animals could be ridden, other would do funny things or find objects for you, ex:<br />
Mr. Bobo the monkey finds a bottle of rum in your pocket "gee i didnt know i had that"<br />
<br />
elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...<br />
<br />
parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message "help, im at X, Y and there's a native village!"<br />
<br />
the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:<br />
you attack elephant, Mr. TweetTweet says "polly want a cracker"<br />
<br />
animals could also act like extra space, like a backpack, if you will.<br />
animals are named upon capture.<br />
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<br />
=== Profile Effect Items ===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=Inventory and profiles|<br />
suggest_description=These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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* I like this suggestion. How about finding the pieces of the masks and making your own - combine the baubles with mini-quests? --[[User:Simon|Simon]] 11:18, 8 March 2006 (GMT)<br />
:For example, to make the sacred warrior mask of Raktam, you must find 5 parrot feathers, a tiger tooth, some berries and a piece of driftwood that can be carved into the appropriate shape with a knife or dagger. Once you have all those items, you get a "create mask" option which then removes the required items and the mask appears in your inventory (and profile).<br />
::Having the database check to see if they have all the ingredients seems a bit unwieldly. After every action or inventory use it might have to run the check to verify that they are alive, still have the items, etc. I'd just settle for having them take the items to a specific NPC. But yes, a mixing quest would be fun. --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)<br />
<br />
* I just hope that this idea motivates players to try new things ("I'm going to join a clan that wears such-and-such a mask and attack the others! Yarr!") and not feel that the game is just about collecting items ("Well, I got all the masks. I guess I'm done with the game."). --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)<br />
<br />
*Maybe the different masks have different effects, from some simple ones (attracting/scaring animals, making them less likely to attack or easier to hit) to the downright blatavt video game reference that turns you into a huge brown rocky guy who can punch boulders apart. OK, maybe not the second one. [[User:MorkaisChosen|MorkaisChosen]] 20:53, 9 March 2006 (GMT)<br />
:I think that's something to be worked on in a separate suggestion. The point of this suggestion is to make useless "fancy hats" that neither add or take away from the established gameplay. However, in the eyes of certain players, they may be invaluable because of how they can incorperate such items into their goals and roleplaying. --[[User:Lint|Lint]] 23:52, 9 March 2006 (GMT)<br />
::Bumping this good suggestion. Let's have some cowrie shells! (And The_Conch(tm), see next suggestion.) The barren ruins and huts seem so sad and pathetic right now, they need some wacky useless trinkets to tide us over... Maybe we need shovels to dig for treasure, too. Yarr! --[[User:Tycho44|Tycho44]] 06:06, 10 May 2006 (BST)<br />
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<br />
=== Conch Shell Hunt ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, minigame|<br />
suggest_scope=Event|<br />
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)<br />
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... >.>--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)<br />
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)<br />
<br />
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<br />
=== Know your foes ===<br />
As a native, I get killed a lot by outsiders, but I just can't strike back when I come back to life, as nothing allows me to identify my agressors amongst the outsiders I meet. I expected some basic language skill to give me access to clickable outsiders profiles, but it doesn't. So. I don't like much the fact that, in this game, the only alternative you have is "attack random outsiders" or "attack none". I'd like to be able to protect myself without being too unfair to peaceful outsiders (and being part of some snowball effect).<br />
<br />
This would be partly solved by some profile access (allowing to check people's amount of human kills), or some limited displayed info on the present players (it would make -almost- sense for natives to automatically carry visible scalps or shrunken head of their victims, but I'm not sure how to justify the kills display in the case of outsiders, despite of the fact white men were actually quite fond of indian scalps at some time). Another useful tool would be some urban-dead-like contact list.<br />
<br />
Of course, ideally (but absurdly) the most useful stat to be able to see would be the number of kills of people without human kills at the moment of their death, but... -- Leaf<br />
<br />
''Comments''<br />
Perhaps seeing the profile of someone on the opposite side if you or they have the advanced language skill would be good, it would be cool to hang around with some natives without worrying about aggressors. --[[User:Grigoriy|Grigoriy]] 21:30, 18 March 2006 (GMT)<br />
<br />
If you had a contact list and some way to target individuals on your list ala Urban Dead, I'm guessing that would probably help. Not so sure about the scalp display approach. --[[User:Simon|Simon]] 23:36, 18 March 2006 (GMT)<br />
<br />
A contact list would be quite useful in Shartak. But also being able to read profiles, maybe through an "observe" button and scroll-down menu. For the moment, people just hit each other once, hoping to miss, in order to get a link to the other guy's profile. There must be a more rationnal way to quench this curiosity. -- Gone 13:36, 10 May 2006 (GMT+1)<br />
----<br />
<br />
=== Forest Fire ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, natural disasters|<br />
suggest_scope=Terrain|<br />
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is <del>Grassland or</del> Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|<br />
suggest_time=03:58, 17 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)<br />
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)<br />
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)<br />
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)<br />
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)<br />
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)<br />
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)<br />
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)<br />
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98). Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass. Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass. I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though. --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)<br />
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<br />
=== The Ghost Elephant ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, miniboss|<br />
suggest_scope=Event|<br />
suggest_description=Somewhere on the island is an animal that exists purely as a temporary event. The Legendary Ghost Elephant - in reality, an aggressive albino pachyderm of incredible size - is said to roam the island of Shartak. Some Natives revere it, others desire to be recorded as the one who slayed it. Some Outsiders wish to study it, others desire to have it as a trophy. It behaves much like any other elephant on Shartak. However, it has a different label, an unfathomable amount of HP, and deals horrific damage. If you heal the Ghost Elephant with a FAK or Herbs, you receive double XP. And to further serve a challenge, don't place an HP cap on the Ghost Elephant, just give it a starting amount. If possible, a log of all actions performed on the Ghost Elephant should be kept by the server and revealed in the event that it dies.|<br />
suggest_time=03:58, 17 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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*Ha! I like this one, Lint, and simple to implement. It should really have a boatload of HP, as I think few will consider expending valuable healing items on it, when its far easier (and more rewarding) to hack away at it for 40 AP then make a run for it! --[[User:Jackel|Jackel]] 16:42, 17 March 2006 (GMT)<br />
<br />
*Arr! I would ride that ghost beast like a horse jus' fer fun, then slay 't t' sell its tusks t' them outsiders an' th' meat t' them natives. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 17:46, 17 March 2006 (GMT)<br />
<br />
*In the Congo they refer to it as Mokele Mbembe - he who stops the flow of rivers - and it is rumoured to be a lost dinosaur. The island could do with some cryptozoology. Would this creature be able to disappear or hide or move incredibly fast? If not, then once one person finds it, they can just call everyone over to the same square. This kind of defeats the mythical aspect as well as adding potential server problems. --[[User:Frisco|Frisco]] 18:24, 17 March 2006 (GMT)<br />
<br />
*I should make the animals attack back in near-realtime first (as in you attack them and they may or may not get an attack in).. just to add a bit of interest to it and stop people running up to the creature and hacking and then running away. Making an animal with an almost unlimited number of HP would be possible.. I guess probably start it with at least double a normal elephant and max of about a thousand HP to prevent people healing it to the point where it'd be impossible to kill. --[[User:Simon|Simon]] 18:37, 17 March 2006 (GMT)<br />
<br />
*It could be cool, especially if it moved around in a way that made tracking it possible, maybe by destroying the foliage, or moving in a pattern. Also having it move might help keep people from all winding up in one square beating it up. -[[User:BananaBear|BananaBear]] 18:41, 17 March 2006 (GMT)<br />
**I've tried to offset the game's focus on combat by encouraging healing (double XP may be too much of a reward, so I'm willing to remove that), but that alone will most likely be not enough to counter the horde of blood-thirsty savages!<br>Healing with the Herbs and FAKs may actually be seen as healing the Ghost Elephant spiritually rather than merely physically, which is why it's health can grow high. I don't see a problem if it became near-unkillable. I like keeping some myths and legends around.<br>I thought that it would be best if it traveled like an elephant, but it is true that it limits the people that are able to participate in the event. Perhaps it should "teleport", after a certain amount of time in an area - "A wall of fog sweeps in through jungle. When it fades, you see that the Ghost Elephant has vanished as well."<br>I requested for a log of actions to determine who killed it, who attacked it the most, who healed it the most, and who got hurt the most. Also, rather than a recurring animal, I thought it would be best to release it as an event that occurs every now and then. Or maybe only once! --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)<br />
***Hmm, when the elephant reappears, it should give a loud trumpet which can be heard over a certain radius to increase the chance of players coming across it. Unless of course players would prefer that it were more stealthy. --[[User:Lint|Lint]] 23:25, 4 April 2006 (BST)<br />
<br />
*I like it. And of course, you needn't stick to land animals; a mysterious sea creature that patrols the island waters and is reported to be 30ft long could prompt more people to vernture into the waters for a glimpse/trophy etc. Sharks will also be a problem for those searching! --[[User:Malphas|Malphas]] 15:52, 19 March 2006 (GMT)<br />
<br />
*I ''love'' this idea.--[[User:Wifey|Wifey]] 07:08, 28 March 2006 (BST)<br />
<br />
*Great idea!--[[User:Paradox244|Paradox244]] 21:04, 24 May 2006 (BST)<br />
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<br />
=== Auto Attack ===<br />
I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette. How about a setting where you can turn your character on to auto attack anything that hits you. It should, of course, be user selected. This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike. To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left. <br />
<br />
An alternative selectable action might be an auto-run. You can pre-specify the direction you want to run and how many squares upon being hit. A character with trekking could stay alive just by running a few square whenever they are hit.<br />
--[[User:Qberry|Qberry]] 02:34, 20 March 2006 (GMT)<br />
<br />
''Comments''<br />
* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)<br />
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)<br />
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)<br />
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)<br />
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)<br />
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this. Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)<br />
* What the animals are doing now is basically what I was saying should be an option for players. In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot. All the more reason to implement this feature. It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc. It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?). If you select 0, you'd attack until exhausted or they left. If you select some non-zero, you'd attack until you were down to that amount. I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior. --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)<br />
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)<br />
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)<br />
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)<br />
<br />
----<br />
<br />
===Flavor Text===<br />
<br />
this section is where "users" add "flavor" to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:<br />
<br />
*'''grasslands'''<br />
**the grassy field sways under the wind's rush as you take a step.|<br />
**something far off squaks and makes a strange throaty bellow.|<br />
<br />
*'''water'''<br />
**a wave crashes calmly in the distance|<br />
**a spalsh can be heard from far off|<br />
<br />
*'''jungle'''<br />
**a parrot's call can be heard distantly|<br />
**the bushes nearby are rustling from the small wildlife in them|<br />
<br />
*'''village (outsider)'''<br />
**the smell of gunpowder wafts into your lungs|<br />
**the smoke comming from a nearby hut smells of fresh turkey|<br />
<br />
*'''village (native)'''<br />
**the shaman's voice can be heard traveling through the village|<br />
**you step on the bones of what appears to be a rattlesnake|<br />
<br />
*'''beach'''<br />
**the hot sand burns your feet, yet feels wonderfully different|<br />
**several sea shells catch your eye from far off|<br />
<br />
<br />
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.<br />
i want to do this because the game gets kinda boring simply traversing through square after square<br />
<br />
''Comments''<br />
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea. A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies. In other words, "a parrot's call can be heard distantly" isn't appropriate, and "the shaman's voice can be heard traveling through the village" might not be appropriate if the shaman is currently dead. The following could substitute: "You see a large ant colony busily rebuilding their hive" (an animal that has no game impact) and "The spirit of Shubar is felt all around you" (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)<br />
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)<br />
----<br />
<br />
===slots/ new inventory===<br />
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks<br />
[[Suggestions:Items#animal wearings|animal wearings]]<br />
<br />
"Comments below"<br />
<br />
Making Claws? and not "all melee attacks" but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)<br />
<br />
I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)<br />
----<br />
<br />
===Boat Construction===<br />
Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like <br />
n*.001 x 1 = People Where n = The amount of wood used.<br />
<br />
'''Edit'''<br />
<br />
When Boats are being boarded each player may vote on who they decide should be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is called depends on the size of it.<br />
<br />
1 person: Raft<br />
<br />
2 people: Large raft<br />
<br />
3-4: Small boat<br />
<br />
5-6: Boat<br />
<br />
7-9: Large Boat <br />
<br />
10-24: Huge Boat<br />
<br />
25 and up: Gigantic Boat<br />
<br />
--[[User:Slith|Slith]] 06:42, 29 March 2006 (BST)<br />
<br />
''Comments''<br />
*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]<br />
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?<br>It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.<br>Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)<br />
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)<br />
*"Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged."--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)<br />
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)<br />
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)<br />
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)<br />
<br />
----<br />
<br />
===Poisoning===<br />
{{suggestion|<br />
suggest_type=Game mechanics, status effect, balance|<br />
suggest_scope=All classes, primarily Warriors|<br />
suggest_description=Currently, the blowpipe can only carry 1 dart, yet weighs the same amount of inventory space as a rifle with 2 bullets. If you were to pit a fully leveled Soldier armed with loaded rifles against a fully leveled Warrior armed with loaded blowpipes, the battle is in favor of the Soldier who requires less time to reload while inbattle and dealing superior damage. (rifle's 5 to blowpipe's 4).<br />
<br />
To address this, I would propose that poison darts actually cause poisoning. Poisoning would behave much like a shark bite - causing 1 HP damage per action performed until they are administered a FAK or medical herbs. A character can die if poison is left untreated. The attacker receives no additional XP for this kill or the damage dealt from poison. Poisoning would not stack, but it would be possible for a character to suffer from both poison and shark bites. The introduction of poison may require the dart's damage to be reduced to something substantially lower. Perhaps a default of 2 HP inflicted.<br />
<br />
Up for discussion - does poisoning have a percent chance of occurring, an AP lifespan (only lasts 10 moves), and perhaps only works on non-npc characters?|<br />
suggest_time=18:38, 6 April 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Sounds great! I've heard that some of the toxicins used to poison darts can induce illutions. It would be interesting if poisoning increases AP usage for certain actions or even better imagined enemies (that Sixth Sence could pick out).--[[User:Darkferret|Darkferret]] 08:24, 7 April 2006 (BST)<br />
* Have you seen the size of the some of the blowpipes that certain tribes carry? They're anything from 6 to 10 foot long! It's hardly surprising that they occupy the same inventory space as a rifle :) On the other hand, poisoning from darts sounds like a good idea.. I don't know that they should poison forever though, maybe for a limited number of AP, but perhaps have the effect be cumulative up to a certain point? Get shot 5 times and you lose 1 HP for every AP used for 5 x whatever the limit is. Does that make sense? --[[User:Simon|Simon]] 21:16, 7 April 2006 (BST)<br />
***Exactly - e.g., each poison dart that hits adds 2 AP to the poison duration, and while poisoned, you lose 1HP per AP used. The Poison Dart would eventually inflict 6 hp of damage, offsetting the extra damage and double barrel of the rifle. --[[User:Tycho44|Tycho44]] 07:22, 12 April 2006 (BST)<br />
**That might work, that way the Warrior has incentive to continue using the blowpipe multiple times on a target rather than just switch to their machete after the poison takes effect. Add to the character table a boolean flag (Poison = True) and give it a Poison Timer int. When the timer reaches 0, the Poison gets flipped to False. When the character dies or a FAK or Herb is applied, the Poison gets flipped to False and the timer gets set to 0. If the flag is True and they're poisoned again, stack the timer. I'm going to put forth this suggestion to the Forum. I don't have a lot of experience with using the blowpipe (I'm a machete guy) so they should weigh in on this. --[[User:Lint|Lint]] 22:17, 7 April 2006 (BST)<br />
* Or how about you can find [http://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity frogs] and use them to put differnt posion effects on your darts? --[[User:Slith|Slith]] 04:57, 11 April 2006 (BST)<br />
:*If we're adding poison dart frogs, I demand that they be lickable. It wouldn't be right, if you couldn't lick the poison dart frogs.--[[User:Wifey|Wifey]] 20:14, 11 April 2006 (BST)<br />
::* Ok... then some benifical frogs too! And people can't tell the diffrence between them unless they get some skill? --[[User:Slith|Slith]] 06:27, 17 April 2006 (BST)<br />
*Bump! Awaiting a short lifespan (eg 4hp) additional poison effect for poison darts. And/or Native-only Poisoning skill so that Snake + Dart = uberdart that causes permanent poisoning (aka shark wound). --[[User:Tycho44|Tycho44]] 20:51, 1 June 2006 (BST)<br />
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}}<br />
<br />
===PvP Protection===<br />
{{suggestion|<br />
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|<br />
suggest_scope=All Classes|<br />
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of "As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target." where target will be replaced by the players name.|<br />
suggest_time=10:00, 13 April 2006 (BST)|<br />
suggest_author=[[User:Iamtas|Iamtas]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)<br />
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability. I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker ("Your attack has angered the mighty (spirits or guards) in the area; they smite you").--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)<br />
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the "enabling" nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)<br />
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)<br />
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)<br />
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}}<br />
<br />
===New strategic location on island===<br />
{{suggestion|<br />
suggest_type=New location, Game mechanics, |<br />
suggest_scope=N/A|<br />
suggest_description=I think the addition of one or more major new "strategic" locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.<br />
<br />
This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.<br />
<br />
As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.<br />
<br />
If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. "A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control".|<br />
suggest_time=21:02, 22 April 2006 (BST)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)<br />
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per <s>hour</s>day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut). Alternatively, allow players to search the area with a <s>15%</s> 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the "value" of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)<br />
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called "gold nugget". Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called "gold prospector Jim" (for example), who will "cash in" your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single "prospector Jim" gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)<br />
<br />
* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)<br />
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)<br />
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}}<br />
<br />
===Life cycle===<br />
{{suggestion|<br />
suggest_type=balance change|<br />
suggest_scope=NPC animals|<br />
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs & characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:<br />
:0-5% of animal type killed, x5 spawn rate<br />
:6-15% of animal type killed, x2 spawn rate <br />
:16-45% of animal type killed x1 spawn rate<br />
:46-75% of animal type killed x0.5 spawn rate<br />
:76-99% of animal type killed x0.1 spawn rate<br />
:100% of animal type killed, animal is extinct<br />
<br>This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|<br />
suggest_time=03:22, 29 May 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 />
I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)<br />
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants. Would also work if the animals that were extinct reemerged later on, then it would just be annoying. But the goal of "find alt ways to gain Xp" won't be realised via this manner - it would instead lead to more player vs player action. Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)<br />
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Moving through fully chopped down or overgrown jungle===<br />
{{suggestion|<br />
suggest_type=Movement change|<br />
suggest_scope=Every character in the game|<br />
suggest_description=I sugget a change in the movement mechanics. It may not be approved by you, but I think it's logical. I wouls like to see a change that allows to reduce movement on fully chopped (d0) squares of jungle (I think that a reduction to 0,5 AP/move <s>(0,25 AP/move with Trekking skill)</s>, and an increase on (I think) squares ranging from d7 to d9 to 2 AP/move (1 AP/move with Trekking). D10 squares stay impossible to pass, until chopped. The logic says that when you have nothing under your feet except for ground you move faster, and in dense growth areas you walk slower. Such a change as I proposed may also need an adjustment in the jungle growth speed.|<br />
suggest_time=22:15, 1 June 2006 (BST)|<br />
suggest_author=[[User:Xintlaer|Xintlaer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I like this, except the part about the trekking skill giving the ability to move 4 d(0) squares in one AP, that should definitely not be done. Maybe this: trekking should only apply to d(1) and up (the skill description says "faster movement through the jungle" anyway), and on d(0), all characters, whether trekking or not, should expend 0.5 AP to move onto another d(0) square. (note that if both of those changes are made it would not harm trekking-people, their AP-usage would be same as it is now.) One benefit of lowering movement cost on d(0) squares as far as game dynamics is concerned, is that it would make roads, the upkeep of roads, and the upkeep of towns (keeping towns free of jungle overgrowth), actually meaningful in a practical sense, by allowing for quicker travel. [[User:Arminius|Arminius]] 22:41, 1 June 2006 (BST)<br />
** Exactly what I was going to say, Arminius. Trekking on a road would be absolutely incredible... so we just don't give trekkers any added bonus there.--[[User:Wifey|Wifey]] 23:52, 1 June 2006 (BST)<br />
***Understood, agreed, changing--[[User:Xintlaer|Xintlaer]] 09:13, 2 June 2006 (BST)<br />
*0.5 AP per square on roads (still 0.5 AP with Trekking). 2 AP per square on heavy jungle (1 AP with Trekking). Creates tangible effect for the Highway Society - Preservation Front conflicts. An absolutely brilliant suggestion. --[[User:Tycho44|Tycho44]] 10:06, 2 June 2006 (BST)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>Wifeyhttps://wiki.shartak.com/index.php?title=Talk:Character_classes&diff=6450Talk:Character classes2006-06-02T04:21:50Z<p>Wifey: /* Class Skill Chart */ Word on the street says Scientists can't, either</p>
<hr />
<div>==Class Skill Chart==<br />
<br />
{| border="1" cellpadding="2" style="background-color:WhiteSmoke; font-family:verdana,sans-serif;font-size:90%;border-collapse:collapse;text-align:center;"<br />
|- bgcolor=Silver<br />
|&nbsp; || colspan=4 | Natives || colspan=5 | Outsiders<br />
|- bgcolor=Gainsboro<br />
|&nbsp;<br />
|style="width:8%;"|Scout<br />
|style="width:8%;"|Warrior<br />
|style="width:8%;"|Villager<br />
|style="width:8%;"|Shaman<br />
|style="width:8%;"|Explorer<br />
|style="width:8%;"|Soldier<br />
|style="width:8%;"|Settler<br />
|style="width:8%;"|Scientist<br />
|style="width:8%;"|Pirate<br />
|-<br />
|Outs/Nat Knowledge || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Basic Language || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Advanced Language || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Expert Language || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Close quarter combat || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Advanced close quar.. || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Body building || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Stamina || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Ghostly Whisper || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Haunting Scream || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Shocking Shriek || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Banshee Wail || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Exploration || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Cartography || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Trekking || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Swimming || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Basic Tracking || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Advanced Tracking || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Expert Tracking || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Clan Leadership || X || X || X || X || X || X || X || X || X <br />
|-<br />
|Triage || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Nat Med / First Aid || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Sixth Sense || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Psychic Recognition || ? || ? || ? || X || ? || X || X || ? || X<br />
|- bgcolor=MistyRose<br />
|bgcolor=WhiteSmoke| Seance || _? || _? || _? ||bgcolor=Aquamarine| X || _? || _ || _? || _ || _<br />
|- bgcolor=MistyRose<br />
|bgcolor=WhiteSmoke| Animal Affinity || _ || _ ||bgcolor=Aquamarine| X || _ || _ || _ ||bgcolor=Aquamarine| X || _ || _ <br />
|- bgcolor=MistyRose<br />
|bgcolor=WhiteSmoke| Scavenging || _ || _ ||bgcolor=Aquamarine| X || _ || _ || _ ||bgcolor=Aquamarine| X || _ || _ <br />
|- bgcolor=MistyRose<br />
|bgcolor=WhiteSmoke| Firearms / Blowpipe || _ ||bgcolor=Aquamarine| X || _ || _ || _ ||bgcolor=Aquamarine| X || _ || _ || _<br />
|- bgcolor=MistyRose<br />
|bgcolor=WhiteSmoke| Advanced Fire/Blowp.. || _ ||bgcolor=Aquamarine| X || _ || _ || _ ||bgcolor=Aquamarine| X || _ || _ || _<br />
|}<br />
<br />
====(Constructing the Skill Chart, February-May 2006)====<br />
<br />
Maybe we should have a page that says what skills each class can get, like a big table with the skills going down the side and the classes going across the top. So we can figure out what the differences are between the classes besides hp and starting items as it is starting to become clear not every class can use some skills. We will have to wait a bit to get the confirmation on some of the classes but we can already find out(mostly) what the scientist and warrior class get which is a good start. We don't even have to level a guy up of each class ourselves, the way the profiles and stats page are set up we could just copy down the skills that we see the highest level of each class has -- [[User:Daylan|Daylan]]<br />
<br />
:Here's a rough draft. I'm using '''X''' to represent a confirmed skill that is available on my skill page. I haven't listed any skills that I do not personally have. I think we need to level each class up rather than basing a chart on assumptions. For example, while the shamans receive "Natural Medicine" it hasn't been determined if outsiders receive it as well. I suspect that "Natural Medicine" doesn't fit with the scientist character, it would be more fitting to be listed as "Surgery" or something. --[[User:Lint|Lint]] 19:56, 24 February 2006 (GMT)<br />
<br />
::'''Nice going''', I was going to propose a "skill chart" just like this! I've added to the confirmed skills.--[[User:Jackel|Jackel]] 17:47, 25 February 2006 (GMT)<br />
<br />
Wow sweet, I'll add some and when we get it finished we can finally see what the differences are..... BTW a good source of info is the stats on kills page, that is where I got all the info that I added -- [[User:Daylan|Daylan]] 02:50, 26 February 2006 (GMT)<br />
:NEW SKILL CONFIRMED!!!! SCIENTISTS GET FIRST AID(Murk has it from stats page)!!! You were right Lint,also updated the chart, turns out the class "warrior" is misleading they can't fight any better than anybody else! they do seem to get a lot of the other skills BUT from what I see they are exactly the same as a shaman(cept hp/starting item ) unless out of the blue there appears some crazy warrior-only melee skill-o-death. Also, Lint, your a shaman right? can you get languge skills next to confirm if there are any differences between warriors and shamans?(I can't see language skills being too different,well cept for shamans getting expert language and warriors not)-- [[User:Daylan|Daylan]] 02:10, 3 March 2006 (GMT)<br />
::Added. There's a dotted spot underneath it, presumably for Expert Language, but we'll know for sure in a couple days. :P --[[User:Lint|Lint]] 17:25, 3 March 2006 (GMT)<br />
<br />
: I have the swimming skill and I'm a Soldier. [http://www.shartak.com/profile.cgi?id=547 Urban Me]--[[User:One of many doctors|One of many doctors]] 23:03, 25 March 2006 (GMT)<br />
<br />
: I ,[http://www.shartak.com/profile.cgi?id=669 Jones Dye], have all the scientist skill except one. I updated the chart adding Haunting Scream .--[[User:JonesDye|JonesDye]] 09:32, 27 March 2006 (BST)<br />
<br />
: I am a soldier and have the basic tracking skill.--[[User:Gandhi|Gandhi]] 00:57, 31 March 2006 (BST)<br />
<br />
: I am a Settler and I posess swimming and basic tracking. Also, I have first-hand knowledge that Shamans and Pirates have access to basic tracking. By using profiles listed on the stats page, I have determined the following information: added Scout - haunting scream, added Scout - natural medicine, added Soldier - first aid, added Pirate - advanced language. --[[User:Lint|Lint]] 03:44, 31 March 2006 (BST)<br />
<br />
:: My shaman has Basic Tracking, and I can see Advanced Tracking and the dots for Expert Tracking on my skills page. Xs added.--[[User:Vtbassmatt|VTBassMatt]] 19:21, 5 April 2006 (BST)<br />
<br />
Proposal to move this chart to the article page now, rather than waiting to fill it up. People will never find it here... Comments? --[[User:Vtbassmatt|VTBassMatt]] 16:54, 6 April 2006 (BST)<br />
<br />
:Sure. I've been thinking about that as well. --[[User:Lint|Lint]] 17:55, 6 April 2006 (BST)<br />
<br />
:: Chart is almost complete. It doesn't look like there is a compelling reason to put it on the front page -- there aren't any surprises on it ... No exclusive skills except for the obvious ones. --[[User:Tycho44|Tycho44]] 03:52, 23 April 2006 (BST)<br />
<br />
:Completed Soldier skill set (I have Expert Lang.) --[[User:Gandhi|Gandhi]] 21:05, 30 April 2006 (BST)<br />
<br />
(The chart is currently complete.) --[[User:Tycho44|Tycho44]] 01:19, 2 June 2006 (BST)<br />
<br />
Psychic Recognition added. --[[User:Tycho44|Tycho44]] 02:48, 2 June 2006 (BST)<br />
<br />
==Starting AP==<br />
Starting AP may be 175 for all types. --[[User:Lint|Lint]] 03:20, 10 March 2006 (GMT)</div>Wifeyhttps://wiki.shartak.com/index.php?title=Talk:Character_classes&diff=6449Talk:Character classes2006-06-02T04:18:48Z<p>Wifey: /* Class Skill Chart */</p>
<hr />
<div>==Class Skill Chart==<br />
<br />
{| border="1" cellpadding="2" style="background-color:WhiteSmoke; font-family:verdana,sans-serif;font-size:90%;border-collapse:collapse;text-align:center;"<br />
|- bgcolor=Silver<br />
|&nbsp; || colspan=4 | Natives || colspan=5 | Outsiders<br />
|- bgcolor=Gainsboro<br />
|&nbsp;<br />
|style="width:8%;"|Scout<br />
|style="width:8%;"|Warrior<br />
|style="width:8%;"|Villager<br />
|style="width:8%;"|Shaman<br />
|style="width:8%;"|Explorer<br />
|style="width:8%;"|Soldier<br />
|style="width:8%;"|Settler<br />
|style="width:8%;"|Scientist<br />
|style="width:8%;"|Pirate<br />
|-<br />
|Outs/Nat Knowledge || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Basic Language || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Advanced Language || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Expert Language || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Close quarter combat || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Advanced close quar.. || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Body building || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Stamina || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Ghostly Whisper || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Haunting Scream || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Shocking Shriek || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Banshee Wail || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Exploration || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Cartography || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Trekking || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Swimming || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Basic Tracking || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Advanced Tracking || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Expert Tracking || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Clan Leadership || X || X || X || X || X || X || X || X || X <br />
|-<br />
|Triage || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Nat Med / First Aid || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Sixth Sense || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Psychic Recognition || ? || ? || ? || X || ? || X || X || ? || X<br />
|- bgcolor=MistyRose<br />
|bgcolor=WhiteSmoke| Seance || _? || _? || _? ||bgcolor=Aquamarine| X || _? || _ || _? ||bgcolor=Aquamarine| X? || _<br />
|- bgcolor=MistyRose<br />
|bgcolor=WhiteSmoke| Animal Affinity || _ || _ ||bgcolor=Aquamarine| X || _ || _ || _ ||bgcolor=Aquamarine| X || _ || _ <br />
|- bgcolor=MistyRose<br />
|bgcolor=WhiteSmoke| Scavenging || _ || _ ||bgcolor=Aquamarine| X || _ || _ || _ ||bgcolor=Aquamarine| X || _ || _ <br />
|- bgcolor=MistyRose<br />
|bgcolor=WhiteSmoke| Firearms / Blowpipe || _ ||bgcolor=Aquamarine| X || _ || _ || _ ||bgcolor=Aquamarine| X || _ || _ || _<br />
|- bgcolor=MistyRose<br />
|bgcolor=WhiteSmoke| Advanced Fire/Blowp.. || _ ||bgcolor=Aquamarine| X || _ || _ || _ ||bgcolor=Aquamarine| X || _ || _ || _<br />
|}<br />
<br />
====(Constructing the Skill Chart, February-May 2006)====<br />
<br />
Maybe we should have a page that says what skills each class can get, like a big table with the skills going down the side and the classes going across the top. So we can figure out what the differences are between the classes besides hp and starting items as it is starting to become clear not every class can use some skills. We will have to wait a bit to get the confirmation on some of the classes but we can already find out(mostly) what the scientist and warrior class get which is a good start. We don't even have to level a guy up of each class ourselves, the way the profiles and stats page are set up we could just copy down the skills that we see the highest level of each class has -- [[User:Daylan|Daylan]]<br />
<br />
:Here's a rough draft. I'm using '''X''' to represent a confirmed skill that is available on my skill page. I haven't listed any skills that I do not personally have. I think we need to level each class up rather than basing a chart on assumptions. For example, while the shamans receive "Natural Medicine" it hasn't been determined if outsiders receive it as well. I suspect that "Natural Medicine" doesn't fit with the scientist character, it would be more fitting to be listed as "Surgery" or something. --[[User:Lint|Lint]] 19:56, 24 February 2006 (GMT)<br />
<br />
::'''Nice going''', I was going to propose a "skill chart" just like this! I've added to the confirmed skills.--[[User:Jackel|Jackel]] 17:47, 25 February 2006 (GMT)<br />
<br />
Wow sweet, I'll add some and when we get it finished we can finally see what the differences are..... BTW a good source of info is the stats on kills page, that is where I got all the info that I added -- [[User:Daylan|Daylan]] 02:50, 26 February 2006 (GMT)<br />
:NEW SKILL CONFIRMED!!!! SCIENTISTS GET FIRST AID(Murk has it from stats page)!!! You were right Lint,also updated the chart, turns out the class "warrior" is misleading they can't fight any better than anybody else! they do seem to get a lot of the other skills BUT from what I see they are exactly the same as a shaman(cept hp/starting item ) unless out of the blue there appears some crazy warrior-only melee skill-o-death. Also, Lint, your a shaman right? can you get languge skills next to confirm if there are any differences between warriors and shamans?(I can't see language skills being too different,well cept for shamans getting expert language and warriors not)-- [[User:Daylan|Daylan]] 02:10, 3 March 2006 (GMT)<br />
::Added. There's a dotted spot underneath it, presumably for Expert Language, but we'll know for sure in a couple days. :P --[[User:Lint|Lint]] 17:25, 3 March 2006 (GMT)<br />
<br />
: I have the swimming skill and I'm a Soldier. [http://www.shartak.com/profile.cgi?id=547 Urban Me]--[[User:One of many doctors|One of many doctors]] 23:03, 25 March 2006 (GMT)<br />
<br />
: I ,[http://www.shartak.com/profile.cgi?id=669 Jones Dye], have all the scientist skill except one. I updated the chart adding Haunting Scream .--[[User:JonesDye|JonesDye]] 09:32, 27 March 2006 (BST)<br />
<br />
: I am a soldier and have the basic tracking skill.--[[User:Gandhi|Gandhi]] 00:57, 31 March 2006 (BST)<br />
<br />
: I am a Settler and I posess swimming and basic tracking. Also, I have first-hand knowledge that Shamans and Pirates have access to basic tracking. By using profiles listed on the stats page, I have determined the following information: added Scout - haunting scream, added Scout - natural medicine, added Soldier - first aid, added Pirate - advanced language. --[[User:Lint|Lint]] 03:44, 31 March 2006 (BST)<br />
<br />
:: My shaman has Basic Tracking, and I can see Advanced Tracking and the dots for Expert Tracking on my skills page. Xs added.--[[User:Vtbassmatt|VTBassMatt]] 19:21, 5 April 2006 (BST)<br />
<br />
Proposal to move this chart to the article page now, rather than waiting to fill it up. People will never find it here... Comments? --[[User:Vtbassmatt|VTBassMatt]] 16:54, 6 April 2006 (BST)<br />
<br />
:Sure. I've been thinking about that as well. --[[User:Lint|Lint]] 17:55, 6 April 2006 (BST)<br />
<br />
:: Chart is almost complete. It doesn't look like there is a compelling reason to put it on the front page -- there aren't any surprises on it ... No exclusive skills except for the obvious ones. --[[User:Tycho44|Tycho44]] 03:52, 23 April 2006 (BST)<br />
<br />
:Completed Soldier skill set (I have Expert Lang.) --[[User:Gandhi|Gandhi]] 21:05, 30 April 2006 (BST)<br />
<br />
(The chart is currently complete.) --[[User:Tycho44|Tycho44]] 01:19, 2 June 2006 (BST)<br />
<br />
Psychic Recognition added. --[[User:Tycho44|Tycho44]] 02:48, 2 June 2006 (BST)<br />
<br />
==Starting AP==<br />
Starting AP may be 175 for all types. --[[User:Lint|Lint]] 03:20, 10 March 2006 (GMT)</div>Wifeyhttps://wiki.shartak.com/index.php?title=Talk:Character_classes&diff=6448Talk:Character classes2006-06-02T04:18:06Z<p>Wifey: /* Class Skill Chart */ Pirates can't get Seance</p>
<hr />
<div>==Class Skill Chart==<br />
<br />
{| border="1" cellpadding="2" style="background-color:WhiteSmoke; font-family:verdana,sans-serif;font-size:90%;border-collapse:collapse;text-align:center;"<br />
|- bgcolor=Silver<br />
|&nbsp; || colspan=4 | Natives || colspan=5 | Outsiders<br />
|- bgcolor=Gainsboro<br />
|&nbsp;<br />
|style="width:8%;"|Scout<br />
|style="width:8%;"|Warrior<br />
|style="width:8%;"|Villager<br />
|style="width:8%;"|Shaman<br />
|style="width:8%;"|Explorer<br />
|style="width:8%;"|Soldier<br />
|style="width:8%;"|Settler<br />
|style="width:8%;"|Scientist<br />
|style="width:8%;"|Pirate<br />
|-<br />
|Outs/Nat Knowledge || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Basic Language || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Advanced Language || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Expert Language || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Close quarter combat || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Advanced close quar.. || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Body building || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Stamina || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Ghostly Whisper || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Haunting Scream || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Shocking Shriek || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Banshee Wail || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Exploration || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Cartography || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Trekking || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Swimming || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Basic Tracking || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Advanced Tracking || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Expert Tracking || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Clan Leadership || X || X || X || X || X || X || X || X || X <br />
|-<br />
|Triage || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Nat Med / First Aid || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Sixth Sense || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Psychic Recognition || ? || ? || ? || X || ? || X || X || ? || X<br />
|- bgcolor=MistyRose<br />
|bgcolor=WhiteSmoke| Seance || _? || _? || _? ||bgcolor=Aquamarine| X || _? || _ || _? ||bgcolor=Aquamarine| X? || -<br />
|- bgcolor=MistyRose<br />
|bgcolor=WhiteSmoke| Animal Affinity || _ || _ ||bgcolor=Aquamarine| X || _ || _ || _ ||bgcolor=Aquamarine| X || _ || _ <br />
|- bgcolor=MistyRose<br />
|bgcolor=WhiteSmoke| Scavenging || _ || _ ||bgcolor=Aquamarine| X || _ || _ || _ ||bgcolor=Aquamarine| X || _ || _ <br />
|- bgcolor=MistyRose<br />
|bgcolor=WhiteSmoke| Firearms / Blowpipe || _ ||bgcolor=Aquamarine| X || _ || _ || _ ||bgcolor=Aquamarine| X || _ || _ || _<br />
|- bgcolor=MistyRose<br />
|bgcolor=WhiteSmoke| Advanced Fire/Blowp.. || _ ||bgcolor=Aquamarine| X || _ || _ || _ ||bgcolor=Aquamarine| X || _ || _ || _<br />
|}<br />
<br />
====(Constructing the Skill Chart, February-May 2006)====<br />
<br />
Maybe we should have a page that says what skills each class can get, like a big table with the skills going down the side and the classes going across the top. So we can figure out what the differences are between the classes besides hp and starting items as it is starting to become clear not every class can use some skills. We will have to wait a bit to get the confirmation on some of the classes but we can already find out(mostly) what the scientist and warrior class get which is a good start. We don't even have to level a guy up of each class ourselves, the way the profiles and stats page are set up we could just copy down the skills that we see the highest level of each class has -- [[User:Daylan|Daylan]]<br />
<br />
:Here's a rough draft. I'm using '''X''' to represent a confirmed skill that is available on my skill page. I haven't listed any skills that I do not personally have. I think we need to level each class up rather than basing a chart on assumptions. For example, while the shamans receive "Natural Medicine" it hasn't been determined if outsiders receive it as well. I suspect that "Natural Medicine" doesn't fit with the scientist character, it would be more fitting to be listed as "Surgery" or something. --[[User:Lint|Lint]] 19:56, 24 February 2006 (GMT)<br />
<br />
::'''Nice going''', I was going to propose a "skill chart" just like this! I've added to the confirmed skills.--[[User:Jackel|Jackel]] 17:47, 25 February 2006 (GMT)<br />
<br />
Wow sweet, I'll add some and when we get it finished we can finally see what the differences are..... BTW a good source of info is the stats on kills page, that is where I got all the info that I added -- [[User:Daylan|Daylan]] 02:50, 26 February 2006 (GMT)<br />
:NEW SKILL CONFIRMED!!!! SCIENTISTS GET FIRST AID(Murk has it from stats page)!!! You were right Lint,also updated the chart, turns out the class "warrior" is misleading they can't fight any better than anybody else! they do seem to get a lot of the other skills BUT from what I see they are exactly the same as a shaman(cept hp/starting item ) unless out of the blue there appears some crazy warrior-only melee skill-o-death. Also, Lint, your a shaman right? can you get languge skills next to confirm if there are any differences between warriors and shamans?(I can't see language skills being too different,well cept for shamans getting expert language and warriors not)-- [[User:Daylan|Daylan]] 02:10, 3 March 2006 (GMT)<br />
::Added. There's a dotted spot underneath it, presumably for Expert Language, but we'll know for sure in a couple days. :P --[[User:Lint|Lint]] 17:25, 3 March 2006 (GMT)<br />
<br />
: I have the swimming skill and I'm a Soldier. [http://www.shartak.com/profile.cgi?id=547 Urban Me]--[[User:One of many doctors|One of many doctors]] 23:03, 25 March 2006 (GMT)<br />
<br />
: I ,[http://www.shartak.com/profile.cgi?id=669 Jones Dye], have all the scientist skill except one. I updated the chart adding Haunting Scream .--[[User:JonesDye|JonesDye]] 09:32, 27 March 2006 (BST)<br />
<br />
: I am a soldier and have the basic tracking skill.--[[User:Gandhi|Gandhi]] 00:57, 31 March 2006 (BST)<br />
<br />
: I am a Settler and I posess swimming and basic tracking. Also, I have first-hand knowledge that Shamans and Pirates have access to basic tracking. By using profiles listed on the stats page, I have determined the following information: added Scout - haunting scream, added Scout - natural medicine, added Soldier - first aid, added Pirate - advanced language. --[[User:Lint|Lint]] 03:44, 31 March 2006 (BST)<br />
<br />
:: My shaman has Basic Tracking, and I can see Advanced Tracking and the dots for Expert Tracking on my skills page. Xs added.--[[User:Vtbassmatt|VTBassMatt]] 19:21, 5 April 2006 (BST)<br />
<br />
Proposal to move this chart to the article page now, rather than waiting to fill it up. People will never find it here... Comments? --[[User:Vtbassmatt|VTBassMatt]] 16:54, 6 April 2006 (BST)<br />
<br />
:Sure. I've been thinking about that as well. --[[User:Lint|Lint]] 17:55, 6 April 2006 (BST)<br />
<br />
:: Chart is almost complete. It doesn't look like there is a compelling reason to put it on the front page -- there aren't any surprises on it ... No exclusive skills except for the obvious ones. --[[User:Tycho44|Tycho44]] 03:52, 23 April 2006 (BST)<br />
<br />
:Completed Soldier skill set (I have Expert Lang.) --[[User:Gandhi|Gandhi]] 21:05, 30 April 2006 (BST)<br />
<br />
(The chart is currently complete.) --[[User:Tycho44|Tycho44]] 01:19, 2 June 2006 (BST)<br />
<br />
Psychic Recognition added. --[[User:Tycho44|Tycho44]] 02:48, 2 June 2006 (BST)<br />
<br />
==Starting AP==<br />
Starting AP may be 175 for all types. --[[User:Lint|Lint]] 03:20, 10 March 2006 (GMT)</div>Wifeyhttps://wiki.shartak.com/index.php?title=Skills&diff=6431Skills2006-06-02T01:24:48Z<p>Wifey: /* Generic skills */ fixing the order</p>
<hr />
<div>'''Skills''' give players special or improved abilities. Some require that you learn other skills first, and a few are available only to a certain class or side. Skills are bought with experience points ([[XP]]).<br />
<br />
Certain skills, like ''Haunting Scream'' and ''Basic Tracking'', unlock actions which consume [[AP]]. Other skills, like ''Trekking'' and ''Close Quarter Combat'', are passive and do not need to be activated after being purchased for the player to benefit from them. While most skills in a tree have effects that stack on one another, ''Haunting Scream'', ''Shocking Shriek'', and ''Banshee Wail''<!-- not verified --> remain individual skills.<br />
<br />
Learning an initial skill costs 100 XP. After that, each learned skill costs 25 XP more than the previous one. Hence the formula for a skill's XP cost is ''100 + 25 * (your level)''. (Your character's level, which you can see in your profile, is the number of skills you have learned.)<br />
<br />
It costs 10,000 XP to buy all 25 skills for settlers, villagers, soldiers, and warriors. Buying all 23 skills for everyone else requires a total of 8,625 XP.<br />
<br />
== Generic skills ==<br />
<br />
* '''Basic Language''' - Understand the smaller words of foreign languages<br />See [[Language]] for more information.<br />
** '''Advanced Language''' - Better understanding of foreign languages<br />
*** '''Expert Language''' - Full comprehension of foreign languages<br />
<br />
* '''Close Quarter Combat''' - Gain 10% to hit with melee attacks ''(e.g., 20% to 30% with a machete)''<br />
** '''Advanced Close Quarter Combat''' - Gain 15% to hit with melee attacks ''(e.g., 30% to 45% with a machete)''<br />
<br />
* '''Body Building''' - Increases melee damage ''(+1 damage; e.g., 2 to 3 with a machete)''<br />
** '''Stamina''' - Increases max HP by 20<br />
<br />
* '''Ghostly Whisper''' - Allows spirits to speak ''(1 AP)''<br />
** '''Haunting Scream''' - Attract other spirits and scare nearby living players ''(1 AP; does 1 damage)''<br />
*** '''Shocking Shriek''' - Scare nearby living players ''(1 AP?; ??% chance to do 2 damage?)''<br />
**** '''Banshee Wail''' - Frighten nearby living players ''(1 AP per target?; ??% chance to do 1-5 damage)''<br />
<br />
* '''Exploration''' - Helps you remember some of the places you've been<br />Enables the "Map" button, which gives you a large-scale map of places you've visited while alive and haven't forgotten.<br />
** '''Cartography''' - Stops you forgetting anywhere you've visited<br />Note that map information is rarely forgotten and that meta-gamers can use the [http://mattandchristy.net/sharmap/ Shartak overlay].<br />
** '''Trekking''' - Faster movement through the jungle<br />Makes movement through jungle, grassland, and beach terrain cost 0.5 AP instead of 1 AP.<br />
** '''Swimming''' - Faster movement through water<br />Makes movement through water cost 1 AP instead of 2; deep water costs 2 AP to move through instead of 3.<br />
<br />
* '''Basic Tracking''' - With some difficulty, you can track animals and people. ''(2 AP; e.g., "wild boar went south")''<br />See [[Tracking]] for more information.<br />
** '''Advanced Tracking''' - You can track animals and people who were here recently. ''(1.5 AP; often gives 3-6 most recent tracks)''<br />
*** '''Expert Tracking''' - You can track animals and people who were here several days ago. ''(1 AP?)''<br />
<br />
* '''Clan Leadership''' - Allows you to start your own clan or help lead one.<br />
<br />
* '''Native Knowledge''' - Outsiders gain basic native knowledge ''('''outsiders only''')''<br />Allows outsiders to use and recognize items such as blowpipes (and poison darts) and healing herbs (which normal outsiders see as "dried herbs") and to tell the difference between tasty and poison berries (which normal outsiders can only do by eating them).<br />
<br />
* '''Outsider Knowledge''' - Natives gain basic outsider knowledge ''('''natives only''')''<br />Allows natives to use and recognize items such as rifles (and bullets), first aid kits, and GPS units.<br />
<br />
* '''Triage''' - Be able to tell who is most injured<br />
** '''Natural Medicine''' - Heal 10 HP with healing herbs ''('''natives only''')''<br />
** '''First Aid''' - Heal 10 HP with first-aid kit ''('''outsiders only''')''<br />
<br />
* '''Sixth Sense''' - Sense presence of and hear spirits<br />
** '''Psychic Recognition''' - Lets you recognise active spirits<br />
*** '''???''' - Please fill this in<br />
<br />
== Settler and villager skills == <br />
* '''Animal Affinity''' - Lessens the chance of animals attacking ''('''settlers and villagers only''')''<br />
* '''Scavenging''' - Assists in finding things within certain areas. ''('''settlers and villagers only''')''<br />Improves [[Search Odds Condensed|search odds]] by an unknown amount in certain (unknown) areas.<br />
<br />
== Soldier skills ==<br />
<br />
* '''Firearms Training''' - Gain 20% on firearms attacks ''(20% to 40%; '''soldiers only''')''<br />
** '''Advanced Firearms Training''' - Gain 20% on firearms attacks ''(40% to 60%; '''soldiers only''')''<br />
<br />
== Warrior skills ==<br />
<br />
* '''Blowpipe Training''' - Gain 20% on blowpipe accuracy ''(20% to 40%; '''warriors only''')''<br />
** '''Advanced Blowpipe Training''' - Gain another 20% on blowpipe accuracy ''(40% to 60%; '''warriors only''')''<br />
<br />
[[Category:Glossary]]</div>Wifeyhttps://wiki.shartak.com/index.php?title=Skills&diff=6430Skills2006-06-02T01:23:40Z<p>Wifey: /* Generic skills */ NEW SKILLS!</p>
<hr />
<div>'''Skills''' give players special or improved abilities. Some require that you learn other skills first, and a few are available only to a certain class or side. Skills are bought with experience points ([[XP]]).<br />
<br />
Certain skills, like ''Haunting Scream'' and ''Basic Tracking'', unlock actions which consume [[AP]]. Other skills, like ''Trekking'' and ''Close Quarter Combat'', are passive and do not need to be activated after being purchased for the player to benefit from them. While most skills in a tree have effects that stack on one another, ''Haunting Scream'', ''Shocking Shriek'', and ''Banshee Wail''<!-- not verified --> remain individual skills.<br />
<br />
Learning an initial skill costs 100 XP. After that, each learned skill costs 25 XP more than the previous one. Hence the formula for a skill's XP cost is ''100 + 25 * (your level)''. (Your character's level, which you can see in your profile, is the number of skills you have learned.)<br />
<br />
It costs 10,000 XP to buy all 25 skills for settlers, villagers, soldiers, and warriors. Buying all 23 skills for everyone else requires a total of 8,625 XP.<br />
<br />
== Generic skills ==<br />
<br />
* '''Basic Language''' - Understand the smaller words of foreign languages<br />See [[Language]] for more information.<br />
** '''Advanced Language''' - Better understanding of foreign languages<br />
*** '''Expert Language''' - Full comprehension of foreign languages<br />
<br />
* '''Close Quarter Combat''' - Gain 10% to hit with melee attacks ''(e.g., 20% to 30% with a machete)''<br />
** '''Advanced Close Quarter Combat''' - Gain 15% to hit with melee attacks ''(e.g., 30% to 45% with a machete)''<br />
<br />
* '''Body Building''' - Increases melee damage ''(+1 damage; e.g., 2 to 3 with a machete)''<br />
** '''Stamina''' - Increases max HP by 20<br />
<br />
* '''Sixth Sense''' - Sense presence of and hear spirits<br />
** '''Psychic Recognition''' - Lets you recognise active spirits<br />
*** '''???''' - Please fill this in<br />
<br />
* '''Ghostly Whisper''' - Allows spirits to speak ''(1 AP)''<br />
** '''Haunting Scream''' - Attract other spirits and scare nearby living players ''(1 AP; does 1 damage)''<br />
*** '''Shocking Shriek''' - Scare nearby living players ''(1 AP?; ??% chance to do 2 damage?)''<br />
**** '''Banshee Wail''' - Frighten nearby living players ''(1 AP per target?; ??% chance to do 1-5 damage)''<br />
<br />
* '''Exploration''' - Helps you remember some of the places you've been<br />Enables the "Map" button, which gives you a large-scale map of places you've visited while alive and haven't forgotten.<br />
** '''Cartography''' - Stops you forgetting anywhere you've visited<br />Note that map information is rarely forgotten and that meta-gamers can use the [http://mattandchristy.net/sharmap/ Shartak overlay].<br />
** '''Trekking''' - Faster movement through the jungle<br />Makes movement through jungle, grassland, and beach terrain cost 0.5 AP instead of 1 AP.<br />
** '''Swimming''' - Faster movement through water<br />Makes movement through water cost 1 AP instead of 2; deep water costs 2 AP to move through instead of 3.<br />
<br />
* '''Basic Tracking''' - With some difficulty, you can track animals and people. ''(2 AP; e.g., "wild boar went south")''<br />See [[Tracking]] for more information.<br />
** '''Advanced Tracking''' - You can track animals and people who were here recently. ''(1.5 AP; often gives 3-6 most recent tracks)''<br />
*** '''Expert Tracking''' - You can track animals and people who were here several days ago. ''(1 AP?)''<br />
<br />
* '''Clan Leadership''' - Allows you to start your own clan or help lead one.<br />
<br />
* '''Triage''' - Be able to tell who is most injured<br />
** '''Natural Medicine''' - Heal 10 HP with healing herbs ''('''natives only''')''<br />
** '''First Aid''' - Heal 10 HP with first-aid kit ''('''outsiders only''')''<br />
<br />
* '''Native Knowledge''' - Outsiders gain basic native knowledge ''('''outsiders only''')''<br />Allows outsiders to use and recognize items such as blowpipes (and poison darts) and healing herbs (which normal outsiders see as "dried herbs") and to tell the difference between tasty and poison berries (which normal outsiders can only do by eating them).<br />
<br />
* '''Outsider Knowledge''' - Natives gain basic outsider knowledge ''('''natives only''')''<br />Allows natives to use and recognize items such as rifles (and bullets), first aid kits, and GPS units.<br />
<br />
== Settler and villager skills == <br />
* '''Animal Affinity''' - Lessens the chance of animals attacking ''('''settlers and villagers only''')''<br />
* '''Scavenging''' - Assists in finding things within certain areas. ''('''settlers and villagers only''')''<br />Improves [[Search Odds Condensed|search odds]] by an unknown amount in certain (unknown) areas.<br />
<br />
== Soldier skills ==<br />
<br />
* '''Firearms Training''' - Gain 20% on firearms attacks ''(20% to 40%; '''soldiers only''')''<br />
** '''Advanced Firearms Training''' - Gain 20% on firearms attacks ''(40% to 60%; '''soldiers only''')''<br />
<br />
== Warrior skills ==<br />
<br />
* '''Blowpipe Training''' - Gain 20% on blowpipe accuracy ''(20% to 40%; '''warriors only''')''<br />
** '''Advanced Blowpipe Training''' - Gain another 20% on blowpipe accuracy ''(40% to 60%; '''warriors only''')''<br />
<br />
[[Category:Glossary]]</div>Wifeyhttps://wiki.shartak.com/index.php?title=Spirit&diff=6429Spirit2006-06-02T01:07:08Z<p>Wifey: and another</p>
<hr />
<div>#REDIRECT[[Death]]</div>Wifeyhttps://wiki.shartak.com/index.php?title=Spirits&diff=6428Spirits2006-06-02T01:06:40Z<p>Wifey: nevermind. More redirects. This time to a different place, though.</p>
<hr />
<div>#REDIRECT[[Death]]</div>Wifeyhttps://wiki.shartak.com/index.php?title=S.P.I.R.I.T.S&diff=6427S.P.I.R.I.T.S2006-06-02T01:05:16Z<p>Wifey: last one, I swear ;)</p>
<hr />
<div>#REDIRECT[[Society for the Promotion of Independent Research on Interdimensional Translations on Shartak]]</div>Wifeyhttps://wiki.shartak.com/index.php?title=S.P.I.R.I.T.S.&diff=6426S.P.I.R.I.T.S.2006-06-02T01:04:13Z<p>Wifey: redirect</p>
<hr />
<div>#REDIRECT[[Society for the Promotion of Independent Research on Interdimensional Translations on Shartak]]</div>Wifeyhttps://wiki.shartak.com/index.php?title=SPIRITS&diff=6425SPIRITS2006-06-02T01:03:38Z<p>Wifey: redirect</p>
<hr />
<div>#REDIRECT[[Society for the Promotion of Independent Research on Interdimensional Translations on Shartak]]</div>Wifeyhttps://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&diff=6424The Scurvy Crew of The Hell-born Strumpet2006-06-02T00:57:49Z<p>Wifey: /* The Code of The Scurvy Crew */</p>
<hr />
<div>{{Clanbox|<br />
clan_name=The Scurvy Crew of The Hell-born Strumpet|<br />
clan_image=[[Image:Newpiratetee.jpg|300px]]|<br />
clan_abbrev=SCHBS|<br />
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|<br />
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Ship's Surgeon, the Boatswain, the Cartographer the Able-bodied Seamen, and A Monkey.|<br />
clan_goals=The pursuit of booty and/or rum. YARRR!!!|<br />
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |<br />
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |<br />
}}<br />
<br />
== TODAY'S THE DAY!!! ==<br />
<br />
In keeping with Captain Whitney's promise to keep the crew crotch-deep in booty, rum, and native women the Scurvy Crew has commenced it's first organized raid. The savage, pagan monkey-worshipers and dart-spitters of the island invaded our wreck, slew our hostage Shaman, and picked the weakest of the crew off while their senses were dulled by rum and female companionship. Today's the day we teach the village of Dalpok what pirates be made of. All crew members are to make a screaming, burning, cursing run into Dalpok where we will drink, fight, and pillage until each of us is dead. If the pagan gods of the island love the offerings of blood and gold we spill within the village we will be returned to our pretty lass, The Hell-Born Strumpet WHERE THE FIRST ROUND WILL BE ON THE CAPTAIN!!! All who inflict the Scurvy Crew's bloody vengeance on the village of Dalpok (the source of many of our woes since the Strumpet was wrecked) will recieve from the captain their share of the purchase of their blood to enjoy their well-earned ration of grog!!! YAAAAAHHHHRRRRGGHH!!!!!!!<br />
<br />
== Current goals be: ==<br />
<br />
*Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)<br />
*Terrorize the locals<br />
*Pursue the elusive three-headed monkey<br />
*Rum<br />
*Keelhauling<br />
*Wenches<br />
*Plunder<br />
*Grog<br />
<br />
== The Code of The Scurvy Crew ==<br />
<br />
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...<br />
<br />
Now accepting crew for the positions of:<br />
<br />
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] The Scurvy Crew is on their way to Dalpok and has already encountered their first native defenders, including a savage named "Donut" who ambushed Mr. Axelius on the road. Captain Whitney lended Mr. Axelius first aid and gave the dirty Native a thrashing with fists and cutlass, but was weary from travel. Any crew members that are active in the area should help the Captain and the Able Bodied Seaman to finish him off and keep the road to Dalpok clear as the Crew rushes into the village.<br />
<br />
We've tied with the Royal Expedition for dominance of Shartak, but because English is a useless fish-kicking excuse for a language we're still listed second. It seems some wig-powdering fop in the 12th century decided that "S" comes after "R." In protest the Captain suggests that the crew speak only in "Yargh!" "Avasts" and non-verbal grunting until the list is corrected to reflect how much more badass Pirates are than any stinking monarchists...<br />
<br />
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!<br />
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath]<br />
*Master's Mate: [http://www.shartak.com/profile.cgi?id=1540 Teach]<br />
*Ship's Surgeon: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] I've just come back from Dalpok, all well, LETS GO AGAIN!<br />
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]<br />
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] (Got my leadership skill Capt'n... awaiting orders...)<br />
*Gunner: [[User:Wifey#Wifey|Wifey]] Yargh!<br />
*Gunner's Mate:<br />
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]<br />
*Quartermaster: [http://www.shartak.com/profile.cgi?id=1337 badhammer]<br />
*Carpenter:<br />
*Carpenter's Mate:<br />
*Steward:<br />
*Cook: Pieman<br />
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho "Yarr" Everett]<br />
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]<br />
*Wenches:<br />
*Rum Runners:<br />
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)<br />
*Monkey's Mate:<br />
*Our preserved Native head: The Chief<br />
*Our second preserved Native head: Shrubar, shaman of Dalpok<br />
*and Able Bodied Seamen:<br />
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]<br />
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] Avast!<br />
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]<br />
:[http://www.shartak.com/profile.cgi?id=2377 Axelius]<br />
<br />
== Pirates be expert cartographers ==<br />
<br />
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.<br />
<br />
[[ Image: Dr_j_tunnel1.png ]]<br />
<br />
Thanks go to Dr J for his spelunking.<br />
<br />
== Thar be traitors in our midst ==<br />
<br />
The spirits and zombie characters surrounding the wreck appear evenly devided between attempting to explore a new experience as spirits and simply being annoying. As such some are more deserving of death than others...<br />
<br />
== As the man said: ==<br />
<br />
"The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate."<br />
<br />
[[ Image:Flynn.jpg ]]<br />
<br />
[[Category:Clans]]<br />
[[Category:Clans for both]]<br />
[[Category:Officially recognized clans]]<br />
<br />
== Native Guide ==<br />
<br />
The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.</div>Wifeyhttps://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&diff=6414Suggestions:Game mechanics2006-06-01T22:52:44Z<p>Wifey: /* Moving through fully chopped down or overgrown jungle */</p>
<hr />
<div>{{:Suggestions/Header|page_type=Game Mechanics}}<br />
<br />
== Game Mechanics ==<br />
<br />
=== Conversion ===<br />
When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, "Religious Conversion" that requires a "Holy Scripture". This allows a "Priest" to convert one native into a Outsider". The converted native would most likely start off as a Settler. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
* I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)<br />
<br />
* That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/"whatever the natives use" side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)<br />
<br />
* So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy<br />
<br />
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more "conversion items" and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)<br />
<br />
*Conversion doesn't have to be forced. It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native. After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill. -- frisco<br />
<br />
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)<br />
<br />
*I gave a response t othis idea under "Holy Scriptures," I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)<br />
----<br />
<br />
=== Capturing villages ===<br />
Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands? --[[User:One of many doctors|One of many doctors]] 03:41, 1 March 2006 (GMT)<br />
<br />
''Comments''<br />
:Not sure about this - what about all the idle players within the village? They might "wake up" after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)<br />
<br />
:You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)<br />
<br />
:Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)<br />
<br />
:Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)<br />
<br />
:I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
:Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:<br />
::* Please don't impose your assumption that Shartak is at heart a "war between Outsiders and Natives" on the rest of us. That is not the only possible direction in which this game can go. For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion). I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
::* On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
----<br />
<br />
=== Unique skills ===<br />
I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a "farming" skill, Soldiers could have a "bravery" skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc. --[[User:One of many doctors|One of many doctors]] 02:34, 5 March 2006 (GMT)<br />
*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
:I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)<br />
:Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)<br />
----<br />
<br />
=== Pet System ===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=All classes|<br />
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout "SHARTAK SPHERE! GO!" for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!). Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)<br />
*I was with you right up until you got to the "sphere device" bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out. Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than "weakening" it by other means. Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)<br />
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a "tame" command seems awkward. Perhaps there is just one item called "animal bait" (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a "Yourself" option by default for those players that decide they enjoy the taste). Animals will then have a value called "tame count" in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)<br />
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, "WILD boars" etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.<br />
<br />
<br />
* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''<br />
<br />
as the name reades, simply have "pets" as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a "tame animal" button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)<br />
this could also be improved with new skills such as<br />
<br />
+Amateur Catching Skills (adds 10%)<br />
+Catching Skills (adds 15%, doesnt stack)<br />
+Taming Skills (adds 30%)<br />
<br />
+Net (adds 10%, does stack)<br />
<br />
certain animals could be ridden, other would do funny things or find objects for you, ex:<br />
Mr. Bobo the monkey finds a bottle of rum in your pocket "gee i didnt know i had that"<br />
<br />
elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...<br />
<br />
parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message "help, im at X, Y and there's a native village!"<br />
<br />
the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:<br />
you attack elephant, Mr. TweetTweet says "polly want a cracker"<br />
<br />
animals could also act like extra space, like a backpack, if you will.<br />
animals are named upon capture.<br />
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}}<br />
<br />
=== Profile Effect Items ===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=Inventory and profiles|<br />
suggest_description=These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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* I like this suggestion. How about finding the pieces of the masks and making your own - combine the baubles with mini-quests? --[[User:Simon|Simon]] 11:18, 8 March 2006 (GMT)<br />
:For example, to make the sacred warrior mask of Raktam, you must find 5 parrot feathers, a tiger tooth, some berries and a piece of driftwood that can be carved into the appropriate shape with a knife or dagger. Once you have all those items, you get a "create mask" option which then removes the required items and the mask appears in your inventory (and profile).<br />
::Having the database check to see if they have all the ingredients seems a bit unwieldly. After every action or inventory use it might have to run the check to verify that they are alive, still have the items, etc. I'd just settle for having them take the items to a specific NPC. But yes, a mixing quest would be fun. --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)<br />
<br />
* I just hope that this idea motivates players to try new things ("I'm going to join a clan that wears such-and-such a mask and attack the others! Yarr!") and not feel that the game is just about collecting items ("Well, I got all the masks. I guess I'm done with the game."). --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)<br />
<br />
*Maybe the different masks have different effects, from some simple ones (attracting/scaring animals, making them less likely to attack or easier to hit) to the downright blatavt video game reference that turns you into a huge brown rocky guy who can punch boulders apart. OK, maybe not the second one. [[User:MorkaisChosen|MorkaisChosen]] 20:53, 9 March 2006 (GMT)<br />
:I think that's something to be worked on in a separate suggestion. The point of this suggestion is to make useless "fancy hats" that neither add or take away from the established gameplay. However, in the eyes of certain players, they may be invaluable because of how they can incorperate such items into their goals and roleplaying. --[[User:Lint|Lint]] 23:52, 9 March 2006 (GMT)<br />
::Bumping this good suggestion. Let's have some cowrie shells! (And The_Conch(tm), see next suggestion.) The barren ruins and huts seem so sad and pathetic right now, they need some wacky useless trinkets to tide us over... Maybe we need shovels to dig for treasure, too. Yarr! --[[User:Tycho44|Tycho44]] 06:06, 10 May 2006 (BST)<br />
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}}<br />
<br />
=== Conch Shell Hunt ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, minigame|<br />
suggest_scope=Event|<br />
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)<br />
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... >.>--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)<br />
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)<br />
<br />
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}}<br />
<br />
=== Know your foes ===<br />
As a native, I get killed a lot by outsiders, but I just can't strike back when I come back to life, as nothing allows me to identify my agressors amongst the outsiders I meet. I expected some basic language skill to give me access to clickable outsiders profiles, but it doesn't. So. I don't like much the fact that, in this game, the only alternative you have is "attack random outsiders" or "attack none". I'd like to be able to protect myself without being too unfair to peaceful outsiders (and being part of some snowball effect).<br />
<br />
This would be partly solved by some profile access (allowing to check people's amount of human kills), or some limited displayed info on the present players (it would make -almost- sense for natives to automatically carry visible scalps or shrunken head of their victims, but I'm not sure how to justify the kills display in the case of outsiders, despite of the fact white men were actually quite fond of indian scalps at some time). Another useful tool would be some urban-dead-like contact list.<br />
<br />
Of course, ideally (but absurdly) the most useful stat to be able to see would be the number of kills of people without human kills at the moment of their death, but... -- Leaf<br />
<br />
''Comments''<br />
Perhaps seeing the profile of someone on the opposite side if you or they have the advanced language skill would be good, it would be cool to hang around with some natives without worrying about aggressors. --[[User:Grigoriy|Grigoriy]] 21:30, 18 March 2006 (GMT)<br />
<br />
If you had a contact list and some way to target individuals on your list ala Urban Dead, I'm guessing that would probably help. Not so sure about the scalp display approach. --[[User:Simon|Simon]] 23:36, 18 March 2006 (GMT)<br />
<br />
A contact list would be quite useful in Shartak. But also being able to read profiles, maybe through an "observe" button and scroll-down menu. For the moment, people just hit each other once, hoping to miss, in order to get a link to the other guy's profile. There must be a more rationnal way to quench this curiosity. -- Gone 13:36, 10 May 2006 (GMT+1)<br />
----<br />
<br />
=== Forest Fire ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, natural disasters|<br />
suggest_scope=Terrain|<br />
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is <del>Grassland or</del> Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|<br />
suggest_time=03:58, 17 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)<br />
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)<br />
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)<br />
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)<br />
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)<br />
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)<br />
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)<br />
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)<br />
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98). Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass. Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass. I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though. --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)<br />
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}}<br />
<br />
=== The Ghost Elephant ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, miniboss|<br />
suggest_scope=Event|<br />
suggest_description=Somewhere on the island is an animal that exists purely as a temporary event. The Legendary Ghost Elephant - in reality, an aggressive albino pachyderm of incredible size - is said to roam the island of Shartak. Some Natives revere it, others desire to be recorded as the one who slayed it. Some Outsiders wish to study it, others desire to have it as a trophy. It behaves much like any other elephant on Shartak. However, it has a different label, an unfathomable amount of HP, and deals horrific damage. If you heal the Ghost Elephant with a FAK or Herbs, you receive double XP. And to further serve a challenge, don't place an HP cap on the Ghost Elephant, just give it a starting amount. If possible, a log of all actions performed on the Ghost Elephant should be kept by the server and revealed in the event that it dies.|<br />
suggest_time=03:58, 17 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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*Ha! I like this one, Lint, and simple to implement. It should really have a boatload of HP, as I think few will consider expending valuable healing items on it, when its far easier (and more rewarding) to hack away at it for 40 AP then make a run for it! --[[User:Jackel|Jackel]] 16:42, 17 March 2006 (GMT)<br />
<br />
*Arr! I would ride that ghost beast like a horse jus' fer fun, then slay 't t' sell its tusks t' them outsiders an' th' meat t' them natives. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 17:46, 17 March 2006 (GMT)<br />
<br />
*In the Congo they refer to it as Mokele Mbembe - he who stops the flow of rivers - and it is rumoured to be a lost dinosaur. The island could do with some cryptozoology. Would this creature be able to disappear or hide or move incredibly fast? If not, then once one person finds it, they can just call everyone over to the same square. This kind of defeats the mythical aspect as well as adding potential server problems. --[[User:Frisco|Frisco]] 18:24, 17 March 2006 (GMT)<br />
<br />
*I should make the animals attack back in near-realtime first (as in you attack them and they may or may not get an attack in).. just to add a bit of interest to it and stop people running up to the creature and hacking and then running away. Making an animal with an almost unlimited number of HP would be possible.. I guess probably start it with at least double a normal elephant and max of about a thousand HP to prevent people healing it to the point where it'd be impossible to kill. --[[User:Simon|Simon]] 18:37, 17 March 2006 (GMT)<br />
<br />
*It could be cool, especially if it moved around in a way that made tracking it possible, maybe by destroying the foliage, or moving in a pattern. Also having it move might help keep people from all winding up in one square beating it up. -[[User:BananaBear|BananaBear]] 18:41, 17 March 2006 (GMT)<br />
**I've tried to offset the game's focus on combat by encouraging healing (double XP may be too much of a reward, so I'm willing to remove that), but that alone will most likely be not enough to counter the horde of blood-thirsty savages!<br>Healing with the Herbs and FAKs may actually be seen as healing the Ghost Elephant spiritually rather than merely physically, which is why it's health can grow high. I don't see a problem if it became near-unkillable. I like keeping some myths and legends around.<br>I thought that it would be best if it traveled like an elephant, but it is true that it limits the people that are able to participate in the event. Perhaps it should "teleport", after a certain amount of time in an area - "A wall of fog sweeps in through jungle. When it fades, you see that the Ghost Elephant has vanished as well."<br>I requested for a log of actions to determine who killed it, who attacked it the most, who healed it the most, and who got hurt the most. Also, rather than a recurring animal, I thought it would be best to release it as an event that occurs every now and then. Or maybe only once! --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)<br />
***Hmm, when the elephant reappears, it should give a loud trumpet which can be heard over a certain radius to increase the chance of players coming across it. Unless of course players would prefer that it were more stealthy. --[[User:Lint|Lint]] 23:25, 4 April 2006 (BST)<br />
<br />
*I like it. And of course, you needn't stick to land animals; a mysterious sea creature that patrols the island waters and is reported to be 30ft long could prompt more people to vernture into the waters for a glimpse/trophy etc. Sharks will also be a problem for those searching! --[[User:Malphas|Malphas]] 15:52, 19 March 2006 (GMT)<br />
<br />
*I ''love'' this idea.--[[User:Wifey|Wifey]] 07:08, 28 March 2006 (BST)<br />
<br />
*Great idea!--[[User:Paradox244|Paradox244]] 21:04, 24 May 2006 (BST)<br />
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}}<br />
<br />
=== Auto Attack ===<br />
I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette. How about a setting where you can turn your character on to auto attack anything that hits you. It should, of course, be user selected. This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike. To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left. <br />
<br />
An alternative selectable action might be an auto-run. You can pre-specify the direction you want to run and how many squares upon being hit. A character with trekking could stay alive just by running a few square whenever they are hit.<br />
--[[User:Qberry|Qberry]] 02:34, 20 March 2006 (GMT)<br />
<br />
''Comments''<br />
* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)<br />
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)<br />
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)<br />
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)<br />
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)<br />
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this. Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)<br />
* What the animals are doing now is basically what I was saying should be an option for players. In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot. All the more reason to implement this feature. It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc. It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?). If you select 0, you'd attack until exhausted or they left. If you select some non-zero, you'd attack until you were down to that amount. I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior. --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)<br />
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)<br />
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)<br />
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)<br />
<br />
----<br />
<br />
===Flavor Text===<br />
<br />
this section is where "users" add "flavor" to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:<br />
<br />
*'''grasslands'''<br />
**the grassy field sways under the wind's rush as you take a step.|<br />
**something far off squaks and makes a strange throaty bellow.|<br />
<br />
*'''water'''<br />
**a wave crashes calmly in the distance|<br />
**a spalsh can be heard from far off|<br />
<br />
*'''jungle'''<br />
**a parrot's call can be heard distantly|<br />
**the bushes nearby are rustling from the small wildlife in them|<br />
<br />
*'''village (outsider)'''<br />
**the smell of gunpowder wafts into your lungs|<br />
**the smoke comming from a nearby hut smells of fresh turkey|<br />
<br />
*'''village (native)'''<br />
**the shaman's voice can be heard traveling through the village|<br />
**you step on the bones of what appears to be a rattlesnake|<br />
<br />
*'''beach'''<br />
**the hot sand burns your feet, yet feels wonderfully different|<br />
**several sea shells catch your eye from far off|<br />
<br />
<br />
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.<br />
i want to do this because the game gets kinda boring simply traversing through square after square<br />
<br />
''Comments''<br />
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea. A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies. In other words, "a parrot's call can be heard distantly" isn't appropriate, and "the shaman's voice can be heard traveling through the village" might not be appropriate if the shaman is currently dead. The following could substitute: "You see a large ant colony busily rebuilding their hive" (an animal that has no game impact) and "The spirit of Shubar is felt all around you" (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)<br />
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)<br />
----<br />
<br />
===slots/ new inventory===<br />
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks<br />
[[Suggestions:Items#animal wearings|animal wearings]]<br />
<br />
"Comments below"<br />
<br />
Making Claws? and not "all melee attacks" but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)<br />
<br />
I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)<br />
----<br />
<br />
===Boat Construction===<br />
Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like <br />
n*.001 x 1 = People Where n = The amount of wood used.<br />
<br />
'''Edit'''<br />
<br />
When Boats are being boarded each player may vote on who they decide should be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is called depends on the size of it.<br />
<br />
1 person: Raft<br />
<br />
2 people: Large raft<br />
<br />
3-4: Small boat<br />
<br />
5-6: Boat<br />
<br />
7-9: Large Boat <br />
<br />
10-24: Huge Boat<br />
<br />
25 and up: Gigantic Boat<br />
<br />
--[[User:Slith|Slith]] 06:42, 29 March 2006 (BST)<br />
<br />
''Comments''<br />
*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]<br />
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?<br>It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.<br>Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)<br />
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)<br />
*"Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged."--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)<br />
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)<br />
----<br />
<br />
===Poisoning===<br />
{{suggestion|<br />
suggest_type=Game mechanics, status effect, balance|<br />
suggest_scope=All classes, primarily Warriors|<br />
suggest_description=Currently, the blowpipe can only carry 1 dart, yet weighs the same amount of inventory space as a rifle with 2 bullets. If you were to pit a fully leveled Soldier armed with loaded rifles against a fully leveled Warrior armed with loaded blowpipes, the battle is in favor of the Soldier who requires less time to reload while inbattle and dealing superior damage. (rifle's 5 to blowpipe's 4).<br />
<br />
To address this, I would propose that poison darts actually cause poisoning. Poisoning would behave much like a shark bite - causing 1 HP damage per action performed until they are administered a FAK or medical herbs. A character can die if poison is left untreated. The attacker receives no additional XP for this kill or the damage dealt from poison. Poisoning would not stack, but it would be possible for a character to suffer from both poison and shark bites. The introduction of poison may require the dart's damage to be reduced to something substantially lower. Perhaps a default of 2 HP inflicted.<br />
<br />
Up for discussion - does poisoning have a percent chance of occurring, an AP lifespan (only lasts 10 moves), and perhaps only works on non-npc characters?|<br />
suggest_time=18:38, 6 April 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Sounds great! I've heard that some of the toxicins used to poison darts can induce illutions. It would be interesting if poisoning increases AP usage for certain actions or even better imagined enemies (that Sixth Sence could pick out).--[[User:Darkferret|Darkferret]] 08:24, 7 April 2006 (BST)<br />
* Have you seen the size of the some of the blowpipes that certain tribes carry? They're anything from 6 to 10 foot long! It's hardly surprising that they occupy the same inventory space as a rifle :) On the other hand, poisoning from darts sounds like a good idea.. I don't know that they should poison forever though, maybe for a limited number of AP, but perhaps have the effect be cumulative up to a certain point? Get shot 5 times and you lose 1 HP for every AP used for 5 x whatever the limit is. Does that make sense? --[[User:Simon|Simon]] 21:16, 7 April 2006 (BST)<br />
***Exactly - e.g., each poison dart that hits adds 2 AP to the poison duration, and while poisoned, you lose 1HP per AP used. The Poison Dart would eventually inflict 6 hp of damage, offsetting the extra damage and double barrel of the rifle. --[[User:Tycho44|Tycho44]] 07:22, 12 April 2006 (BST)<br />
**That might work, that way the Warrior has incentive to continue using the blowpipe multiple times on a target rather than just switch to their machete after the poison takes effect. Add to the character table a boolean flag (Poison = True) and give it a Poison Timer int. When the timer reaches 0, the Poison gets flipped to False. When the character dies or a FAK or Herb is applied, the Poison gets flipped to False and the timer gets set to 0. If the flag is True and they're poisoned again, stack the timer. I'm going to put forth this suggestion to the Forum. I don't have a lot of experience with using the blowpipe (I'm a machete guy) so they should weigh in on this. --[[User:Lint|Lint]] 22:17, 7 April 2006 (BST)<br />
* Or how about you can find [http://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity frogs] and use them to put differnt posion effects on your darts? --[[User:Slith|Slith]] 04:57, 11 April 2006 (BST)<br />
:*If we're adding poison dart frogs, I demand that they be lickable. It wouldn't be right, if you couldn't lick the poison dart frogs.--[[User:Wifey|Wifey]] 20:14, 11 April 2006 (BST)<br />
::* Ok... then some benifical frogs too! And people can't tell the diffrence between them unless they get some skill? --[[User:Slith|Slith]] 06:27, 17 April 2006 (BST)<br />
*Bump! Awaiting a short lifespan (eg 4hp) additional poison effect for poison darts. And/or Native-only Poisoning skill so that Snake + Dart = uberdart that causes permanent poisoning (aka shark wound). --[[User:Tycho44|Tycho44]] 20:51, 1 June 2006 (BST)<br />
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}}<br />
<br />
===PvP Protection===<br />
{{suggestion|<br />
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|<br />
suggest_scope=All Classes|<br />
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of "As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target." where target will be replaced by the players name.|<br />
suggest_time=10:00, 13 April 2006 (BST)|<br />
suggest_author=[[User:Iamtas|Iamtas]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)<br />
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability. I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker ("Your attack has angered the mighty (spirits or guards) in the area; they smite you").--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)<br />
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the "enabling" nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)<br />
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)<br />
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)<br />
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}}<br />
<br />
===New strategic location on island===<br />
{{suggestion|<br />
suggest_type=New location, Game mechanics, |<br />
suggest_scope=N/A|<br />
suggest_description=I think the addition of one or more major new "strategic" locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.<br />
<br />
This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.<br />
<br />
As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.<br />
<br />
If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. "A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control".|<br />
suggest_time=21:02, 22 April 2006 (BST)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)<br />
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per hour fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut). Alternatively, allow players to search the area with a 15% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the "value" of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)<br />
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called "gold nugget". Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called "gold prospector Jim" (for example), who will "cash in" your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
<br />
* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)<br />
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
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}}<br />
<br />
===Life cycle===<br />
{{suggestion|<br />
suggest_type=balance change|<br />
suggest_scope=NPC animals|<br />
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs & characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:<br />
:0-5% of animal type killed, x5 spawn rate<br />
:6-15% of animal type killed, x2 spawn rate <br />
:16-45% of animal type killed x1 spawn rate<br />
:46-75% of animal type killed x0.5 spawn rate<br />
:76-99% of animal type killed x0.1 spawn rate<br />
:100% of animal type killed, animal is extinct<br />
<br>This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|<br />
suggest_time=03:22, 29 May 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 />
I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)<br />
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants. Would also work if the animals that were extinct reemerged later on, then it would just be annoying. But the goal of "find alt ways to gain Xp" won't be realised via this manner - it would instead lead to more player vs player action. Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Moving through fully chopped down or overgrown jungle===<br />
{{suggestion|<br />
suggest_type=Movement change|<br />
suggest_scope=Every character in the game|<br />
suggest_description=I sugget a change in the movement mechanics. It may not be approved by you, but I think it's logical. I wouls like to see a change that allows to reduce movement on fully chopped (d0) squares of jungle (I think that a reduction to 0,5 AP/move (0,25 AP/move with Trekking skill), and an increase on (I think) squares ranging from d7 to d9 to 2 AP/move (1 AP/move with Trekking). D10 squares stay impossible to pass, until chopped. The logic says that when you have nothing under your feet except for ground you move faster, and in dense growth areas you walk slower. Such a change as I proposed may also need an adjustment in the jungle growth speed.|<br />
suggest_time=22:15, 1 June 2006 (BST)|<br />
suggest_author=[[User:Xintlaer|Xintlaer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I like this, except the part about the trekking skill giving the ability to move 4 d(0) squares in one AP, that should definitely not be done. Maybe this: trekking should only apply to d(1) and up (the skill description says "faster movement through the jungle" anyway), and on d(0), all characters, whether trekking or not, should expend 0.5 AP to move onto another d(0) square. (note that if both of those changes are made it would not harm trekking-people, their AP-usage would be same as it is now.) One benefit of lowering movement cost on d(0) squares as far as game dynamics is concerned, is that it would make roads, the upkeep of roads, and the upkeep of towns (keeping towns free of jungle overgrowth), actually meaningful in a practical sense, by allowing for quicker travel. [[User:Arminius|Arminius]] 22:41, 1 June 2006 (BST)<br />
** Exactly what I was going to say, Arminius. Trekking on a road would be absolutely incredible... so we just don't give trekkers any added bonus there.--[[User:Wifey|Wifey]] 23:52, 1 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>Wifeyhttps://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&diff=6413Suggestions:Miscellaneous2006-06-01T22:50:30Z<p>Wifey: /* Hide Skills */</p>
<hr />
<div>{{:Suggestions/Header|page_type=Other}}<br />
<br />
== Other ==<br />
<br />
=== Tunnels ===<br />
Tunnels underneath the island lead to interesting places.<br />
<br />
''Comments''<br />
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]<br />
----<br />
<br />
=== Treasure to capture ===<br />
"Capture the flag" type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.<br />
<br />
''Comments''<br />
:I would like to modify this slightly Mystery Suggester. Please see the '''[[Suggestions:Game_Mechanics#Unique_Item_Hunt|Unique Item Hunt]]''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
----<br />
<br />
=== Player VS Player Interaction ===<br />
I would propoese a to hit % penalty for attacking members of same Home location. I believe this will promote exploration and perhaps offer a measure of protection of newly "birthed" population. As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]<br />
<br />
''Comments''<br />
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)<br />
<br />
:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)<br />
<br />
:I don't like this idea--especially with the inclusion of pirates in the game. It makes sense for pirates to trun on each other now and then, or to turn to pillaging from one of the outsider towns. All of a sudden, for our good RPing we get a reduced chance to hit and no XP?--[[User:Wifey|Wifey]] 07:30, 29 March 2006 (BST)<br />
<br />
:I have suggested a full non player vs player implementation at [[Suggestions:Game_Mechanics#PvP_Protection]]. --[[User:Iamtas|Iamtas]] 10:10, 13 April 2006 (BST)<br />
----<br />
<br />
=== Spirit Movement ===<br />
<br />
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)<br />
<br />
*My character has the "trekking" skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.<br />
::Perhaps spirits have less impetus than live characters --[[User:Dr. J|Dr. J]] 18:55, 7 March 2006 (GMT)<br />
<br />
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?<br />
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?<br />
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.<br />
<br />
So what's the suggestion here? Perhaps this belongs in the Talk page instead? --[[User:Simon|Simon]] 17:51, 27 May 2006 (BST)<br />
<br />
----<br />
<br />
===Player Titles===<br />
<br />
To supplement the explored/killed statistics, give players rank titles based on percentiles. For example, if Jack is in the bottom 10% of explorers and the 30th percentile of hunters, his profile would show him as "Greenhorn Jack the Good Shot", if Sheila is in the top 10% killers and middle 50 explorer, she would be "The Adventurous Sheila, Grandmaster Hunter", and [[User:Murk|Murk]] would simply be "Demigod Murk". The titles would be determined once a day like the stats, only apply to active players, and only take active players into consideration when determining percentile. This will help statistics be more relevant to all players, as once time goes on and new players start, the top 100 may be quite a distant goal. --[[User:Frisco|Frisco]] 04:15, 10 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I like it. It adds flavor to the game. I also agree that this system should be based on dynamic percentiles to allow for new players to compete with some of the more established ranking players. A static listing would be incredibly difficult for newcomers to break into. --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)<br />
----<br />
<br />
===Inventory Limit===<br />
<br />
I think I would like to have an indication of how much of my inventory limit is being used up. :D --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)<br />
* The inventory is somewhat flexible in size (+/- 2) so wouldn't be completely foolproof if represented as "(x/y)" appended to the inventory header, I could do something like a small bit of text just below the header like "You can carry lots more" "You can carry more things" "You can't carry much more" "You might be able to carry a couple more things" "You can't carry anything else". The question is though, is it just you that wants this feature? If so, you might be able to do something clever with greasemonkey. --[[User:Simon|Simon]] 11:02, 14 April 2006 (BST)<br />
* Ah. In that case, a greasemonkey script would be fine. I imagine it would require a little list of all the inventory item names and then a size value assigned to each. Then parse through the list and do simple addition and display the result. I might try my hand at it, but I don't promise anything. --[[User:Lint|Lint]] 20:13, 14 April 2006 (BST)<br />
**"is it just you that wants this feature?" Hmm, I assumed everyone would want this feature. Perhaps "your inventory is getting full" and "your inventory is full" would be sufficient warning, but inventory size info seems valuable. Also, the Trader won't give me a rifle for my bananas (you can't carry more) even though I'm giving away much more than I'm getting -- the trading mechanism appears to check for overload based on carrying both the given and received items. Perhaps a feature... but he's the guy who owns an entire hut, you'd think he'd be willing to carry both during the transaction rather than requiring me to shoulder the burden. --[[User:Tycho44|Tycho44]] 09:10, 29 April 2006 (BST)<br />
***<Bump.> Also, why not "(x/y)" appended to the inventory header? If the game code can figure out whether or not the inventory is full, it seems that the player could be able to figure out the same info. Even a simple load indication "(x)" would work fine, if the worry is that total inventory capacity 70-74 depends on quirky variable info rather than being static based on class. --[[User:Tycho44|Tycho44]] 22:36, 15 May 2006 (BST) Besides which, seems like most everyone has an inventory limit of 71 now. (2 for blowpipes or rifles, 0 for gold coins.) --[[User:Tycho44|Tycho44]] 22:31, 20 May 2006 (BST)<br />
*See the last list item at [[The_Shartak_Wiki:Community_Portal#Greasemonkey_scripts]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 07:51, 28 May 2006 (BST)<br />
----<br />
<br />
===In-game Rankings===<br />
<br />
I was noticing recently that one of my characters seemed to have killed a lot of parrots lately. I realizing that such information is tracked on the game stats page, but not necessarily everyone looks at it, and I thought it might be fun to have something in-game to acknowledge the player who has killed the most creatures of each type. Maybe a line is added to the player's description page, or the color of their name is different, or a mysterious "crown of the fallen parrots" appears in their inventory--no real impact, just bragging rights. It should be easy enough to implement, and might add a little intrigue.--[[User:Jackel|Jackel]] 01:03, 16 March 2006 (GMT)<br />
<br />
''Comments''<br />
----<br />
<br />
=== Wiki: table CSS ===<br />
<br />
It would be nice if there were a class set up in the wiki's CSS file so that we could make attractive tables (see my ugly, hackish one on [[Tips and tricks]]). I tried to edit [[WikiMedia:Common.css]] but it's edit-locked. --[[User:Vtbassmatt|VTBassMatt]] 16:14, 23 March 2006 (GMT)<br />
* I don't know that WikiMedia:Common.css is the right thing to edit - That link takes me off to an external site! --[[User:Simon|Simon]] 18:09, 23 March 2006 (GMT)<br />
** What the heck! Ha, sorry. Now I can't find the page on either this wiki or the WikiMedia page. Weird. Well anyhow, it would be nice to have a useful table class. Thanks, Simon.<br />
*** What kind of table class? Do you mean something to give a particular title bar, and row colours? Similar to the one on the front page. Got an example of what you'd put in the css file? --[[User:Simon|Simon]] 11:58, 3 April 2006 (BST)<br />
**** Colors aren't too important, I was more concerned with borders. Something simple like:<br />
table.bordered, table.bordered td {<br />
border: 1px solid black;<br />
<br />
<br />
----<br />
<br />
=== Pets ===<br />
<br />
''Discussion of Pets has been moved to the existing [[Suggestions:Game Mechanics#Pet System|Pet System]] suggestion.''<br />
----<br />
<br />
===ruins===<br />
the ruins in the game are mostly for show, and that can be aggravating at times, as i would love to "explore" ruins more if there was something there. i am suggesting several things such as:<br />
*unique, ruin only monsters<br />
*special items found only in ruins<br />
*if quests are implemented, a quest location<br />
<br />
this is a very vague suggestion, but i feel that alot of the ruins on the map are just too bland. i camped out at ruins with my character "Richard Rose" and i stayed there for a week (in real time) because there was nothing better to do. and nothing and i mean NOTHING passed by, no game, no fruit trees, no players. it was completely desolate, and i am just suggesting several "interesting" components for ruins.<br />
<br />
'''Comments:'''<br />
*I have to agree that last I checked, the Ruins seemed like a total bust. Fifty searches yielded worse than the typical Jungle average. No events triggered, no creatures, no spirits, no variable flavor descriptions. <br />
:* "As the wind blows through the ruined arch, you hear the spirit voices of the ancestors" (gain 1 XP). <br />
:* "You find a bundle of parrot feathers tied to a leather strap. The spirit magic of this amulet has long since faded away." (junk item that could be implemented with magic/spirits later). <br />
:* "Ghosts of the ancient dead chill your soul" (lose 2 HP, gain 2 XP). <br />
:* "Sliding the heavy iron lid to one side, you discover [[The Conch|The Conch<sup>(tm)</sup>]]!"<br />
:...And so on. --[[User:Tycho44|Tycho44]] 22:56, 15 May 2006 (BST)<br />
----<br />
<br />
===Wind===<br />
{{suggestion|<br />
suggest_type=Game Element Addition|<br />
suggest_scope=Everyone|<br />
suggest_description=<br />
Add the concept of wind to the game. Could be either constant (always from the west) or random over time, possibly even dependant on the side of the island you're on. For now, including a changing wind speed (10mph to 30mph) may be overly complex. Wind can affect spirit movement, pigeon delivery times, fire movement, etc.|<br />
suggest_time=16:54, 14 April 2006 (BST)|<br />
suggest_author=[[User:Frisco|Frisco]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Working this out technically might be a bit much, but I would like to see similar environmental variables on the island. It would increase the variety in the game and provide a creative amount of unpredictability while not being outlandish. Perhaps there can be a similar effect for the water current and tide as well. I can't wait until there are hurricane-strength winds that whip around everyone unless they're safe inside the mountain tunnels. Mwahaha. --[[User:Lint|Lint]] 20:08, 14 April 2006 (BST)<br />
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}}<br />
===Animal Levelling===<br />
{{suggestion|<br />
suggest_type=balance change|<br />
suggest_scope=NPC Animals|<br />
suggest_description=Each time an animal kills a PC, the animal should have its stats increase: increased HP (possibly also reset to max), more damaging attacks, better chance of hitting, faster movements, possibly a more aggresive nature? There probably aren't that many animals out there that have actually killed more than one or two humans before being killed themselves, but this would increase that chance, leading to the natural formation of the mythical beasts that have been mentioned in other suggestions. And if it doesn't happen naturally, i'm sure it wouldn't be too long before animal cultists start sacrificing themselves to animals in order to create their gods.<br />
<br />
Characters with the animal affinity skill should be able to identify stronger creatures:<br />
:"Also here is a man-eating tiger"<br />
:"Also here is an extremely large man-eating alligator"<br />
:"Also here is an extremely large man-eating elephant that is barreling towards you"<br />
:"Also here is an extremely large man-eating parrot that is barreling towards you with claws the size of cutlasses"<br />
|<br />
suggest_time=20:26, 13 May 2006 (BST)|<br />
suggest_author=[[User:Frisco|Frisco]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
... That's a mite scary. I don't know how this would affect server load, but that would be my only complaint here.--[[User:Wifey|Wifey]] 01:06, 14 May 2006 (BST)<br />
* Sounds neat. Will there be a leveling cap? --[[User:Lint|Lint]] 01:45, 15 May 2006 (BST)<br />
** Probably should be a cap, though a rather high one. Time limitations would prevent animals from growing too powerful before someone takes them out, but a dedicated group of cultists could go crazy creating an invicible creature. Or perhaps once an animal reaches a certain level, it gets named (a monkey might be "King Kong" at high enough stats), and this one creature per animal type can continue advancing while all others are capped at that level (can't have more than one King Kong running around). &mdash;unsigned by [[User:Frisco|Frisco]] 02:38, May 15, 2006 (BST)<br />
* Awesome. --[[User:Tycho44|Tycho44, Cultist of the Man-Eating Parrot]] 22:57, 15 May 2006 (BST)<br />
* So let me get this straight - if an animal kills a PC, they gain hp, and accuracy of their attack, and possibly damage as well. say hp + 2, accuracy + 10%, damage + 1, up to a certain level (accuracy can only go up to 100% of course). Easy enough so far. If they get killed, they reset to the normal hp/accuracy/damage and start afresh as a normal level animal? I must say, I quite like this idea. If this is correct, then there's no server load issue. --[[User:Simon|Simon]] 09:33, 28 May 2006 (BST)<br />
** This sounds very good. I recommend that you let each animal reach 100% accuracy and cap damage at ''base damage + 5'' (a 9x100% elephant would be plenty lethal enough, I think). PC deaths to animals are probably rare enough that you could be more generous with HP bonuses: increase an animal's current HP and max HP by ''base health / 3 + 1'' for each of its kills. You could cap max HP (after five increases?), but I wouldn't. An animal should be restored to base health if its HP bonus wouldn't get it there (so an elephant, with a 20+1 HP bonus, would go from 32 HP to 60 and have 81 max HP, or go from 42 to 63 and still have 81 max HP). In theory, after five kills you could see an elephant with 165 HP that dealt 9 damage at 100% accuracy, but only if it got those kills without being harmed at all. Such a beast would be incredibly intimidating, but also incredibly rare. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:25, 28 May 2006 (BST)<br />
:::What about new players? They go into the forest for the first time, log out, log in only to discover that "an extremely large man-eating parrot that is barreling towards you with claws the size of cutlasses" has killed them in two moves. Nobody naturally gets stronger by dying and this would only prevent low level characters from leveling up.--[[User:One of many doctors|One of many doctors]] 03:13, 29 May 2006 (BST)<br />
::::The idea is that there wouldn't be that many of these, because they'd be rather difficult to make even a ''little'' better, anyways.--[[User:Wifey|Wifey]] 15:49, 29 May 2006 (BST)<br />
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}}<br />
<br />
===UDTool type Firefox plugin===<br />
{{suggestion|<br />
suggest_type=Plugin|<br />
suggest_scope=All players with Firefox|<br />
suggest_description=I don't have any coding skills, but I'm sure many of you out there do. Currently there is no way to add people to a contact list, thus making it difficult to recoginse people. Could someone please develop a UDTool style plugin (like that seen in Urban Dead) that allows you to add player's names and assign them to groups with user defined colours? Basically just port the UDTool over to Shartak users, so when you're in a hut or square with others, you can see people you've encoutnered with a llittle bit of text to pop up at your cursor telling you why they're important to you (like the 'notes' feature in the UDTool).|<br />
suggest_time=08:18, 27 May 2006 (BST)|<br />
suggest_author=[[User:Rip Purr|Rip Purr]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
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}}<br />
<br />
===Hide Skills===<br />
{{suggestion|<br />
suggest_type=Technical|<br />
suggest_scope=Everyone|<br />
suggest_description=I think it would be useful to be able to have a "Hide Skills" button which hides what skills you possess from those viewing your profile, I know many people wouldn't care but it would be useful for players whose skills don't fit with the way they roleplay. Besides who can tell how good a shot someone is simply by looking at them?|<br />
suggest_time=08:18, 31 May 2006 (BST)|<br />
suggest_author=[[User:Kripcat|Kripcat]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* <del>Just a note that a hide skill was previously suggested [[Suggestions:Skills#Jungle_Skills|here]], which might provide a few points that may be relevant to this current suggestion. --[[User:Lint|Lint]] 21:17, 1 June 2006 (BST)</del><br />
** Well, hiding (as a skill) seems different from "hiding your list of skills"... although perhaps that would be a way to boost characters with Sixth Sense, who know how good a shot you are simply by looking at you. I like the effects of having fully revealed skills. Realistically, your home town should hardly be public knowledge, nor the date of your last demise, nor your killer, and so on. Perhaps a "Disguise" skill would give you access to a button that shields your character info (such as level) while you sleep (at a small AP cost). --[[User:Tycho44|Tycho44]] 21:51, 1 June 2006 (BST)<br />
*** Argh, I completely misread this. There was some buzz on the forum about hiding and I skimmed this and assumed that it was related. --[[User:Lint|Lint]] 22:05, 1 June 2006 (BST)<br />
**** It makes sense. No more can I look at the victim's skills t osee how well they'll be able to track me if Ifail to kill them. ;) --[[User:Wifey|Wifey]] 23:50, 1 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>Wifeyhttps://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&diff=6412Suggestions:Game mechanics2006-06-01T22:48:48Z<p>Wifey: /* Auto Attack */</p>
<hr />
<div>{{:Suggestions/Header|page_type=Game Mechanics}}<br />
<br />
== Game Mechanics ==<br />
<br />
=== Conversion ===<br />
When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, "Religious Conversion" that requires a "Holy Scripture". This allows a "Priest" to convert one native into a Outsider". The converted native would most likely start off as a Settler. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
* I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)<br />
<br />
* That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/"whatever the natives use" side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)<br />
<br />
* So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy<br />
<br />
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more "conversion items" and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)<br />
<br />
*Conversion doesn't have to be forced. It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native. After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill. -- frisco<br />
<br />
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)<br />
<br />
*I gave a response t othis idea under "Holy Scriptures," I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)<br />
----<br />
<br />
=== Capturing villages ===<br />
Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands? --[[User:One of many doctors|One of many doctors]] 03:41, 1 March 2006 (GMT)<br />
<br />
''Comments''<br />
:Not sure about this - what about all the idle players within the village? They might "wake up" after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)<br />
<br />
:You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)<br />
<br />
:Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)<br />
<br />
:Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)<br />
<br />
:I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
:Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:<br />
::* Please don't impose your assumption that Shartak is at heart a "war between Outsiders and Natives" on the rest of us. That is not the only possible direction in which this game can go. For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion). I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
::* On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
----<br />
<br />
=== Unique skills ===<br />
I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a "farming" skill, Soldiers could have a "bravery" skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc. --[[User:One of many doctors|One of many doctors]] 02:34, 5 March 2006 (GMT)<br />
*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
:I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)<br />
:Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)<br />
----<br />
<br />
=== Pet System ===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=All classes|<br />
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout "SHARTAK SPHERE! GO!" for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!). Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)<br />
*I was with you right up until you got to the "sphere device" bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out. Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than "weakening" it by other means. Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)<br />
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a "tame" command seems awkward. Perhaps there is just one item called "animal bait" (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a "Yourself" option by default for those players that decide they enjoy the taste). Animals will then have a value called "tame count" in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)<br />
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, "WILD boars" etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.<br />
<br />
<br />
* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''<br />
<br />
as the name reades, simply have "pets" as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a "tame animal" button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)<br />
this could also be improved with new skills such as<br />
<br />
+Amateur Catching Skills (adds 10%)<br />
+Catching Skills (adds 15%, doesnt stack)<br />
+Taming Skills (adds 30%)<br />
<br />
+Net (adds 10%, does stack)<br />
<br />
certain animals could be ridden, other would do funny things or find objects for you, ex:<br />
Mr. Bobo the monkey finds a bottle of rum in your pocket "gee i didnt know i had that"<br />
<br />
elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...<br />
<br />
parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message "help, im at X, Y and there's a native village!"<br />
<br />
the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:<br />
you attack elephant, Mr. TweetTweet says "polly want a cracker"<br />
<br />
animals could also act like extra space, like a backpack, if you will.<br />
animals are named upon capture.<br />
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}}<br />
<br />
=== Profile Effect Items ===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=Inventory and profiles|<br />
suggest_description=These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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* I like this suggestion. How about finding the pieces of the masks and making your own - combine the baubles with mini-quests? --[[User:Simon|Simon]] 11:18, 8 March 2006 (GMT)<br />
:For example, to make the sacred warrior mask of Raktam, you must find 5 parrot feathers, a tiger tooth, some berries and a piece of driftwood that can be carved into the appropriate shape with a knife or dagger. Once you have all those items, you get a "create mask" option which then removes the required items and the mask appears in your inventory (and profile).<br />
::Having the database check to see if they have all the ingredients seems a bit unwieldly. After every action or inventory use it might have to run the check to verify that they are alive, still have the items, etc. I'd just settle for having them take the items to a specific NPC. But yes, a mixing quest would be fun. --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)<br />
<br />
* I just hope that this idea motivates players to try new things ("I'm going to join a clan that wears such-and-such a mask and attack the others! Yarr!") and not feel that the game is just about collecting items ("Well, I got all the masks. I guess I'm done with the game."). --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)<br />
<br />
*Maybe the different masks have different effects, from some simple ones (attracting/scaring animals, making them less likely to attack or easier to hit) to the downright blatavt video game reference that turns you into a huge brown rocky guy who can punch boulders apart. OK, maybe not the second one. [[User:MorkaisChosen|MorkaisChosen]] 20:53, 9 March 2006 (GMT)<br />
:I think that's something to be worked on in a separate suggestion. The point of this suggestion is to make useless "fancy hats" that neither add or take away from the established gameplay. However, in the eyes of certain players, they may be invaluable because of how they can incorperate such items into their goals and roleplaying. --[[User:Lint|Lint]] 23:52, 9 March 2006 (GMT)<br />
::Bumping this good suggestion. Let's have some cowrie shells! (And The_Conch(tm), see next suggestion.) The barren ruins and huts seem so sad and pathetic right now, they need some wacky useless trinkets to tide us over... Maybe we need shovels to dig for treasure, too. Yarr! --[[User:Tycho44|Tycho44]] 06:06, 10 May 2006 (BST)<br />
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}}<br />
<br />
=== Conch Shell Hunt ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, minigame|<br />
suggest_scope=Event|<br />
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)<br />
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... >.>--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)<br />
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)<br />
<br />
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<br />
=== Know your foes ===<br />
As a native, I get killed a lot by outsiders, but I just can't strike back when I come back to life, as nothing allows me to identify my agressors amongst the outsiders I meet. I expected some basic language skill to give me access to clickable outsiders profiles, but it doesn't. So. I don't like much the fact that, in this game, the only alternative you have is "attack random outsiders" or "attack none". I'd like to be able to protect myself without being too unfair to peaceful outsiders (and being part of some snowball effect).<br />
<br />
This would be partly solved by some profile access (allowing to check people's amount of human kills), or some limited displayed info on the present players (it would make -almost- sense for natives to automatically carry visible scalps or shrunken head of their victims, but I'm not sure how to justify the kills display in the case of outsiders, despite of the fact white men were actually quite fond of indian scalps at some time). Another useful tool would be some urban-dead-like contact list.<br />
<br />
Of course, ideally (but absurdly) the most useful stat to be able to see would be the number of kills of people without human kills at the moment of their death, but... -- Leaf<br />
<br />
''Comments''<br />
Perhaps seeing the profile of someone on the opposite side if you or they have the advanced language skill would be good, it would be cool to hang around with some natives without worrying about aggressors. --[[User:Grigoriy|Grigoriy]] 21:30, 18 March 2006 (GMT)<br />
<br />
If you had a contact list and some way to target individuals on your list ala Urban Dead, I'm guessing that would probably help. Not so sure about the scalp display approach. --[[User:Simon|Simon]] 23:36, 18 March 2006 (GMT)<br />
<br />
A contact list would be quite useful in Shartak. But also being able to read profiles, maybe through an "observe" button and scroll-down menu. For the moment, people just hit each other once, hoping to miss, in order to get a link to the other guy's profile. There must be a more rationnal way to quench this curiosity. -- Gone 13:36, 10 May 2006 (GMT+1)<br />
----<br />
<br />
=== Forest Fire ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, natural disasters|<br />
suggest_scope=Terrain|<br />
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is <del>Grassland or</del> Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|<br />
suggest_time=03:58, 17 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)<br />
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)<br />
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)<br />
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)<br />
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)<br />
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)<br />
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)<br />
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)<br />
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98). Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass. Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass. I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though. --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)<br />
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}}<br />
<br />
=== The Ghost Elephant ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, miniboss|<br />
suggest_scope=Event|<br />
suggest_description=Somewhere on the island is an animal that exists purely as a temporary event. The Legendary Ghost Elephant - in reality, an aggressive albino pachyderm of incredible size - is said to roam the island of Shartak. Some Natives revere it, others desire to be recorded as the one who slayed it. Some Outsiders wish to study it, others desire to have it as a trophy. It behaves much like any other elephant on Shartak. However, it has a different label, an unfathomable amount of HP, and deals horrific damage. If you heal the Ghost Elephant with a FAK or Herbs, you receive double XP. And to further serve a challenge, don't place an HP cap on the Ghost Elephant, just give it a starting amount. If possible, a log of all actions performed on the Ghost Elephant should be kept by the server and revealed in the event that it dies.|<br />
suggest_time=03:58, 17 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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*Ha! I like this one, Lint, and simple to implement. It should really have a boatload of HP, as I think few will consider expending valuable healing items on it, when its far easier (and more rewarding) to hack away at it for 40 AP then make a run for it! --[[User:Jackel|Jackel]] 16:42, 17 March 2006 (GMT)<br />
<br />
*Arr! I would ride that ghost beast like a horse jus' fer fun, then slay 't t' sell its tusks t' them outsiders an' th' meat t' them natives. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 17:46, 17 March 2006 (GMT)<br />
<br />
*In the Congo they refer to it as Mokele Mbembe - he who stops the flow of rivers - and it is rumoured to be a lost dinosaur. The island could do with some cryptozoology. Would this creature be able to disappear or hide or move incredibly fast? If not, then once one person finds it, they can just call everyone over to the same square. This kind of defeats the mythical aspect as well as adding potential server problems. --[[User:Frisco|Frisco]] 18:24, 17 March 2006 (GMT)<br />
<br />
*I should make the animals attack back in near-realtime first (as in you attack them and they may or may not get an attack in).. just to add a bit of interest to it and stop people running up to the creature and hacking and then running away. Making an animal with an almost unlimited number of HP would be possible.. I guess probably start it with at least double a normal elephant and max of about a thousand HP to prevent people healing it to the point where it'd be impossible to kill. --[[User:Simon|Simon]] 18:37, 17 March 2006 (GMT)<br />
<br />
*It could be cool, especially if it moved around in a way that made tracking it possible, maybe by destroying the foliage, or moving in a pattern. Also having it move might help keep people from all winding up in one square beating it up. -[[User:BananaBear|BananaBear]] 18:41, 17 March 2006 (GMT)<br />
**I've tried to offset the game's focus on combat by encouraging healing (double XP may be too much of a reward, so I'm willing to remove that), but that alone will most likely be not enough to counter the horde of blood-thirsty savages!<br>Healing with the Herbs and FAKs may actually be seen as healing the Ghost Elephant spiritually rather than merely physically, which is why it's health can grow high. I don't see a problem if it became near-unkillable. I like keeping some myths and legends around.<br>I thought that it would be best if it traveled like an elephant, but it is true that it limits the people that are able to participate in the event. Perhaps it should "teleport", after a certain amount of time in an area - "A wall of fog sweeps in through jungle. When it fades, you see that the Ghost Elephant has vanished as well."<br>I requested for a log of actions to determine who killed it, who attacked it the most, who healed it the most, and who got hurt the most. Also, rather than a recurring animal, I thought it would be best to release it as an event that occurs every now and then. Or maybe only once! --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)<br />
***Hmm, when the elephant reappears, it should give a loud trumpet which can be heard over a certain radius to increase the chance of players coming across it. Unless of course players would prefer that it were more stealthy. --[[User:Lint|Lint]] 23:25, 4 April 2006 (BST)<br />
<br />
*I like it. And of course, you needn't stick to land animals; a mysterious sea creature that patrols the island waters and is reported to be 30ft long could prompt more people to vernture into the waters for a glimpse/trophy etc. Sharks will also be a problem for those searching! --[[User:Malphas|Malphas]] 15:52, 19 March 2006 (GMT)<br />
<br />
*I ''love'' this idea.--[[User:Wifey|Wifey]] 07:08, 28 March 2006 (BST)<br />
<br />
*Great idea!--[[User:Paradox244|Paradox244]] 21:04, 24 May 2006 (BST)<br />
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}}<br />
<br />
=== Auto Attack ===<br />
I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette. How about a setting where you can turn your character on to auto attack anything that hits you. It should, of course, be user selected. This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike. To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left. <br />
<br />
An alternative selectable action might be an auto-run. You can pre-specify the direction you want to run and how many squares upon being hit. A character with trekking could stay alive just by running a few square whenever they are hit.<br />
--[[User:Qberry|Qberry]] 02:34, 20 March 2006 (GMT)<br />
<br />
''Comments''<br />
* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)<br />
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)<br />
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)<br />
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)<br />
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)<br />
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this. Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)<br />
* What the animals are doing now is basically what I was saying should be an option for players. In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot. All the more reason to implement this feature. It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc. It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?). If you select 0, you'd attack until exhausted or they left. If you select some non-zero, you'd attack until you were down to that amount. I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior. --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)<br />
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)<br />
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)<br />
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)<br />
<br />
----<br />
<br />
===Flavor Text===<br />
<br />
this section is where "users" add "flavor" to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:<br />
<br />
*'''grasslands'''<br />
**the grassy field sways under the wind's rush as you take a step.|<br />
**something far off squaks and makes a strange throaty bellow.|<br />
<br />
*'''water'''<br />
**a wave crashes calmly in the distance|<br />
**a spalsh can be heard from far off|<br />
<br />
*'''jungle'''<br />
**a parrot's call can be heard distantly|<br />
**the bushes nearby are rustling from the small wildlife in them|<br />
<br />
*'''village (outsider)'''<br />
**the smell of gunpowder wafts into your lungs|<br />
**the smoke comming from a nearby hut smells of fresh turkey|<br />
<br />
*'''village (native)'''<br />
**the shaman's voice can be heard traveling through the village|<br />
**you step on the bones of what appears to be a rattlesnake|<br />
<br />
*'''beach'''<br />
**the hot sand burns your feet, yet feels wonderfully different|<br />
**several sea shells catch your eye from far off|<br />
<br />
<br />
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.<br />
i want to do this because the game gets kinda boring simply traversing through square after square<br />
<br />
''Comments''<br />
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea. A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies. In other words, "a parrot's call can be heard distantly" isn't appropriate, and "the shaman's voice can be heard traveling through the village" might not be appropriate if the shaman is currently dead. The following could substitute: "You see a large ant colony busily rebuilding their hive" (an animal that has no game impact) and "The spirit of Shubar is felt all around you" (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)<br />
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)<br />
----<br />
<br />
===slots/ new inventory===<br />
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks<br />
[[Suggestions:Items#animal wearings|animal wearings]]<br />
<br />
"Comments below"<br />
<br />
Making Claws? and not "all melee attacks" but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)<br />
<br />
I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)<br />
----<br />
<br />
===Boat Construction===<br />
Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like <br />
n*.001 x 1 = People Where n = The amount of wood used.<br />
<br />
'''Edit'''<br />
<br />
When Boats are being boarded each player may vote on who they decide should be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is called depends on the size of it.<br />
<br />
1 person: Raft<br />
<br />
2 people: Large raft<br />
<br />
3-4: Small boat<br />
<br />
5-6: Boat<br />
<br />
7-9: Large Boat <br />
<br />
10-24: Huge Boat<br />
<br />
25 and up: Gigantic Boat<br />
<br />
--[[User:Slith|Slith]] 06:42, 29 March 2006 (BST)<br />
<br />
''Comments''<br />
*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]<br />
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?<br>It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.<br>Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)<br />
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)<br />
*"Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged."--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)<br />
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)<br />
----<br />
<br />
===Poisoning===<br />
{{suggestion|<br />
suggest_type=Game mechanics, status effect, balance|<br />
suggest_scope=All classes, primarily Warriors|<br />
suggest_description=Currently, the blowpipe can only carry 1 dart, yet weighs the same amount of inventory space as a rifle with 2 bullets. If you were to pit a fully leveled Soldier armed with loaded rifles against a fully leveled Warrior armed with loaded blowpipes, the battle is in favor of the Soldier who requires less time to reload while inbattle and dealing superior damage. (rifle's 5 to blowpipe's 4).<br />
<br />
To address this, I would propose that poison darts actually cause poisoning. Poisoning would behave much like a shark bite - causing 1 HP damage per action performed until they are administered a FAK or medical herbs. A character can die if poison is left untreated. The attacker receives no additional XP for this kill or the damage dealt from poison. Poisoning would not stack, but it would be possible for a character to suffer from both poison and shark bites. The introduction of poison may require the dart's damage to be reduced to something substantially lower. Perhaps a default of 2 HP inflicted.<br />
<br />
Up for discussion - does poisoning have a percent chance of occurring, an AP lifespan (only lasts 10 moves), and perhaps only works on non-npc characters?|<br />
suggest_time=18:38, 6 April 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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*Sounds great! I've heard that some of the toxicins used to poison darts can induce illutions. It would be interesting if poisoning increases AP usage for certain actions or even better imagined enemies (that Sixth Sence could pick out).--[[User:Darkferret|Darkferret]] 08:24, 7 April 2006 (BST)<br />
* Have you seen the size of the some of the blowpipes that certain tribes carry? They're anything from 6 to 10 foot long! It's hardly surprising that they occupy the same inventory space as a rifle :) On the other hand, poisoning from darts sounds like a good idea.. I don't know that they should poison forever though, maybe for a limited number of AP, but perhaps have the effect be cumulative up to a certain point? Get shot 5 times and you lose 1 HP for every AP used for 5 x whatever the limit is. Does that make sense? --[[User:Simon|Simon]] 21:16, 7 April 2006 (BST)<br />
***Exactly - e.g., each poison dart that hits adds 2 AP to the poison duration, and while poisoned, you lose 1HP per AP used. The Poison Dart would eventually inflict 6 hp of damage, offsetting the extra damage and double barrel of the rifle. --[[User:Tycho44|Tycho44]] 07:22, 12 April 2006 (BST)<br />
**That might work, that way the Warrior has incentive to continue using the blowpipe multiple times on a target rather than just switch to their machete after the poison takes effect. Add to the character table a boolean flag (Poison = True) and give it a Poison Timer int. When the timer reaches 0, the Poison gets flipped to False. When the character dies or a FAK or Herb is applied, the Poison gets flipped to False and the timer gets set to 0. If the flag is True and they're poisoned again, stack the timer. I'm going to put forth this suggestion to the Forum. I don't have a lot of experience with using the blowpipe (I'm a machete guy) so they should weigh in on this. --[[User:Lint|Lint]] 22:17, 7 April 2006 (BST)<br />
* Or how about you can find [http://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity frogs] and use them to put differnt posion effects on your darts? --[[User:Slith|Slith]] 04:57, 11 April 2006 (BST)<br />
:*If we're adding poison dart frogs, I demand that they be lickable. It wouldn't be right, if you couldn't lick the poison dart frogs.--[[User:Wifey|Wifey]] 20:14, 11 April 2006 (BST)<br />
::* Ok... then some benifical frogs too! And people can't tell the diffrence between them unless they get some skill? --[[User:Slith|Slith]] 06:27, 17 April 2006 (BST)<br />
*Bump! Awaiting a short lifespan (eg 4hp) additional poison effect for poison darts. And/or Native-only Poisoning skill so that Snake + Dart = uberdart that causes permanent poisoning (aka shark wound). --[[User:Tycho44|Tycho44]] 20:51, 1 June 2006 (BST)<br />
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<br />
===PvP Protection===<br />
{{suggestion|<br />
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|<br />
suggest_scope=All Classes|<br />
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of "As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target." where target will be replaced by the players name.|<br />
suggest_time=10:00, 13 April 2006 (BST)|<br />
suggest_author=[[User:Iamtas|Iamtas]]|<br />
suggest_comments=<br />
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)<br />
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability. I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker ("Your attack has angered the mighty (spirits or guards) in the area; they smite you").--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)<br />
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the "enabling" nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)<br />
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)<br />
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)<br />
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<br />
===New strategic location on island===<br />
{{suggestion|<br />
suggest_type=New location, Game mechanics, |<br />
suggest_scope=N/A|<br />
suggest_description=I think the addition of one or more major new "strategic" locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.<br />
<br />
This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.<br />
<br />
As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.<br />
<br />
If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. "A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control".|<br />
suggest_time=21:02, 22 April 2006 (BST)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)<br />
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per hour fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut). Alternatively, allow players to search the area with a 15% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the "value" of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)<br />
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called "gold nugget". Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called "gold prospector Jim" (for example), who will "cash in" your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
<br />
* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)<br />
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
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<br />
===Life cycle===<br />
{{suggestion|<br />
suggest_type=balance change|<br />
suggest_scope=NPC animals|<br />
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs & characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:<br />
:0-5% of animal type killed, x5 spawn rate<br />
:6-15% of animal type killed, x2 spawn rate <br />
:16-45% of animal type killed x1 spawn rate<br />
:46-75% of animal type killed x0.5 spawn rate<br />
:76-99% of animal type killed x0.1 spawn rate<br />
:100% of animal type killed, animal is extinct<br />
<br>This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|<br />
suggest_time=03:22, 29 May 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)<br />
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants. Would also work if the animals that were extinct reemerged later on, then it would just be annoying. But the goal of "find alt ways to gain Xp" won't be realised via this manner - it would instead lead to more player vs player action. Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)<br />
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<br />
===Moving through fully chopped down or overgrown jungle===<br />
{{suggestion|<br />
suggest_type=Movement change|<br />
suggest_scope=Every character in the game|<br />
suggest_description=I sugget a change in the movement mechanics. It may not be approved by you, but I think it's logical. I wouls like to see a change that allows to reduce movement on fully chopped (d0) squares of jungle (I think that a reduction to 0,5 AP/move (0,25 AP/move with Trekking skill), and an increase on (I think) squares ranging from d7 to d9 to 2 AP/move (1 AP/move with Trekking). D10 squares stay impossible to pass, until chopped. The logic says that when you have nothing under your feet except for ground you move faster, and in dense growth areas you walk slower. Such a change as I proposed may also need an adjustment in the jungle growth speed.|<br />
suggest_time=22:15, 1 June 2006 (BST)|<br />
suggest_author=[[User:Xintlaer|Xintlaer]]|<br />
suggest_comments=<br />
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*I like this, except the part about the trekking skill giving the ability to move 4 d(0) squares in one AP, that should definitely not be done. Maybe this: trekking should only apply to d(1) and up (the skill description says "faster movement through the jungle" anyway), and on d(0), all characters, whether trekking or not, should expend 0.5 AP to move onto another d(0) square. (note that if both of those changes are made it would not harm trekking-people, their AP-usage would be same as it is now.) One benefit of lowering movement cost on d(0) squares as far as game dynamics is concerned, is that it would make roads, the upkeep of roads, and the upkeep of towns (keeping towns free of jungle overgrowth), actually meaningful in a practical sense, by allowing for quicker travel. [[User:Arminius|Arminius]] 22:41, 1 June 2006 (BST)<br />
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}}</div>Wifeyhttps://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&diff=6395Suggestions:Game mechanics2006-06-01T19:11:31Z<p>Wifey: /* Auto Attack */</p>
<hr />
<div>{{:Suggestions/Header|page_type=Game Mechanics}}<br />
<br />
== Game Mechanics ==<br />
<br />
=== Conversion ===<br />
When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, "Religious Conversion" that requires a "Holy Scripture". This allows a "Priest" to convert one native into a Outsider". The converted native would most likely start off as a Settler. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
* I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)<br />
<br />
* That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/"whatever the natives use" side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)<br />
<br />
* So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy<br />
<br />
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more "conversion items" and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)<br />
<br />
*Conversion doesn't have to be forced. It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native. After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill. -- frisco<br />
<br />
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)<br />
<br />
*I gave a response t othis idea under "Holy Scriptures," I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)<br />
----<br />
<br />
=== Capturing villages ===<br />
Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands? --[[User:One of many doctors|One of many doctors]] 03:41, 1 March 2006 (GMT)<br />
<br />
''Comments''<br />
:Not sure about this - what about all the idle players within the village? They might "wake up" after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)<br />
<br />
:You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)<br />
<br />
:Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)<br />
<br />
:Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)<br />
<br />
:I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
:Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:<br />
::* Please don't impose your assumption that Shartak is at heart a "war between Outsiders and Natives" on the rest of us. That is not the only possible direction in which this game can go. For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion). I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
::* On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
----<br />
<br />
=== Unique skills ===<br />
I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a "farming" skill, Soldiers could have a "bravery" skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc. --[[User:One of many doctors|One of many doctors]] 02:34, 5 March 2006 (GMT)<br />
*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
:I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)<br />
:Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)<br />
----<br />
<br />
=== Pet System ===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=All classes|<br />
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout "SHARTAK SPHERE! GO!" for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!). Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)<br />
*I was with you right up until you got to the "sphere device" bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out. Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than "weakening" it by other means. Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)<br />
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a "tame" command seems awkward. Perhaps there is just one item called "animal bait" (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a "Yourself" option by default for those players that decide they enjoy the taste). Animals will then have a value called "tame count" in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)<br />
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, "WILD boars" etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.<br />
<br />
<br />
* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''<br />
<br />
as the name reades, simply have "pets" as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a "tame animal" button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)<br />
this could also be improved with new skills such as<br />
<br />
+Amateur Catching Skills (adds 10%)<br />
+Catching Skills (adds 15%, doesnt stack)<br />
+Taming Skills (adds 30%)<br />
<br />
+Net (adds 10%, does stack)<br />
<br />
certain animals could be ridden, other would do funny things or find objects for you, ex:<br />
Mr. Bobo the monkey finds a bottle of rum in your pocket "gee i didnt know i had that"<br />
<br />
elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...<br />
<br />
parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message "help, im at X, Y and there's a native village!"<br />
<br />
the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:<br />
you attack elephant, Mr. TweetTweet says "polly want a cracker"<br />
<br />
animals could also act like extra space, like a backpack, if you will.<br />
animals are named upon capture.<br />
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<br />
=== Profile Effect Items ===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=Inventory and profiles|<br />
suggest_description=These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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* I like this suggestion. How about finding the pieces of the masks and making your own - combine the baubles with mini-quests? --[[User:Simon|Simon]] 11:18, 8 March 2006 (GMT)<br />
:For example, to make the sacred warrior mask of Raktam, you must find 5 parrot feathers, a tiger tooth, some berries and a piece of driftwood that can be carved into the appropriate shape with a knife or dagger. Once you have all those items, you get a "create mask" option which then removes the required items and the mask appears in your inventory (and profile).<br />
::Having the database check to see if they have all the ingredients seems a bit unwieldly. After every action or inventory use it might have to run the check to verify that they are alive, still have the items, etc. I'd just settle for having them take the items to a specific NPC. But yes, a mixing quest would be fun. --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)<br />
<br />
* I just hope that this idea motivates players to try new things ("I'm going to join a clan that wears such-and-such a mask and attack the others! Yarr!") and not feel that the game is just about collecting items ("Well, I got all the masks. I guess I'm done with the game."). --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)<br />
<br />
*Maybe the different masks have different effects, from some simple ones (attracting/scaring animals, making them less likely to attack or easier to hit) to the downright blatavt video game reference that turns you into a huge brown rocky guy who can punch boulders apart. OK, maybe not the second one. [[User:MorkaisChosen|MorkaisChosen]] 20:53, 9 March 2006 (GMT)<br />
:I think that's something to be worked on in a separate suggestion. The point of this suggestion is to make useless "fancy hats" that neither add or take away from the established gameplay. However, in the eyes of certain players, they may be invaluable because of how they can incorperate such items into their goals and roleplaying. --[[User:Lint|Lint]] 23:52, 9 March 2006 (GMT)<br />
::Bumping this good suggestion. Let's have some cowrie shells! (And The_Conch(tm), see next suggestion.) The barren ruins and huts seem so sad and pathetic right now, they need some wacky useless trinkets to tide us over... Maybe we need shovels to dig for treasure, too. Yarr! --[[User:Tycho44|Tycho44]] 06:06, 10 May 2006 (BST)<br />
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<br />
=== Conch Shell Hunt ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, minigame|<br />
suggest_scope=Event|<br />
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)<br />
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... >.>--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)<br />
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)<br />
<br />
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<br />
=== Know your foes ===<br />
As a native, I get killed a lot by outsiders, but I just can't strike back when I come back to life, as nothing allows me to identify my agressors amongst the outsiders I meet. I expected some basic language skill to give me access to clickable outsiders profiles, but it doesn't. So. I don't like much the fact that, in this game, the only alternative you have is "attack random outsiders" or "attack none". I'd like to be able to protect myself without being too unfair to peaceful outsiders (and being part of some snowball effect).<br />
<br />
This would be partly solved by some profile access (allowing to check people's amount of human kills), or some limited displayed info on the present players (it would make -almost- sense for natives to automatically carry visible scalps or shrunken head of their victims, but I'm not sure how to justify the kills display in the case of outsiders, despite of the fact white men were actually quite fond of indian scalps at some time). Another useful tool would be some urban-dead-like contact list.<br />
<br />
Of course, ideally (but absurdly) the most useful stat to be able to see would be the number of kills of people without human kills at the moment of their death, but... -- Leaf<br />
<br />
''Comments''<br />
Perhaps seeing the profile of someone on the opposite side if you or they have the advanced language skill would be good, it would be cool to hang around with some natives without worrying about aggressors. --[[User:Grigoriy|Grigoriy]] 21:30, 18 March 2006 (GMT)<br />
<br />
If you had a contact list and some way to target individuals on your list ala Urban Dead, I'm guessing that would probably help. Not so sure about the scalp display approach. --[[User:Simon|Simon]] 23:36, 18 March 2006 (GMT)<br />
<br />
A contact list would be quite useful in Shartak. But also being able to read profiles, maybe through an "observe" button and scroll-down menu. For the moment, people just hit each other once, hoping to miss, in order to get a link to the other guy's profile. There must be a more rationnal way to quench this curiosity. -- Gone 13:36, 10 May 2006 (GMT+1)<br />
----<br />
<br />
=== Forest Fire ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, natural disasters|<br />
suggest_scope=Terrain|<br />
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is <del>Grassland or</del> Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|<br />
suggest_time=03:58, 17 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)<br />
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)<br />
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)<br />
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)<br />
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)<br />
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)<br />
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)<br />
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)<br />
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98). Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass. Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass. I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though. --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)<br />
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<br />
=== The Ghost Elephant ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, miniboss|<br />
suggest_scope=Event|<br />
suggest_description=Somewhere on the island is an animal that exists purely as a temporary event. The Legendary Ghost Elephant - in reality, an aggressive albino pachyderm of incredible size - is said to roam the island of Shartak. Some Natives revere it, others desire to be recorded as the one who slayed it. Some Outsiders wish to study it, others desire to have it as a trophy. It behaves much like any other elephant on Shartak. However, it has a different label, an unfathomable amount of HP, and deals horrific damage. If you heal the Ghost Elephant with a FAK or Herbs, you receive double XP. And to further serve a challenge, don't place an HP cap on the Ghost Elephant, just give it a starting amount. If possible, a log of all actions performed on the Ghost Elephant should be kept by the server and revealed in the event that it dies.|<br />
suggest_time=03:58, 17 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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*Ha! I like this one, Lint, and simple to implement. It should really have a boatload of HP, as I think few will consider expending valuable healing items on it, when its far easier (and more rewarding) to hack away at it for 40 AP then make a run for it! --[[User:Jackel|Jackel]] 16:42, 17 March 2006 (GMT)<br />
<br />
*Arr! I would ride that ghost beast like a horse jus' fer fun, then slay 't t' sell its tusks t' them outsiders an' th' meat t' them natives. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 17:46, 17 March 2006 (GMT)<br />
<br />
*In the Congo they refer to it as Mokele Mbembe - he who stops the flow of rivers - and it is rumoured to be a lost dinosaur. The island could do with some cryptozoology. Would this creature be able to disappear or hide or move incredibly fast? If not, then once one person finds it, they can just call everyone over to the same square. This kind of defeats the mythical aspect as well as adding potential server problems. --[[User:Frisco|Frisco]] 18:24, 17 March 2006 (GMT)<br />
<br />
*I should make the animals attack back in near-realtime first (as in you attack them and they may or may not get an attack in).. just to add a bit of interest to it and stop people running up to the creature and hacking and then running away. Making an animal with an almost unlimited number of HP would be possible.. I guess probably start it with at least double a normal elephant and max of about a thousand HP to prevent people healing it to the point where it'd be impossible to kill. --[[User:Simon|Simon]] 18:37, 17 March 2006 (GMT)<br />
<br />
*It could be cool, especially if it moved around in a way that made tracking it possible, maybe by destroying the foliage, or moving in a pattern. Also having it move might help keep people from all winding up in one square beating it up. -[[User:BananaBear|BananaBear]] 18:41, 17 March 2006 (GMT)<br />
**I've tried to offset the game's focus on combat by encouraging healing (double XP may be too much of a reward, so I'm willing to remove that), but that alone will most likely be not enough to counter the horde of blood-thirsty savages!<br>Healing with the Herbs and FAKs may actually be seen as healing the Ghost Elephant spiritually rather than merely physically, which is why it's health can grow high. I don't see a problem if it became near-unkillable. I like keeping some myths and legends around.<br>I thought that it would be best if it traveled like an elephant, but it is true that it limits the people that are able to participate in the event. Perhaps it should "teleport", after a certain amount of time in an area - "A wall of fog sweeps in through jungle. When it fades, you see that the Ghost Elephant has vanished as well."<br>I requested for a log of actions to determine who killed it, who attacked it the most, who healed it the most, and who got hurt the most. Also, rather than a recurring animal, I thought it would be best to release it as an event that occurs every now and then. Or maybe only once! --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)<br />
***Hmm, when the elephant reappears, it should give a loud trumpet which can be heard over a certain radius to increase the chance of players coming across it. Unless of course players would prefer that it were more stealthy. --[[User:Lint|Lint]] 23:25, 4 April 2006 (BST)<br />
<br />
*I like it. And of course, you needn't stick to land animals; a mysterious sea creature that patrols the island waters and is reported to be 30ft long could prompt more people to vernture into the waters for a glimpse/trophy etc. Sharks will also be a problem for those searching! --[[User:Malphas|Malphas]] 15:52, 19 March 2006 (GMT)<br />
<br />
*I ''love'' this idea.--[[User:Wifey|Wifey]] 07:08, 28 March 2006 (BST)<br />
<br />
*Great idea!--[[User:Paradox244|Paradox244]] 21:04, 24 May 2006 (BST)<br />
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<br />
=== Auto Attack ===<br />
I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette. How about a setting where you can turn your character on to auto attack anything that hits you. It should, of course, be user selected. This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike. To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left. <br />
<br />
An alternative selectable action might be an auto-run. You can pre-specify the direction you want to run and how many squares upon being hit. A character with trekking could stay alive just by running a few square whenever they are hit.<br />
--[[User:Qberry|Qberry]] 02:34, 20 March 2006 (GMT)<br />
<br />
''Comments''<br />
* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)<br />
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)<br />
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)<br />
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)<br />
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)<br />
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this. Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)<br />
* What the animals are doing now is basically what I was saying should be an option for players. In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot. All the more reason to implement this feature. It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc. It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?). If you select 0, you'd attack until exhausted or they left. If you select some non-zero, you'd attack until you were down to that amount. I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior. --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)<br />
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)<br />
----<br />
<br />
===Flavor Text===<br />
<br />
this section is where "users" add "flavor" to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:<br />
<br />
*'''grasslands'''<br />
**the grassy field sways under the wind's rush as you take a step.|<br />
**something far off squaks and makes a strange throaty bellow.|<br />
<br />
*'''water'''<br />
**a wave crashes calmly in the distance|<br />
**a spalsh can be heard from far off|<br />
<br />
*'''jungle'''<br />
**a parrot's call can be heard distantly|<br />
**the bushes nearby are rustling from the small wildlife in them|<br />
<br />
*'''village (outsider)'''<br />
**the smell of gunpowder wafts into your lungs|<br />
**the smoke comming from a nearby hut smells of fresh turkey|<br />
<br />
*'''village (native)'''<br />
**the shaman's voice can be heard traveling through the village|<br />
**you step on the bones of what appears to be a rattlesnake|<br />
<br />
*'''beach'''<br />
**the hot sand burns your feet, yet feels wonderfully different|<br />
**several sea shells catch your eye from far off|<br />
<br />
<br />
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.<br />
i want to do this because the game gets kinda boring simply traversing through square after square<br />
<br />
''Comments''<br />
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea. A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies. In other words, "a parrot's call can be heard distantly" isn't appropriate, and "the shaman's voice can be heard traveling through the village" might not be appropriate if the shaman is currently dead. The following could substitute: "You see a large ant colony busily rebuilding their hive" (an animal that has no game impact) and "The spirit of Shubar is felt all around you" (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)<br />
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)<br />
----<br />
<br />
===slots/ new inventory===<br />
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks<br />
[[Suggestions:Items#animal wearings|animal wearings]]<br />
<br />
"Comments below"<br />
<br />
Making Claws? and not "all melee attacks" but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)<br />
<br />
I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)<br />
----<br />
<br />
===Boat Construction===<br />
Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like <br />
n*.001 x 1 = People Where n = The amount of wood used.<br />
<br />
'''Edit'''<br />
<br />
When Boats are being boarded each player may vote on who they decide should be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is called depends on the size of it.<br />
<br />
1 person: Raft<br />
<br />
2 people: Large raft<br />
<br />
3-4: Small boat<br />
<br />
5-6: Boat<br />
<br />
7-9: Large Boat <br />
<br />
10-24: Huge Boat<br />
<br />
25 and up: Gigantic Boat<br />
<br />
--[[User:Slith|Slith]] 06:42, 29 March 2006 (BST)<br />
<br />
''Comments''<br />
*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]<br />
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?<br>It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.<br>Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)<br />
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)<br />
*"Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged."--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)<br />
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)<br />
----<br />
<br />
===Poisoning===<br />
{{suggestion|<br />
suggest_type=Game mechanics, status effect, balance|<br />
suggest_scope=All classes, primarily Warriors|<br />
suggest_description=Currently, the blowpipe can only carry 1 dart, yet weighs the same amount of inventory space as a rifle with 2 bullets. If you were to pit a fully leveled Soldier armed with loaded rifles against a fully leveled Warrior armed with loaded blowpipes, the battle is in favor of the Soldier who requires less time to reload while inbattle and dealing superior damage. (rifle's 5 to blowpipe's 4).<br />
<br />
To address this, I would propose that poison darts actually cause poisoning. Poisoning would behave much like a shark bite - causing 1 HP damage per action performed until they are administered a FAK or medical herbs. A character can die if poison is left untreated. The attacker receives no additional XP for this kill or the damage dealt from poison. Poisoning would not stack, but it would be possible for a character to suffer from both poison and shark bites. The introduction of poison may require the dart's damage to be reduced to something substantially lower. Perhaps a default of 2 HP inflicted.<br />
<br />
Up for discussion - does poisoning have a percent chance of occurring, an AP lifespan (only lasts 10 moves), and perhaps only works on non-npc characters?|<br />
suggest_time=18:38, 6 April 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Sounds great! I've heard that some of the toxicins used to poison darts can induce illutions. It would be interesting if poisoning increases AP usage for certain actions or even better imagined enemies (that Sixth Sence could pick out).--[[User:Darkferret|Darkferret]] 08:24, 7 April 2006 (BST)<br />
* Have you seen the size of the some of the blowpipes that certain tribes carry? They're anything from 6 to 10 foot long! It's hardly surprising that they occupy the same inventory space as a rifle :) On the other hand, poisoning from darts sounds like a good idea.. I don't know that they should poison forever though, maybe for a limited number of AP, but perhaps have the effect be cumulative up to a certain point? Get shot 5 times and you lose 1 HP for every AP used for 5 x whatever the limit is. Does that make sense? --[[User:Simon|Simon]] 21:16, 7 April 2006 (BST)<br />
***Exactly - e.g., each poison dart that hits adds 2 AP to the poison duration, and while poisoned, you lose 1HP per AP used. The Poison Dart would eventually inflict 6 hp of damage, offsetting the extra damage and double barrel of the rifle. --[[User:Tycho44|Tycho44]] 07:22, 12 April 2006 (BST)<br />
**That might work, that way the Warrior has incentive to continue using the blowpipe multiple times on a target rather than just switch to their machete after the poison takes effect. Add to the character table a boolean flag (Poison = True) and give it a Poison Timer int. When the timer reaches 0, the Poison gets flipped to False. When the character dies or a FAK or Herb is applied, the Poison gets flipped to False and the timer gets set to 0. If the flag is True and they're poisoned again, stack the timer. I'm going to put forth this suggestion to the Forum. I don't have a lot of experience with using the blowpipe (I'm a machete guy) so they should weigh in on this. --[[User:Lint|Lint]] 22:17, 7 April 2006 (BST)<br />
* Or how about you can find [http://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity frogs] and use them to put differnt posion effects on your darts? --[[User:Slith|Slith]] 04:57, 11 April 2006 (BST)<br />
:*If we're adding poison dart frogs, I demand that they be lickable. It wouldn't be right, if you couldn't lick the poison dart frogs.--[[User:Wifey|Wifey]] 20:14, 11 April 2006 (BST)<br />
::* Ok... then some benifical frogs too! And people can't tell the diffrence between them unless they get some skill? --[[User:Slith|Slith]] 06:27, 17 April 2006 (BST)<br />
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}}<br />
<br />
===PvP Protection===<br />
{{suggestion|<br />
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|<br />
suggest_scope=All Classes|<br />
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of "As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target." where target will be replaced by the players name.|<br />
suggest_time=10:00, 13 April 2006 (BST)|<br />
suggest_author=[[User:Iamtas|Iamtas]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)<br />
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability. I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker ("Your attack has angered the mighty (spirits or guards) in the area; they smite you").--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)<br />
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the "enabling" nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)<br />
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)<br />
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)<br />
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}}<br />
<br />
===New strategic location on island===<br />
{{suggestion|<br />
suggest_type=New location, Game mechanics, |<br />
suggest_scope=N/A|<br />
suggest_description=I think the addition of one or more major new "strategic" locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.<br />
<br />
This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.<br />
<br />
As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.<br />
<br />
If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. "A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control".|<br />
suggest_time=21:02, 22 April 2006 (BST)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)<br />
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per hour fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut). Alternatively, allow players to search the area with a 15% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the "value" of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)<br />
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called "gold nugget". Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called "gold prospector Jim" (for example), who will "cash in" your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
<br />
* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)<br />
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
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}}<br />
<br />
===Life cycle===<br />
{{suggestion|<br />
suggest_type=balance change|<br />
suggest_scope=NPC animals|<br />
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs & characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:<br />
:0-5% of animal type killed, x5 spawn rate<br />
:6-15% of animal type killed, x2 spawn rate <br />
:16-45% of animal type killed x1 spawn rate<br />
:46-75% of animal type killed x0.5 spawn rate<br />
:76-99% of animal type killed x0.1 spawn rate<br />
:100% of animal type killed, animal is extinct<br />
<br>This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|<br />
suggest_time=03:22, 29 May 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)<br />
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants. Would also work if the animals that were extinct reemerged later on, then it would just be annoying. But the goal of "find alt ways to gain Xp" won't be realised via this manner - it would instead lead to more player vs player action. Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>Wifeyhttps://wiki.shartak.com/index.php?title=Animals&diff=6360Animals2006-06-01T01:57:22Z<p>Wifey: </p>
<hr />
<div>Many '''animals''' live on the island, and most of them can be attacked. Animals move around periodically. Some animals will run away if they are attacked, some will retaliate, and some will attack without provocation. Sleeping near a tiger or elephant is especially dangerous.<br />
<br />
Below is a table of all the animals found to date. There may be others to be found, and new animals may be introduced to the island in the future.<br />
<br />
{| border="1" cellpadding="5" cellspacing="1" style="background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse" |<br />
|-align="left" bgcolor="#eeeeee" valign="top"<br />
! Animal !! Max HP !! Frequency !! Accuracy !! Damage !! XP Bonus !! Location !! Notes<br />
|-valign="top"<br />
| | Alligator<br />
|align="right"| 25<br />
|align="right"| 2x<br />
|align="right"| 45%<br />
|align="right"| 3<br />
|align="right"| 10?<br />
| | [[Swamp]]<br />
| | Aggressive; attacks unprovoked.<br />
|-valign="top"<br />
| | Deer, large<br />
|align="right"| 15<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| 10<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Deer,&nbsp;small<br />
|align="right"| 15<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| 10<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Easter Bunny<br />
|align="right"| 30 <br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 4<br />
|align="right"| 28<br />
| | [[Grassland]], [[Jungle]]<br />
| | Hunted to extinction shortly after Easter, 16 April 2006, when they first appeared. Easter Bunnies arrived with 30 hp, but could be healed to a maximum of 50 hp. <br />
|-valign="top"<br />
| | Elephant<br />
|align="right"| 60<br />
|align="right"| 1x<br />
|align="right"| 60%<br />
|align="right"| 4<br />
|align="right"| 25<br />
| | [[Grassland]], [[Jungle]]<br />
| | Aggressive; attacks unprovoked.<br />
|-valign="top"<br />
| | Giant Squid<br />
|align="right"| 300<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 5-6<br />
|align="right"| 155<br />
| | [[Water]], [[Water (deep)]]<br />
| | Very rare, very tough; have been sighted crawling onto land<br />
|-valign="top"<br />
| | Monkey<br />
|align="right"| 10<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| 8<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Parrot<br />
|align="right"| 5<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| 5<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Rat<br />
|align="right"| 3<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| ?<br />
| | [[Tunnel]], [[Cave]]<br />
| | Aggressive; attacks in packs.<br />
|-valign="top"<br />
| | Stag, large<br />
|align="right"| 15<br />
|align="right"| 1x<br />
|align="right"| 60%<br />
|align="right"| 2<br />
|align="right"| 10<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Tiger<br />
|align="right"| 20<br />
|align="right"| 2x<br />
|align="right"| ?<br />
|align="right"| 3<br />
|align="right"| 14<br />
| | [[Jungle]]<br />
| | Aggressive; attacks unprovoked.<br />
|-valign="top"<br />
| | Wild boar<br />
|align="right"| 15<br />
|align="right"| 1x<br />
|align="right"| 55%<br />
|align="right"| 2<br />
|align="right"| 10<br />
| | [[Jungle]]<br />
| | Aggressive; attacks unprovoked.<br />
|}<br />
<br />
*"Frequency" is the number of times an animal attacks in a half-hour period, "Accuracy" is its apparent attack accuracy, and "Damage" is its normal attack damage.<br />
<br />
When you attack an animal you receive experience points ([[XP]]) equal to the damage listed for the weapon you used. Killing an animal yields an additional bonus, as listed in the "XP Bonus" column. (For example, if a monkey has 1 [[HP]] remaining when you kill it with a machete that deals 3 HP of damage, your action gives you 3 XP for the damage and 8 for the kill, totalling 11.)<br />
<br />
== Unseen animals ==<br />
'''Sharks''' cannot be seen or attacked. They have a random chance to attack instantly when a player swims in deep water. A shark attack deals 2 HP damage, and the resulting wounds deal 1 HP damage per action (not per AP) until they are healed with a [[first aid kit]] or [[healing herb]]s or until the player dies. <!-- Revives heal all wounds according to [[Game_Design#Persistent_Shark_Bites]] --> The effects of shark wounds are not cumulative.<br />
<br />
'''Poisonous snakes''' cannot be seen or attacked. A character who is searching [[grassland]]s can capture a [[poisonous snake]], which then appears in inventory. Searching the grasslands can also cause you to get bitten by a snake for 3 HP damage (the snake then slithers away). <br />
<br />
'''Crabs''' cannot be seen or attacked. A character who is searching [[beach]]es can capture a [[crab]], which then appears in inventory. Searching the beaches can also cause you to get pinched by a crab for 1 HP damage (the crab then scuttles away).<br />
<br />
== Punching large animals ==<br />
When missing a punch against an elephant, large stag, or tiger, special messages may display:<br />
<br />
* ''You attack the elephant and miss. Suddenly attacking the elephant with your bare hands doesn't seem so clever!''<br />
* ''You attack the elephant and miss. Pausing a moment to reflect on this, tackling the elephant with your bare hands might be considered crazy!''<br />
<br />
[[Category:Glossary]]</div>Wifeyhttps://wiki.shartak.com/index.php?title=Animals&diff=6308Animals2006-05-30T21:12:11Z<p>Wifey: </p>
<hr />
<div>Many '''animals''' live on the island, and most of them can be attacked. Animals move around periodically. Some animals will run away if they are attacked, some will retaliate, and some will attack without provocation. Sleeping near a tiger or elephant is especially dangerous.<br />
<br />
Below is a table of all the animals found to date. There may be others to be found, and new animals may be introduced to the island in the future.<br />
<br />
{| border="1" cellpadding="5" cellspacing="1" style="background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse" |<br />
|-align="left" bgcolor="#eeeeee" valign="top"<br />
! Animal !! Max HP !! Frequency !! Accuracy !! Damage !! XP Bonus !! Location !! Notes<br />
|-valign="top"<br />
| | Alligator<br />
|align="right"| 25<br />
|align="right"| 2x<br />
|align="right"| 45%<br />
|align="right"| 3<br />
|align="right"| 10?<br />
| | [[Swamp]]<br />
| | Aggressive; attacks unprovoked.<br />
|-valign="top"<br />
| | Deer, large<br />
|align="right"| 15<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| 10<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Deer,&nbsp;small<br />
|align="right"| 15<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| 10<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Easter Bunny<br />
|align="right"| 30 <br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 4<br />
|align="right"| 28<br />
| | [[Grassland]], [[Jungle]]<br />
| | Hunted to extinction shortly after Easter, 16 April 2006, when they first appeared. Easter Bunnies arrived with 30 hp, but could be healed to a maximum of 50 hp. <br />
|-valign="top"<br />
| | Elephant<br />
|align="right"| 60<br />
|align="right"| 1x<br />
|align="right"| 60%<br />
|align="right"| 4<br />
|align="right"| 25<br />
| | [[Grassland]], [[Jungle]]<br />
| | Aggressive; attacks unprovoked.<br />
|-valign="top"<br />
| | Giant Squid<br />
|align="right"| 300<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 5<br />
|align="right"| ?<br />
| | [[Water]], [[Water (deep)]]<br />
| | New, largely unknown.<br />
|-valign="top"<br />
| | Monkey<br />
|align="right"| 10<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| 8<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Parrot<br />
|align="right"| 5<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| 5<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Rat<br />
|align="right"| 3<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| ?<br />
| | [[Tunnel]], [[Cave]]<br />
| | Aggressive; attacks in packs.<br />
|-valign="top"<br />
| | Stag, large<br />
|align="right"| 15<br />
|align="right"| 1x<br />
|align="right"| 60%<br />
|align="right"| 2<br />
|align="right"| 10<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Tiger<br />
|align="right"| 20<br />
|align="right"| 2x<br />
|align="right"| ?<br />
|align="right"| 3<br />
|align="right"| 14<br />
| | [[Jungle]]<br />
| | Aggressive; attacks unprovoked.<br />
|-valign="top"<br />
| | Wild boar<br />
|align="right"| 15<br />
|align="right"| 1x<br />
|align="right"| 55%<br />
|align="right"| 2<br />
|align="right"| 10<br />
| | [[Jungle]]<br />
| | Aggressive; attacks unprovoked.<br />
|}<br />
<br />
*"Frequency" is the number of times an animal attacks in a half-hour period, "Accuracy" is its apparent attack accuracy, and "Damage" is its normal attack damage.<br />
<br />
When you attack an animal you receive experience points ([[XP]]) equal to the damage listed for the weapon you used. Killing an animal yields an additional bonus, as listed in the "XP Bonus" column. (For example, if a monkey has 1 [[HP]] remaining when you kill it with a machete that deals 3 HP of damage, your action gives you 3 XP for the damage and 8 for the kill, totalling 11.)<br />
<br />
== Unseen animals ==<br />
'''Sharks''' cannot be seen or attacked. They have a random chance to attack instantly when a player swims in deep water. A shark attack deals 2 HP damage, and the resulting wounds deal 1 HP damage per action (not per AP) until they are healed with a [[first aid kit]] or [[healing herb]]s or until the player dies. <!-- Revives heal all wounds according to [[Game_Design#Persistent_Shark_Bites]] --> The effects of shark wounds are not cumulative.<br />
<br />
'''Poisonous snakes''' cannot be seen or attacked. A character who is searching [[grassland]]s can capture a [[poisonous snake]], which then appears in inventory. Searching the grasslands can also cause you to get bitten by a snake for 3 HP damage (the snake then slithers away). <br />
<br />
'''Crabs''' cannot be seen or attacked. A character who is searching [[beach]]es can capture a [[crab]], which then appears in inventory. Searching the beaches can also cause you to get pinched by a crab for 1 HP damage (the crab then scuttles away).<br />
<br />
== Punching large animals ==<br />
When missing a punch against an elephant, large stag, or tiger, special messages may display:<br />
<br />
* ''You attack the elephant and miss. Suddenly attacking the elephant with your bare hands doesn't seem so clever!''<br />
* ''You attack the elephant and miss. Pausing a moment to reflect on this, tackling the elephant with your bare hands might be considered crazy!''<br />
<br />
[[Category:Glossary]]</div>Wifeyhttps://wiki.shartak.com/index.php?title=Animals&diff=6307Animals2006-05-30T21:11:52Z<p>Wifey: </p>
<hr />
<div>Many '''animals''' live on the island, and most of them can be attacked. Animals move around periodically. Some animals will run away if they are attacked, some will retaliate, and some will attack without provocation. Sleeping near a tiger or elephant is especially dangerous.<br />
<br />
Below is a table of all the animals found to date. There may be others to be found, and new animals may be introduced to the island in the future.<br />
<br />
{| border="1" cellpadding="5" cellspacing="1" style="background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse" |<br />
|-align="left" bgcolor="#eeeeee" valign="top"<br />
! Animal !! Max HP !! Frequency !! Accuracy !! Damage !! XP Bonus !! Location !! Notes<br />
|-valign="top"<br />
| | Alligator<br />
|align="right"| 25<br />
|align="right"| 2x<br />
|align="right"| 45%<br />
|align="right"| 3<br />
|align="right"| 10?<br />
| | [[Swamp]]<br />
| | Aggressive; attacks unprovoked.<br />
|-valign="top"<br />
| | Deer, large<br />
|align="right"| 15<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| 10<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Deer,&nbsp;small<br />
|align="right"| 15<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| 10<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Easter Bunny<br />
|align="right"| 30 <br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 4<br />
|align="right"| 28<br />
| | [[Grassland]], [[Jungle]]<br />
| | Hunted to extinction shortly after Easter, 16 April 2006, when they first appeared. Easter Bunnies arrived with 30 hp, but could be healed to a maximum of 50 hp. <br />
|-valign="top"<br />
| | Elephant<br />
|align="right"| 60<br />
|align="right"| 1x<br />
|align="right"| 60%<br />
|align="right"| 4<br />
|align="right"| 25<br />
| | [[Grassland]], [[Jungle]]<br />
| | Aggressive; attacks unprovoked.<br />
|-valign="top"<br />
| | Giant Squid<br />
|align="right"| 300?<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 5<br />
|align="right"| ?<br />
| | [[Water]], [[Water (deep)]]<br />
| | New, largely unknown.<br />
|-valign="top"<br />
| | Monkey<br />
|align="right"| 10<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| 8<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Parrot<br />
|align="right"| 5<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| 5<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Rat<br />
|align="right"| 3<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| ?<br />
| | [[Tunnel]], [[Cave]]<br />
| | Aggressive; attacks in packs.<br />
|-valign="top"<br />
| | Stag, large<br />
|align="right"| 15<br />
|align="right"| 1x<br />
|align="right"| 60%<br />
|align="right"| 2<br />
|align="right"| 10<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Tiger<br />
|align="right"| 20<br />
|align="right"| 2x<br />
|align="right"| ?<br />
|align="right"| 3<br />
|align="right"| 14<br />
| | [[Jungle]]<br />
| | Aggressive; attacks unprovoked.<br />
|-valign="top"<br />
| | Wild boar<br />
|align="right"| 15<br />
|align="right"| 1x<br />
|align="right"| 55%<br />
|align="right"| 2<br />
|align="right"| 10<br />
| | [[Jungle]]<br />
| | Aggressive; attacks unprovoked.<br />
|}<br />
<br />
*"Frequency" is the number of times an animal attacks in a half-hour period, "Accuracy" is its apparent attack accuracy, and "Damage" is its normal attack damage.<br />
<br />
When you attack an animal you receive experience points ([[XP]]) equal to the damage listed for the weapon you used. Killing an animal yields an additional bonus, as listed in the "XP Bonus" column. (For example, if a monkey has 1 [[HP]] remaining when you kill it with a machete that deals 3 HP of damage, your action gives you 3 XP for the damage and 8 for the kill, totalling 11.)<br />
<br />
== Unseen animals ==<br />
'''Sharks''' cannot be seen or attacked. They have a random chance to attack instantly when a player swims in deep water. A shark attack deals 2 HP damage, and the resulting wounds deal 1 HP damage per action (not per AP) until they are healed with a [[first aid kit]] or [[healing herb]]s or until the player dies. <!-- Revives heal all wounds according to [[Game_Design#Persistent_Shark_Bites]] --> The effects of shark wounds are not cumulative.<br />
<br />
'''Poisonous snakes''' cannot be seen or attacked. A character who is searching [[grassland]]s can capture a [[poisonous snake]], which then appears in inventory. Searching the grasslands can also cause you to get bitten by a snake for 3 HP damage (the snake then slithers away). <br />
<br />
'''Crabs''' cannot be seen or attacked. A character who is searching [[beach]]es can capture a [[crab]], which then appears in inventory. Searching the beaches can also cause you to get pinched by a crab for 1 HP damage (the crab then scuttles away).<br />
<br />
== Punching large animals ==<br />
When missing a punch against an elephant, large stag, or tiger, special messages may display:<br />
<br />
* ''You attack the elephant and miss. Suddenly attacking the elephant with your bare hands doesn't seem so clever!''<br />
* ''You attack the elephant and miss. Pausing a moment to reflect on this, tackling the elephant with your bare hands might be considered crazy!''<br />
<br />
[[Category:Glossary]]</div>Wifeyhttps://wiki.shartak.com/index.php?title=Terrain&diff=6251Terrain2006-05-30T03:24:56Z<p>Wifey: /* Beach */</p>
<hr />
<div>Within the navigation map there are a number of different coloured areas which correspond to the different '''terrain''' types.<br />
<br />
In addition you may find other zones or details within the terrain. A common one for those first arriving are those considered part of a village where, for example, a d0 space within the village would be labeled "Dalpok" instead of "Jungle". Others exist as well; for example, bushes and trees in the jungle and there are caves and tunnels in the mountain terrain.<br />
<br />
According to GPS calculations, each square of terrain is approximately 100 meters on a side.<br />
<br />
== Beach ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#ffebcd;font-family:Verdana;">Beach</div><br />
<br />
There is sand here, but you cannot build a sand castle. [[Driftwood]] can be found here, and is used for making [[signpost]]s. There are also [[crab]]s here, but unlike [[parrot]]s and [[rat]]s, you cannot murder the crabs for XP.<br />
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the '''[[Skills|Trekking]]''' skill)<br />
*'''Search cost:''' ''1 AP'' (with a chance of being pinched by a crab for 1 HP of damage)<br />
**'''Approx find rates (13%):''' piece of [[driftwood]] (7%), [[gold coin]] (4%), [[bottle of beer]] (1%), [[crab]] (1%), crab bite (1%)<br />
<br />
===A Different Sort of Beach? ===<br />
<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#ffebcd;font-family:Verdana;">Beach</div><br />
<br />
The description of some squares of beach tell of there being a ''lot'' of driftwood about. The description reads: "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." '''Search odds still require calculating.'''<br />
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the '''[[Skills|Trekking]]''' skill)<br />
*'''Search cost:''' ''1 AP'' (with a chance of being pinched by a crab for 1 HP of damage)<br />
**'''Approx find rates (?):''' piece of [[driftwood]] (?) (presumably higher than normal), [[gold coin]] (?), [[bottle of beer]] (?), [[crab]] (?), crab bite (?)<br />
<br />
== Grassland ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#e6f5b1;font-family:Verdana;">Grassland</div><br />
<br />
There is a swath of grassland cutting north-south, a few clicks west of Dalpok. Grassland can also be found by following the road north from Derby.<br />
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the '''[[Skills|Trekking]]''' skill)<br />
*'''Search cost:''' ''1 AP'' (with a chance of being bitten by a poisonous snake for 3 HP of damage)<br />
**'''Approx find rates (10%):''' [[poisonous snake]] (6%), [[healing herbs]] (4%), snake bite (2%)<br />
<br />
== Jungle ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#337033;font-family:Verdana;">Jungle <small>(d10)</small></div><br />
<br />
Jungle is the dominant terrain type in Shartak. Jungle can be chopped by players with machetes or cutlasses, but it regrows slowly over time, even in squares with players or animals in them. Jungle never grows past density 10, a point at which it is too thick to pass through easily; a character wielding a machete or cutlass can chpo the jungle location down to density d9 (with about a 10% chance of earning 1 XP), while characters without such weapons must try to push through it with a chance of success of roughly 20%.<br />
<br />
{|<br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#338033;font-family:Verdana;">Jungle <small>(d9)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#339033;font-family:Verdana;">Jungle <small>(d8)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33a033;font-family:Verdana;">Jungle <small>(d7)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33b033;font-family:Verdana;">Jungle <small>(d6)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33c033;font-family:Verdana;">Jungle <small>(d5)</small></div><br />
|-<br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33d033;font-family:Verdana;">Jungle <small>(d4)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33d733;font-family:Verdana;">Jungle <small>(d3)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33e033;font-family:Verdana;">Jungle <small>(d2)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33f033;font-family:Verdana;">Jungle <small>(d1)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#aa8866;font-family:Verdana;">Jungle <small>(d0)</small></div><br />
|}<br />
<br />
Density 9 jungle is thick vegetation. Density 5-8 jungle provides tree cover. Density 2-4 jungle provides grass cover. Density 1 jungle is weeds. Density 0 is soil. Most [[animals]] on Shartak live in the jungle. Fruit trees and berry bushes are found in the jungle. Chopping the jungle also reveals abandoned huts and ancient ruins. <br />
<br />
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the '''[[Skills|Trekking]]''' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (12%):''' [[banana]] (3%), [[mango]] (3%), [[tasty berries]] (2%), [[poisonous berries]] (1%), [[gourd of water]] (1%), [[healing herbs]] (1%), [[blunt machete]] (1%), [[machete]] (0.5%), [[gold coin]] (0.5%), bundle of [[poison dart]]s (2-8), [[poison dart]], [[blowpipe]], [[first aid kit]], [[knife]], box of [[rifle bullet]]s (2-8), [[rifle bullet]], [[rifle]]<br />
'''Note:''' Find rates vary considerably and are believed to depend upon jungle density. Find rates also are different for jungle terrain located inside village territory. See [[Search Odds Condensed (results)]] for more information.<br />
<br />
== Mountain ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#666666;font-family:Verdana;">Mountain</div><br />
<br />
Impassable mountain in the middle of Shartak. Seems quite large. <br />
<br />
A waterfall [[http://www.itechsc.com/misc/shartak/ubermap/mapposgen.php?cx=-70351&cy=26429 -70.351,+26.429]] on its south side forms a river leading south - climbing the waterfall takes you to a small ledge of jungle with no apparent features.<br />
<br />
There is a mountain pass that starts at [[http://www.itechsc.com/misc/shartak/ubermap/mapposgen.php?cx=-70364&cy=26432 -70.364,+26.432]]. A second entrance to the same path is at [[http://www.itechsc.com/misc/shartak/ubermap/mapposgen.php?cx=-70382&cy=26479 -70.382,+26.479]]. And a third entrance to the same path is at [[http://www.itechsc.com/misc/shartak/ubermap/mapposgen.php?cx=-70329&cy=26431 -70.329,+26.431]].<br />
<br />
Not all of the trail has been charted yet. The mountain pass is known to lead to an underground tunnel at [-70.368,+26.442].<br />
<br />
Also features impassable '''Mid-air''' and '''Solid Rock'''.<br />
<br />
=== Mountain Path ===<br />
:''There's a small path leading up the side of the mountain.''<br />
:''A narrow path leads up and down the mountainside from here.''<br />
:''A narrow path leads down the side of the mountain.''<br />
<br />
There are two types of Mountain Path found in the Mountain. The first is passable, and allows for movement just as most other forms of terrain in the game. The second only allows for vertical movement ("Go Up" and "Go Down"). Either way returns you to a Jungle square (going up puts you on a level Jungle trail that winds around the Mountain).<br />
<br />
*'''Movement cost:''' ''1 AP''<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
=== Cave ===<br />
[[Cave]] spotted somewhere near Dalpok. Unexplored.<br />
<br />
At the edge of a mountain came across a cave went scavenging but was only able to find broken knives. Another cave led into a tunnel through the mountain itself (it is at [-70.368,+26.442], [-70.333,+26.425]).<br />
<br />
=== Tunnel ===<br />
There are two types of Tunnel found in the Mountain. The first is passable, and allows for movement just as most other forms of terrain in the game. The second only allows for vertical movement ("Go Up" and "Go Down").<br />
<br />
One entrance at {{GPS|70|368|26|442}} (up on mountain path), another at {{GPS|70|333|26|425}}. Reportedly easy for one to get lost in. It seems to contain nothing but rats and other players who are lost.<br />
<br />
There appears to be another tunnel entrance at the base of the mountain {{GPS|70|339|26|429}}.<br />
<br />
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the '''[[Skills|Trekking]]''' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
== Swamp ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#887722;font-family:Verdana;">Swamp</div><br />
<br />
Follow the river south of the mountain to find an [[Animals|alligator]]-infested swamp.<br />
*'''Movement cost:''' ''2 AP''<br />
*'''Search cost:''' ''3 AP''<br />
**'''Approx find rates (0%):''' (nothing)<br />
<br />
== Water ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">Water</div><br />
<br />
Water surrounds the island and can be found in various rivers and lakes on the island.<br />
*'''Movement cost:''' ''2 AP'' (''1 AP'' with the '''[[Skills|Swimming]]''' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (8%)<br />
<br />
=== Water (deep) ===<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#4444af;font-family:Verdana;">Water</div><br />
<br />
Deeper water can be found further out.<br />
<br />
[[Animals|Sharks]], which cannot be seen, attack in deep water. The attacks take 2 HP and leave the player wounded. The wound takes 1 HP per move and can only be healed by a [[Items|first aid kit]] or [[Items|healing herbs]].<br />
*'''Movement cost:''' ''3 AP'' (''2 AP'' with the '''[[Skills|Swimming]]''' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' (speculative) broken knife (discarded) (8%)<br />
<br />
=== Ocean ===<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#22228f;font-family:Verdana;">Ocean</div><br />
<br />
Ocean water is impassable, and forms the outer boundary of the map.<br />
<br />
[[Category:Glossary]]</div>Wifeyhttps://wiki.shartak.com/index.php?title=Water_(deep)&diff=6250Water (deep)2006-05-30T03:13:25Z<p>Wifey: </p>
<hr />
<div>#REDIRECT[[Terrain#Water]]</div>Wifeyhttps://wiki.shartak.com/index.php?title=Animals&diff=6249Animals2006-05-30T03:12:36Z<p>Wifey: </p>
<hr />
<div>Many '''animals''' live on the island, and most of them can be attacked. Animals move around periodically. Some animals will run away if they are attacked, some will retaliate, and some will attack without provocation. Sleeping near a tiger or elephant is especially dangerous.<br />
<br />
Below is a table of all the animals found to date. There may be others to be found, and new animals may be introduced to the island in the future.<br />
<br />
{| border="1" cellpadding="5" cellspacing="1" style="background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse" |<br />
|-align="left" bgcolor="#eeeeee" valign="top"<br />
! Animal !! Max HP !! Frequency !! Accuracy !! Damage !! XP Bonus !! Location !! Notes<br />
|-valign="top"<br />
| | Alligator<br />
|align="right"| 25<br />
|align="right"| 2x<br />
|align="right"| 45%<br />
|align="right"| 3<br />
|align="right"| 10?<br />
| | [[Swamp]]<br />
| | Aggressive; attacks unprovoked.<br />
|-valign="top"<br />
| | Deer, large<br />
|align="right"| 15<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| 10<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Deer,&nbsp;small<br />
|align="right"| 15<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| 10<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Easter Bunny<br />
|align="right"| 30 <br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 4<br />
|align="right"| 28<br />
| | [[Grassland]], [[Jungle]]<br />
| | Hunted to extinction shortly after Easter, 16 April 2006, when they first appeared. Easter Bunnies arrived with 30 hp, but could be healed to a maximum of 50 hp. <br />
|-valign="top"<br />
| | Elephant<br />
|align="right"| 60<br />
|align="right"| 1x<br />
|align="right"| 60%<br />
|align="right"| 4<br />
|align="right"| 25<br />
| | [[Grassland]], [[Jungle]]<br />
| | Aggressive; attacks unprovoked.<br />
|-valign="top"<br />
| | Giant Squid<br />
|align="right"| 300?<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 5<br />
|align="right"| ?<br />
| | [[Water (deep)]]<br />
| | New, largely unknown.<br />
|-valign="top"<br />
| | Monkey<br />
|align="right"| 10<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| 8<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Parrot<br />
|align="right"| 5<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| 5<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Rat<br />
|align="right"| 3<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| ?<br />
| | [[Tunnel]], [[Cave]]<br />
| | Aggressive; attacks in packs.<br />
|-valign="top"<br />
| | Stag, large<br />
|align="right"| 15<br />
|align="right"| 1x<br />
|align="right"| 60%<br />
|align="right"| 2<br />
|align="right"| 10<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Tiger<br />
|align="right"| 20<br />
|align="right"| 2x<br />
|align="right"| ?<br />
|align="right"| 3<br />
|align="right"| 14<br />
| | [[Jungle]]<br />
| | Aggressive; attacks unprovoked.<br />
|-valign="top"<br />
| | Wild boar<br />
|align="right"| 15<br />
|align="right"| 1x<br />
|align="right"| 55%<br />
|align="right"| 2<br />
|align="right"| 10<br />
| | [[Jungle]]<br />
| | Aggressive; attacks unprovoked.<br />
|}<br />
<br />
*"Frequency" is the number of times an animal attacks in a half-hour period, "Accuracy" is its apparent attack accuracy, and "Damage" is its normal attack damage.<br />
<br />
When you attack an animal you receive experience points ([[XP]]) equal to the damage listed for the weapon you used. Killing an animal yields an additional bonus, as listed in the "XP Bonus" column. (For example, if a monkey has 1 [[HP]] remaining when you kill it with a machete that deals 3 HP of damage, your action gives you 3 XP for the damage and 8 for the kill, totalling 11.)<br />
<br />
== Unseen animals ==<br />
'''Sharks''' cannot be seen or attacked. They have a random chance to attack instantly when a player swims in deep water. A shark attack deals 2 HP damage, and the resulting wounds deal 1 HP damage per action (not per AP) until they are healed with a [[first aid kit]] or [[healing herb]]s or until the player dies. <!-- Revives heal all wounds according to [[Game_Design#Persistent_Shark_Bites]] --> The effects of shark wounds are not cumulative.<br />
<br />
'''Poisonous snakes''' cannot be seen or attacked. A character who is searching [[grassland]]s can capture a [[poisonous snake]], which then appears in inventory. Searching the grasslands can also cause you to get bitten by a snake for 3 HP damage (the snake then slithers away). <br />
<br />
'''Crabs''' cannot be seen or attacked. A character who is searching [[beach]]es can capture a [[crab]], which then appears in inventory. Searching the beaches can also cause you to get pinched by a crab for 1 HP damage (the crab then scuttles away).<br />
<br />
== Punching large animals ==<br />
When missing a punch against an elephant, large stag, or tiger, special messages may display:<br />
<br />
* ''You attack the elephant and miss. Suddenly attacking the elephant with your bare hands doesn't seem so clever!''<br />
* ''You attack the elephant and miss. Pausing a moment to reflect on this, tackling the elephant with your bare hands might be considered crazy!''</div>Wifeyhttps://wiki.shartak.com/index.php?title=Animals&diff=6248Animals2006-05-30T03:11:58Z<p>Wifey: </p>
<hr />
<div>Many '''animals''' live on the island, and most of them can be attacked. Animals move around periodically. Some animals will run away if they are attacked, some will retaliate, and some will attack without provocation. Sleeping near a tiger or elephant is especially dangerous.<br />
<br />
Below is a table of all the animals found to date. There may be others to be found, and new animals may be introduced to the island in the future.<br />
<br />
{| border="1" cellpadding="5" cellspacing="1" style="background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse" |<br />
|-align="left" bgcolor="#eeeeee" valign="top"<br />
! Animal !! Max HP !! Frequency !! Accuracy !! Damage !! XP Bonus !! Location !! Notes<br />
|-valign="top"<br />
| | Alligator<br />
|align="right"| 25<br />
|align="right"| 2x<br />
|align="right"| 45%<br />
|align="right"| 3<br />
|align="right"| 10?<br />
| | [[Swamp]]<br />
| | Aggressive; attacks unprovoked.<br />
|-valign="top"<br />
| | Deer, large<br />
|align="right"| 15<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| 10<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Deer,&nbsp;small<br />
|align="right"| 15<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| 10<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Easter Bunny<br />
|align="right"| 30 <br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 4<br />
|align="right"| 28<br />
| | [[Grassland]], [[Jungle]]<br />
| | Hunted to extinction shortly after Easter, 16 April 2006, when they first appeared. Easter Bunnies arrived with 30 hp, but could be healed to a maximum of 50 hp. <br />
|-valign="top"<br />
| | Elephant<br />
|align="right"| 60<br />
|align="right"| 1x<br />
|align="right"| 60%<br />
|align="right"| 4<br />
|align="right"| 25<br />
| | [[Grassland]], [[Jungle]]<br />
| | Aggressive; attacks unprovoked.<br />
|-valign="top"<br />
| | Giant Squid<br />
|align="right"| 300?<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 5<br />
|align="right"| ?<br />
| | [[Water]]<br />
| | New, largely unknown.<br />
|-valign="top"<br />
| | Monkey<br />
|align="right"| 10<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| 8<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Parrot<br />
|align="right"| 5<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| 5<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Rat<br />
|align="right"| 3<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| ?<br />
| | [[Tunnel]], [[Cave]]<br />
| | Aggressive; attacks in packs.<br />
|-valign="top"<br />
| | Stag, large<br />
|align="right"| 15<br />
|align="right"| 1x<br />
|align="right"| 60%<br />
|align="right"| 2<br />
|align="right"| 10<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Tiger<br />
|align="right"| 20<br />
|align="right"| 2x<br />
|align="right"| ?<br />
|align="right"| 3<br />
|align="right"| 14<br />
| | [[Jungle]]<br />
| | Aggressive; attacks unprovoked.<br />
|-valign="top"<br />
| | Wild boar<br />
|align="right"| 15<br />
|align="right"| 1x<br />
|align="right"| 55%<br />
|align="right"| 2<br />
|align="right"| 10<br />
| | [[Jungle]]<br />
| | Aggressive; attacks unprovoked.<br />
|}<br />
<br />
*"Frequency" is the number of times an animal attacks in a half-hour period, "Accuracy" is its apparent attack accuracy, and "Damage" is its normal attack damage.<br />
<br />
When you attack an animal you receive experience points ([[XP]]) equal to the damage listed for the weapon you used. Killing an animal yields an additional bonus, as listed in the "XP Bonus" column. (For example, if a monkey has 1 [[HP]] remaining when you kill it with a machete that deals 3 HP of damage, your action gives you 3 XP for the damage and 8 for the kill, totalling 11.)<br />
<br />
== Unseen animals ==<br />
'''Sharks''' cannot be seen or attacked. They have a random chance to attack instantly when a player swims in deep water. A shark attack deals 2 HP damage, and the resulting wounds deal 1 HP damage per action (not per AP) until they are healed with a [[first aid kit]] or [[healing herb]]s or until the player dies. <!-- Revives heal all wounds according to [[Game_Design#Persistent_Shark_Bites]] --> The effects of shark wounds are not cumulative.<br />
<br />
'''Poisonous snakes''' cannot be seen or attacked. A character who is searching [[grassland]]s can capture a [[poisonous snake]], which then appears in inventory. Searching the grasslands can also cause you to get bitten by a snake for 3 HP damage (the snake then slithers away). <br />
<br />
'''Crabs''' cannot be seen or attacked. A character who is searching [[beach]]es can capture a [[crab]], which then appears in inventory. Searching the beaches can also cause you to get pinched by a crab for 1 HP damage (the crab then scuttles away).<br />
<br />
== Punching large animals ==<br />
When missing a punch against an elephant, large stag, or tiger, special messages may display:<br />
<br />
* ''You attack the elephant and miss. Suddenly attacking the elephant with your bare hands doesn't seem so clever!''<br />
* ''You attack the elephant and miss. Pausing a moment to reflect on this, tackling the elephant with your bare hands might be considered crazy!''</div>Wifeyhttps://wiki.shartak.com/index.php?title=Talk:Animals&diff=6247Talk:Animals2006-05-30T03:09:50Z<p>Wifey: /* Giant Squid */ typo</p>
<hr />
<div>== Animal attack rates ==<br />
<br />
Until now I haven't been looking out to see how often certain animals attack, but it would be interesting to record it on the animals page. So far: <br />
<br />
* Elephants: have attacked once an hour when on the same square as me (35 minutes past the hour according to the game report from the server)<br />
* Tigers: have attacked me twice an hour when on the same square (5 minutes past and 35 minutes past according to the game)<br />
<br />
Though I'm pretty sure there were times when they attacked less often. Perhaps there's some randomness. Some tigers are pussycats.<br />
<br />
Anyone else have reports? If so, add here and transfer to the animal page when it looks helpful<br />
--[[User:The Wary Marsh|The Wary Marsh]] 09:05, 4 April 2006 (BST)<br />
<br />
:Yes, the Damage column is worse than useless without the Number of Attacks and the Percentage Chance to Hit listed. If an animal causes 4 damage per hit but only attacks once per half hour at 10%, the animal is fairly harmless, whereas an animal with 3 attacks per half hour at 50% would be lethal. <br />
:* In 22 half hour increments (at :05 and :35), an alligator missed me 4 times, hit once 17 times, and hit twice 1 time (two attacks for 3 damage with the same timestamp). This is extremely consistent with 2x 45% 3dmg. <br />
:* In 35 half hour increments (at :05 and :35), an elephant missed me 14 times and hit once 21 times. This is extremely consistent with 1x 60% 4dmg. <br />
:I'm going to say that all animals perform their attack routine once per half hour (at :05 and :35). Their combat routine is very similar to characters, with a percentage chance to hit that is a multiple of 5% and a weapon damage of 1 to 4. <br />
:Alligators, tigers, and possibly other animals, are known to have a multiple attack routine -- that means that they can surely hit you for twice the listed damage in less than a minute. The other possibility I can think of is that I was attacked by two of the same creature type, one of which then wandered off or was killed. (Next time it happens I'll screenshot the timestamps.) Imho that's important information that needs to be listed on the wiki, and further researched. --[[User:Tycho44|Tycho44]] 09:31, 24 May 2006 (BST)<br />
<br />
:I can help with a boar and large stag. I was recently killed by what appears to be one of each.<br />
:* In 35 half hour increments (beginning at 00:35 and ending at 18:05), a large stag missed me 13 times, hit me 22 times, and did not appear to hit more than once at any given time. 1 x 62.9% 2 dmg. (for the sake of simplicity rounded down to 60%).<br />
:* In 22 half hour increments (beginning at 07:05 and 17:35), a wild boar missed me 10 times, hit me 12 times, and did not appear to hit more than once at any given time. 1 x 54.5% 2 dmg. (for the sake of simplicity rounded up to 55%). --[[User:Lint|Lint]] 10:12, 24 May 2006 (BST)<br />
<br />
::Incidentally, since the game doesn't show misses, only hits, and I forgot to check the time when I previously logged off, my attack rates are overestimates -- I should be counting the series of misses that may or may not have occurred before the first hit. (Other misses are sandwiched in between hits and are correctly tallied.) Instead of a random sample of families with boys and girls, take the same random sample, but in each family remove all the young girls until you get to a boy -- the resulting sample is no longer 50/50. (Although for family sizes 35-40 the errors are small.) --[[User:Tycho44|Tycho44]] 11:50, 24 May 2006 (BST)<br />
<br />
:It seems the recent news posting means that animals now try to attack you right after you attack them. Can anyone else verify this? --[[User:Frisco|Frisco]] 19:20, 29 May 2006 (BST)<br />
<br />
== Easter Bunny == <br />
<br />
Anyone see one of these? I just killed one I found. It didn't give my anything interesting...--[[User:Jackel|Jackel]] 03:24, 16 April 2006 (BST)<br />
* Sorry, no chocolate eggs for killing the Easter Bunny. Just plenty of XP for the kill (if I did my calculations right). It's unlikely you'll see one with max hp unless someone's feeling kind. --[[User:Simon|Simon]] 05:02, 16 April 2006 (BST)<br />
**(Does that mean that the Easter Bunnies were implemented with 50 "max" hit points (to bolster their XP bonus award) even tho they only had 30 HP?) --[[User:Tycho44|Tycho44]] 11:53, 24 May 2006 (BST)<br />
I just got one, only had 3 hp and didn't attack once it was dead... since Easter was yesterday, was it maybe a straggler? [[User:Tibbalt|Tibbalt]] 11:55, 17 April 2006 (BST)<br />
<br />
== Differing HP Limits? ==<br />
<br />
I first encountered alligators in the inland swamps, and these had 15HP max. Now i'm over in the swamp on the easternmost peninsula, and alligators here have 25HP max (i've encoutered 4 or 5, each with 25HP). Did all the alligators get a boost in HP limit, or are these alligators super-special-flushed-down-toilet-mutant specimens that get a higher HP limit? This is a rather large swamp, makes sense that it would have bigger alligators. If it is only alligators here that have a higher HP limit, are there any other locations where certain animals have higher HP limits? Also, if it is location based, the chart should reflect this. --[[User:Frisco|Frisco]] 19:23, 13 May 2006 (BST)<br />
:I think that all of the alligators have been upgraded to 25HP. --[[User:Tycho44|Tycho44]] 09:32, 24 May 2006 (BST)<br />
<br />
== Do animals move like predators? ==<br />
<br />
While waiting for a fellow native to talk to me one day, on successive page refreshes (at approximately equal time intervals) I saw an elephant appear 2N 1W of me, then 1N, then 1W, then 1S, moving south in a zig-zag but not joining us on our square. I suspect that the direction of an animal's movement is unaffected by human presence on surrounding squares, and that aggressive animals (such as elephants) will only attack if the square they move to happens to be occupied by someone; in short, I'm guessing that aggression translates into unprovoked attacks, not predatory movement. This accords with common sense, too; given the number of animals on the island and Simon's awareness of server load, I wouldn't expect him to have coded complicated animal movement rules when simple ones suffice. Of course, it may be that tigers (and boars) hunt while elephants apparently do not. More tests will tell. &mdash; [[User:Elembis|Elembis]] 08:08, 21 May 2006 (BST)<br />
:I just refreshed the map to see that a monkey is on my square; I didn't see it approach. This suggests that passive animals do not try to avoid humans, which sort of suggests that aggressive ones don't hunt them. &mdash; [[User:Elembis|Elembis]] 12:24, 21 May 2006 (BST)<br />
<br />
== Uncommon Animals? ==<br />
<br />
After traveling through the Durham peninsula for several days, I've only come across a few animals per day, spending considerably more AP trying to find them than actually fighting them. Is this common? Do some areas have more animals than others? --[[User:LouisB3|LouisB3]] 20:34, 24 May 2006 (BST)<br />
<br />
== Giant Squid ==<br />
<br />
We've got squids, people. Anyone have any information on these new formidable beasts of the sea? Do they function as sharks do, or can you actually fight them out there? What, precisely, do they do?--[[User:Wifey|Wifey]] 03:43, 30 May 2006 (BST) EDIT: Talk on the forum shows that they start with ''at least'' 300hp, and hit for 5 damage. So they are an actual animal that we can fight. Neat. I'll add them on to the table.--[[User:Wifey|Wifey]] 04:09, 30 May 2006 (BST)</div>Wifeyhttps://wiki.shartak.com/index.php?title=Talk:Animals&diff=6246Talk:Animals2006-05-30T03:09:35Z<p>Wifey: /* Giant Squid */</p>
<hr />
<div>== Animal attack rates ==<br />
<br />
Until now I haven't been looking out to see how often certain animals attack, but it would be interesting to record it on the animals page. So far: <br />
<br />
* Elephants: have attacked once an hour when on the same square as me (35 minutes past the hour according to the game report from the server)<br />
* Tigers: have attacked me twice an hour when on the same square (5 minutes past and 35 minutes past according to the game)<br />
<br />
Though I'm pretty sure there were times when they attacked less often. Perhaps there's some randomness. Some tigers are pussycats.<br />
<br />
Anyone else have reports? If so, add here and transfer to the animal page when it looks helpful<br />
--[[User:The Wary Marsh|The Wary Marsh]] 09:05, 4 April 2006 (BST)<br />
<br />
:Yes, the Damage column is worse than useless without the Number of Attacks and the Percentage Chance to Hit listed. If an animal causes 4 damage per hit but only attacks once per half hour at 10%, the animal is fairly harmless, whereas an animal with 3 attacks per half hour at 50% would be lethal. <br />
:* In 22 half hour increments (at :05 and :35), an alligator missed me 4 times, hit once 17 times, and hit twice 1 time (two attacks for 3 damage with the same timestamp). This is extremely consistent with 2x 45% 3dmg. <br />
:* In 35 half hour increments (at :05 and :35), an elephant missed me 14 times and hit once 21 times. This is extremely consistent with 1x 60% 4dmg. <br />
:I'm going to say that all animals perform their attack routine once per half hour (at :05 and :35). Their combat routine is very similar to characters, with a percentage chance to hit that is a multiple of 5% and a weapon damage of 1 to 4. <br />
:Alligators, tigers, and possibly other animals, are known to have a multiple attack routine -- that means that they can surely hit you for twice the listed damage in less than a minute. The other possibility I can think of is that I was attacked by two of the same creature type, one of which then wandered off or was killed. (Next time it happens I'll screenshot the timestamps.) Imho that's important information that needs to be listed on the wiki, and further researched. --[[User:Tycho44|Tycho44]] 09:31, 24 May 2006 (BST)<br />
<br />
:I can help with a boar and large stag. I was recently killed by what appears to be one of each.<br />
:* In 35 half hour increments (beginning at 00:35 and ending at 18:05), a large stag missed me 13 times, hit me 22 times, and did not appear to hit more than once at any given time. 1 x 62.9% 2 dmg. (for the sake of simplicity rounded down to 60%).<br />
:* In 22 half hour increments (beginning at 07:05 and 17:35), a wild boar missed me 10 times, hit me 12 times, and did not appear to hit more than once at any given time. 1 x 54.5% 2 dmg. (for the sake of simplicity rounded up to 55%). --[[User:Lint|Lint]] 10:12, 24 May 2006 (BST)<br />
<br />
::Incidentally, since the game doesn't show misses, only hits, and I forgot to check the time when I previously logged off, my attack rates are overestimates -- I should be counting the series of misses that may or may not have occurred before the first hit. (Other misses are sandwiched in between hits and are correctly tallied.) Instead of a random sample of families with boys and girls, take the same random sample, but in each family remove all the young girls until you get to a boy -- the resulting sample is no longer 50/50. (Although for family sizes 35-40 the errors are small.) --[[User:Tycho44|Tycho44]] 11:50, 24 May 2006 (BST)<br />
<br />
:It seems the recent news posting means that animals now try to attack you right after you attack them. Can anyone else verify this? --[[User:Frisco|Frisco]] 19:20, 29 May 2006 (BST)<br />
<br />
== Easter Bunny == <br />
<br />
Anyone see one of these? I just killed one I found. It didn't give my anything interesting...--[[User:Jackel|Jackel]] 03:24, 16 April 2006 (BST)<br />
* Sorry, no chocolate eggs for killing the Easter Bunny. Just plenty of XP for the kill (if I did my calculations right). It's unlikely you'll see one with max hp unless someone's feeling kind. --[[User:Simon|Simon]] 05:02, 16 April 2006 (BST)<br />
**(Does that mean that the Easter Bunnies were implemented with 50 "max" hit points (to bolster their XP bonus award) even tho they only had 30 HP?) --[[User:Tycho44|Tycho44]] 11:53, 24 May 2006 (BST)<br />
I just got one, only had 3 hp and didn't attack once it was dead... since Easter was yesterday, was it maybe a straggler? [[User:Tibbalt|Tibbalt]] 11:55, 17 April 2006 (BST)<br />
<br />
== Differing HP Limits? ==<br />
<br />
I first encountered alligators in the inland swamps, and these had 15HP max. Now i'm over in the swamp on the easternmost peninsula, and alligators here have 25HP max (i've encoutered 4 or 5, each with 25HP). Did all the alligators get a boost in HP limit, or are these alligators super-special-flushed-down-toilet-mutant specimens that get a higher HP limit? This is a rather large swamp, makes sense that it would have bigger alligators. If it is only alligators here that have a higher HP limit, are there any other locations where certain animals have higher HP limits? Also, if it is location based, the chart should reflect this. --[[User:Frisco|Frisco]] 19:23, 13 May 2006 (BST)<br />
:I think that all of the alligators have been upgraded to 25HP. --[[User:Tycho44|Tycho44]] 09:32, 24 May 2006 (BST)<br />
<br />
== Do animals move like predators? ==<br />
<br />
While waiting for a fellow native to talk to me one day, on successive page refreshes (at approximately equal time intervals) I saw an elephant appear 2N 1W of me, then 1N, then 1W, then 1S, moving south in a zig-zag but not joining us on our square. I suspect that the direction of an animal's movement is unaffected by human presence on surrounding squares, and that aggressive animals (such as elephants) will only attack if the square they move to happens to be occupied by someone; in short, I'm guessing that aggression translates into unprovoked attacks, not predatory movement. This accords with common sense, too; given the number of animals on the island and Simon's awareness of server load, I wouldn't expect him to have coded complicated animal movement rules when simple ones suffice. Of course, it may be that tigers (and boars) hunt while elephants apparently do not. More tests will tell. &mdash; [[User:Elembis|Elembis]] 08:08, 21 May 2006 (BST)<br />
:I just refreshed the map to see that a monkey is on my square; I didn't see it approach. This suggests that passive animals do not try to avoid humans, which sort of suggests that aggressive ones don't hunt them. &mdash; [[User:Elembis|Elembis]] 12:24, 21 May 2006 (BST)<br />
<br />
== Uncommon Animals? ==<br />
<br />
After traveling through the Durham peninsula for several days, I've only come across a few animals per day, spending considerably more AP trying to find them than actually fighting them. Is this common? Do some areas have more animals than others? --[[User:LouisB3|LouisB3]] 20:34, 24 May 2006 (BST)<br />
<br />
== Giant Squid ==<br />
<br />
We've got squids, people. Anyone have any information on these new formidable beasts of the sea? Do they function as sharks do, or can you actually fight them out there? What, precisely, do they do?--[[User:Wifey|Wifey]] 03:43, 30 May 2006 (BST) EDIT: Talk on the forum shows that they start with ''at least'' 300hp, and hit for 5 damage. So they are an actual animal that we can fight. Neat. I'll add the mon to the table.--[[User:Wifey|Wifey]] 04:09, 30 May 2006 (BST)</div>Wifeyhttps://wiki.shartak.com/index.php?title=Talk:Animals&diff=6244Talk:Animals2006-05-30T02:43:21Z<p>Wifey: </p>
<hr />
<div>== Animal attack rates ==<br />
<br />
Until now I haven't been looking out to see how often certain animals attack, but it would be interesting to record it on the animals page. So far: <br />
<br />
* Elephants: have attacked once an hour when on the same square as me (35 minutes past the hour according to the game report from the server)<br />
* Tigers: have attacked me twice an hour when on the same square (5 minutes past and 35 minutes past according to the game)<br />
<br />
Though I'm pretty sure there were times when they attacked less often. Perhaps there's some randomness. Some tigers are pussycats.<br />
<br />
Anyone else have reports? If so, add here and transfer to the animal page when it looks helpful<br />
--[[User:The Wary Marsh|The Wary Marsh]] 09:05, 4 April 2006 (BST)<br />
<br />
:Yes, the Damage column is worse than useless without the Number of Attacks and the Percentage Chance to Hit listed. If an animal causes 4 damage per hit but only attacks once per half hour at 10%, the animal is fairly harmless, whereas an animal with 3 attacks per half hour at 50% would be lethal. <br />
:* In 22 half hour increments (at :05 and :35), an alligator missed me 4 times, hit once 17 times, and hit twice 1 time (two attacks for 3 damage with the same timestamp). This is extremely consistent with 2x 45% 3dmg. <br />
:* In 35 half hour increments (at :05 and :35), an elephant missed me 14 times and hit once 21 times. This is extremely consistent with 1x 60% 4dmg. <br />
:I'm going to say that all animals perform their attack routine once per half hour (at :05 and :35). Their combat routine is very similar to characters, with a percentage chance to hit that is a multiple of 5% and a weapon damage of 1 to 4. <br />
:Alligators, tigers, and possibly other animals, are known to have a multiple attack routine -- that means that they can surely hit you for twice the listed damage in less than a minute. The other possibility I can think of is that I was attacked by two of the same creature type, one of which then wandered off or was killed. (Next time it happens I'll screenshot the timestamps.) Imho that's important information that needs to be listed on the wiki, and further researched. --[[User:Tycho44|Tycho44]] 09:31, 24 May 2006 (BST)<br />
<br />
:I can help with a boar and large stag. I was recently killed by what appears to be one of each.<br />
:* In 35 half hour increments (beginning at 00:35 and ending at 18:05), a large stag missed me 13 times, hit me 22 times, and did not appear to hit more than once at any given time. 1 x 62.9% 2 dmg. (for the sake of simplicity rounded down to 60%).<br />
:* In 22 half hour increments (beginning at 07:05 and 17:35), a wild boar missed me 10 times, hit me 12 times, and did not appear to hit more than once at any given time. 1 x 54.5% 2 dmg. (for the sake of simplicity rounded up to 55%). --[[User:Lint|Lint]] 10:12, 24 May 2006 (BST)<br />
<br />
::Incidentally, since the game doesn't show misses, only hits, and I forgot to check the time when I previously logged off, my attack rates are overestimates -- I should be counting the series of misses that may or may not have occurred before the first hit. (Other misses are sandwiched in between hits and are correctly tallied.) Instead of a random sample of families with boys and girls, take the same random sample, but in each family remove all the young girls until you get to a boy -- the resulting sample is no longer 50/50. (Although for family sizes 35-40 the errors are small.) --[[User:Tycho44|Tycho44]] 11:50, 24 May 2006 (BST)<br />
<br />
:It seems the recent news posting means that animals now try to attack you right after you attack them. Can anyone else verify this? --[[User:Frisco|Frisco]] 19:20, 29 May 2006 (BST)<br />
<br />
== Easter Bunny == <br />
<br />
Anyone see one of these? I just killed one I found. It didn't give my anything interesting...--[[User:Jackel|Jackel]] 03:24, 16 April 2006 (BST)<br />
* Sorry, no chocolate eggs for killing the Easter Bunny. Just plenty of XP for the kill (if I did my calculations right). It's unlikely you'll see one with max hp unless someone's feeling kind. --[[User:Simon|Simon]] 05:02, 16 April 2006 (BST)<br />
**(Does that mean that the Easter Bunnies were implemented with 50 "max" hit points (to bolster their XP bonus award) even tho they only had 30 HP?) --[[User:Tycho44|Tycho44]] 11:53, 24 May 2006 (BST)<br />
I just got one, only had 3 hp and didn't attack once it was dead... since Easter was yesterday, was it maybe a straggler? [[User:Tibbalt|Tibbalt]] 11:55, 17 April 2006 (BST)<br />
<br />
== Differing HP Limits? ==<br />
<br />
I first encountered alligators in the inland swamps, and these had 15HP max. Now i'm over in the swamp on the easternmost peninsula, and alligators here have 25HP max (i've encoutered 4 or 5, each with 25HP). Did all the alligators get a boost in HP limit, or are these alligators super-special-flushed-down-toilet-mutant specimens that get a higher HP limit? This is a rather large swamp, makes sense that it would have bigger alligators. If it is only alligators here that have a higher HP limit, are there any other locations where certain animals have higher HP limits? Also, if it is location based, the chart should reflect this. --[[User:Frisco|Frisco]] 19:23, 13 May 2006 (BST)<br />
:I think that all of the alligators have been upgraded to 25HP. --[[User:Tycho44|Tycho44]] 09:32, 24 May 2006 (BST)<br />
<br />
== Do animals move like predators? ==<br />
<br />
While waiting for a fellow native to talk to me one day, on successive page refreshes (at approximately equal time intervals) I saw an elephant appear 2N 1W of me, then 1N, then 1W, then 1S, moving south in a zig-zag but not joining us on our square. I suspect that the direction of an animal's movement is unaffected by human presence on surrounding squares, and that aggressive animals (such as elephants) will only attack if the square they move to happens to be occupied by someone; in short, I'm guessing that aggression translates into unprovoked attacks, not predatory movement. This accords with common sense, too; given the number of animals on the island and Simon's awareness of server load, I wouldn't expect him to have coded complicated animal movement rules when simple ones suffice. Of course, it may be that tigers (and boars) hunt while elephants apparently do not. More tests will tell. &mdash; [[User:Elembis|Elembis]] 08:08, 21 May 2006 (BST)<br />
:I just refreshed the map to see that a monkey is on my square; I didn't see it approach. This suggests that passive animals do not try to avoid humans, which sort of suggests that aggressive ones don't hunt them. &mdash; [[User:Elembis|Elembis]] 12:24, 21 May 2006 (BST)<br />
<br />
== Uncommon Animals? ==<br />
<br />
After traveling through the Durham peninsula for several days, I've only come across a few animals per day, spending considerably more AP trying to find them than actually fighting them. Is this common? Do some areas have more animals than others? --[[User:LouisB3|LouisB3]] 20:34, 24 May 2006 (BST)<br />
<br />
== Giant Squid ==<br />
<br />
We've got squids, people. Anyone have any information on these new formidable beasts of the sea? Do they function as sharks do, or can you actually fight them out there? What, precisely, do they do?--[[User:Wifey|Wifey]] 03:43, 30 May 2006 (BST)</div>Wifeyhttps://wiki.shartak.com/index.php?title=Wailers&diff=6243Wailers2006-05-30T01:41:01Z<p>Wifey: /* Obey The Rules */ fixing up some mistakes for you, lama ;)</p>
<hr />
<div>{{clanbox|<br />
clan_name=Wailers|<br />
clan_image=[[Image:Ghost.jpg]]|<br />
clan_abbrev=None|<br />
clan_leaders=[[User:Lama|Roger Wilco]] and [[User:Wifey#Ancestor_Ghost|Ancestor Ghost]]|<br />
clan_membership=Open|<br />
clan_goals=Chase away the living!|<br />
clan_recruit= send us a short letter of application|<br />
clan_contact=[[Talk:Wailers|Talk page]] or PM [http://shartak.forumsplace.com/profile.php?mode=viewprofile&u=57 lama] or [http://shartak.forumsplace.com/profile.php?mode=viewprofile&u=47 Wifey] on the forums<br />
}}<br />
<br />
==About==<br />
The Wailers are a unique group that accepts solely the souls (har har) of the deceased--or any elemental spirits of the jungle, should any be about. Being able to wail is not a prerequisite, of course; screams, shrieks, and even just intimidating whispers are just fine. Members are by no means prohibited from temporarily entering the world of the living in corporeal form, but it is encouraged that most of their time be spent as a spirit.<br />
<br />
==News==<br />
02:03, 30 May 2006 (BST) - Yay! We have an official clanpage now - you can see it [http://www.shartak.com/clanview.cgi?id=27 here].<br />
<br />
==The Story==<br />
Long ago, at the birth of the world, before man or beast ever stood on the land or swam in the sea, there were spirits. Elemental spirits flitted about invisibly and curiously from hte dawn of time. When the first strange creatures began to appear in the ocean, they looked on with interest. When the first amphibians crawled up to explore the shore, they silently urged them on in amusement.<br />
<br />
Shartak, for some reason likely only known to the oldest and wisest of shamans (if known at all to mortals), has, from the beginning, housed an incredible amount of these elemental spirits. They were there, certainly, far longer than man. When man did arrive, they merely looked on with curiosity, occasionally interacting with those few who could detect them (those who would, in later generations, be known as shamans). When men first began to die on the island (from disease, wild beasts, and their own brothers' hands), the elemental spirits were shocked to find their number increased with ''new'' spirits. These newcomers were not precisely like the elemental spirits, but were accepted, in time, and even granted the same veneration as their ancient cousins.<br />
<br />
With the coming of more men, however, the elemental spirits are beginning to grow angry. There are too many of them now. The jungle is being chopped and burned to the ground, and new spirits are joining them at record rates. Balance has been entirely thrown off, and it is time for ancestors and elemental spirits to set things right again.<br />
<br />
It is time to wail ''all'' men off the island.<br />
<br />
==Obey The Rules==<br />
Joining the Wailers means foregoing life. Possesed and boiling with anger, you have but one aim: remove all life from the island. As a toy in the mighty hands of the Spirits, even revive shall not stop you from spreading their will--that is to say, the ruthless killing any native, pirate, or outsider you happen upon.<br />
<br />
As many of your characters as you want may become Wailers, but remember - zerg not, else you will regret it till the end of the days.<br />
<br />
''More to come on membership soon''<br />
<br />
[[Category:Clans for both]] [[Category:Officially_recognized_clans]]</div>Wifeyhttps://wiki.shartak.com/index.php?title=Talk:Character_classes&diff=6230Talk:Character classes2006-05-29T22:03:49Z<p>Wifey: /* Chart */ ... come on. It's pretty obvious.</p>
<hr />
<div>==Class and Skill Chart==<br />
<br />
:Maybe we should have a page that says what skills each class can get, like a big table with the skills going down the side and the classes going across the top. So we can figure out what the differences are between the classes besides hp and starting items as it is starting to become clear not every class can use some skills. We will have to wait a bit to get the confirmation on some of the classes but we can already find out(mostly) what the scientist and warrior class get which is a good start. We don't even have to level a guy up of each class ourselves, the way the profiles and stats page are set up we could just copy down the skills that we see the highest level of each class has -- [[User:Daylan|Daylan]]<br />
<br />
:Here's a rough draft. I'm using '''X''' to represent a confirmed skill that is available on my skill page. I haven't listed any skills that I do not personally have. I think we need to level each class up rather than basing a chart on assumptions. For example, while the shamans receive "Natural Medicine" it hasn't been determined if outsiders receive it as well. I suspect that "Natural Medicine" doesn't fit with the scientist character, it would be more fitting to be listed as "Surgery" or something. --[[User:Lint|Lint]] 19:56, 24 February 2006 (GMT)<br />
<br />
::'''Nice going''', I was going to propose a "skill chart" just like this! I've added to the confirmed skills.--[[User:Jackel|Jackel]] 17:47, 25 February 2006 (GMT)<br />
<br />
Wow sweet, I'll add some and when we get it finished we can finally see what the differences are..... BTW a good source of info is the stats on kills page, that is where I got all the info that I added -- [[User:Daylan|Daylan]] 02:50, 26 February 2006 (GMT)<br />
:NEW SKILL CONFIRMED!!!! SCIENTISTS GET FIRST AID(Murk has it from stats page)!!! You were right Lint,also updated the chart, turns out the class "warrior" is misleading they can't fight any better than anybody else! they do seem to get a lot of the other skills BUT from what I see they are exactly the same as a shaman(cept hp/starting item ) unless out of the blue there appears some crazy warrior-only melee skill-o-death. Also, Lint, your a shaman right? can you get languge skills next to confirm if there are any differences between warriors and shamans?(I can't see language skills being too different,well cept for shamans getting expert language and warriors not)-- [[User:Daylan|Daylan]] 02:10, 3 March 2006 (GMT)<br />
::Added. There's a dotted spot underneath it, presumably for Expert Language, but we'll know for sure in a couple days. :P --[[User:Lint|Lint]] 17:25, 3 March 2006 (GMT)<br />
<br />
: I have the swimming skill and I'm a Soldier. [http://www.shartak.com/profile.cgi?id=547 Urban Me]--[[User:One of many doctors|One of many doctors]] 23:03, 25 March 2006 (GMT)<br />
<br />
: I ,[http://www.shartak.com/profile.cgi?id=669 Jones Dye], have all the scientist skill except one. I updated the chart adding Haunting Scream .--[[User:JonesDye|JonesDye]] 09:32, 27 March 2006 (BST)<br />
<br />
: I am a soldier and have the basic tracking skill.--[[User:Gandhi|Gandhi]] 00:57, 31 March 2006 (BST)<br />
<br />
: I am a Settler and I posess swimming and basic tracking. Also, I have first-hand knowledge that Shamans and Pirates have access to basic tracking. By using profiles listed on the stats page, I have determined the following information: added Scout - haunting scream, added Scout - natural medicine, added Soldier - first aid, added Pirate - advanced language. --[[User:Lint|Lint]] 03:44, 31 March 2006 (BST)<br />
<br />
:: My shaman has Basic Tracking, and I can see Advanced Tracking and the dots for Expert Tracking on my skills page. Xs added.--[[User:Vtbassmatt|VTBassMatt]] 19:21, 5 April 2006 (BST)<br />
<br />
Proposal to move this chart to the article page now, rather than waiting to fill it up. People will never find it here... Comments? --[[User:Vtbassmatt|VTBassMatt]] 16:54, 6 April 2006 (BST)<br />
<br />
:Sure. I've been thinking about that as well. --[[User:Lint|Lint]] 17:55, 6 April 2006 (BST)<br />
<br />
:: Chart is almost complete. It doesn't look like there is a compelling reason to put it on the front page -- there aren't any surprises on it ... No exclusive skills except for the obvious ones. --[[User:Tycho44|Tycho44]] 03:52, 23 April 2006 (BST)<br />
<br />
:Completed Soldier skill set (I have Expert Lang.) --[[User:Gandhi|Gandhi]] 21:05, 30 April 2006 (BST)<br />
<br />
===Chart===<br />
{| border="1" cellpadding="2" style="font-family:verdana,sans-serif;font-size:90%;border-collapse:collapse;"<br />
|&nbsp; || colspan=4 | Natives || colspan=5 | Outsiders<br />
|-<br />
|&nbsp;<br />
|style="width:8%;"|Scout<br />
|style="width:8%;"|Warrior<br />
|style="width:8%;"|Villager<br />
|style="width:8%;"|Shaman<br />
|style="width:8%;"|Explorer<br />
|style="width:8%;"|Soldier<br />
|style="width:8%;"|Settler<br />
|style="width:8%;"|Scientist<br />
|style="width:8%;"|Pirate<br />
|-<br />
|STILL TO VERIFY: || - || - || - || - || - || - || - || - || -<br />
|-<br />
|Outs/Native Knowl.. || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Basic Language || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Advanced Language || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Expert Language || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Close quarter com.. || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Advanced close qu.. || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Body building || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Stamina || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Sixth Sense || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Ghostly Whisper || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Haunting Scream || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Shocking Shriek || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Banshee Wail || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Exploration || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Cartography || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Trekking || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Swimming || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Basic Tracking || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Advanced Tracking || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Expert Tracking || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Clan Leadership || X || X || X || X || X || X || X || X || X <br />
|-<br />
|Triage || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Nat Med / First Aid || X || X || X || X || X || X || X || X || X<br />
|-<br />
|Animal Affinity || _ || _ || bgcolor=#EEEEFF | X || _ || _ || _ || bgcolor=#EEEEFF | X || _ || _<br />
|-<br />
|Scavenging || _ || _ || bgcolor=#EEEEFF | X || _ || _ || _ || bgcolor=#EEEEFF | X || _ || _<br />
|-<br />
|Firearms / Blowpipe || _ || bgcolor=#EEEEFF | X || _ || _ || _ || bgcolor=#EEEEFF | X || _ || _ || _<br />
|-<br />
|Advanced Fire/Blowp || _ || bgcolor=#EEEEFF | X || _ || _ || _ || bgcolor=#EEEEFF | X || _ || _ || _<br />
|}<br />
<br />
==Starting AP==<br />
Starting AP may be 175 for all types. --[[User:Lint|Lint]] 03:20, 10 March 2006 (GMT)</div>Wifeyhttps://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&diff=6204Suggestions:Game mechanics2006-05-29T14:50:57Z<p>Wifey: /* Life cycle */</p>
<hr />
<div>{{:Suggestions/Header|page_type=Game Mechanics}}<br />
<br />
== Game Mechanics ==<br />
<br />
=== Conversion ===<br />
When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, "Religious Conversion" that requires a "Holy Scripture". This allows a "Priest" to convert one native into a Outsider". The converted native would most likely start off as a Settler. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
* I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)<br />
<br />
* That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/"whatever the natives use" side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)<br />
<br />
* So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy<br />
<br />
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more "conversion items" and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)<br />
<br />
*Conversion doesn't have to be forced. It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native. After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill. -- frisco<br />
<br />
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)<br />
<br />
*I gave a response t othis idea under "Holy Scriptures," I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)<br />
----<br />
<br />
=== Capturing villages ===<br />
Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands? --[[User:One of many doctors|One of many doctors]] 03:41, 1 March 2006 (GMT)<br />
<br />
''Comments''<br />
:Not sure about this - what about all the idle players within the village? They might "wake up" after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)<br />
<br />
:You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)<br />
<br />
:Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)<br />
<br />
:Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)<br />
<br />
:I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
:Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:<br />
::* Please don't impose your assumption that Shartak is at heart a "war between Outsiders and Natives" on the rest of us. That is not the only possible direction in which this game can go. For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion). I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
::* On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
----<br />
<br />
=== Unique skills ===<br />
I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a "farming" skill, Soldiers could have a "bravery" skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc. --[[User:One of many doctors|One of many doctors]] 02:34, 5 March 2006 (GMT)<br />
*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
:I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)<br />
:Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)<br />
----<br />
<br />
=== Pet System ===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=All classes|<br />
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout "SHARTAK SPHERE! GO!" for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!). Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)<br />
*I was with you right up until you got to the "sphere device" bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out. Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than "weakening" it by other means. Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)<br />
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a "tame" command seems awkward. Perhaps there is just one item called "animal bait" (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a "Yourself" option by default for those players that decide they enjoy the taste). Animals will then have a value called "tame count" in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)<br />
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, "WILD boars" etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.<br />
<br />
<br />
* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''<br />
<br />
as the name reades, simply have "pets" as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a "tame animal" button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)<br />
this could also be improved with new skills such as<br />
<br />
+Amateur Catching Skills (adds 10%)<br />
+Catching Skills (adds 15%, doesnt stack)<br />
+Taming Skills (adds 30%)<br />
<br />
+Net (adds 10%, does stack)<br />
<br />
certain animals could be ridden, other would do funny things or find objects for you, ex:<br />
Mr. Bobo the monkey finds a bottle of rum in your pocket "gee i didnt know i had that"<br />
<br />
elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...<br />
<br />
parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message "help, im at X, Y and there's a native village!"<br />
<br />
the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:<br />
you attack elephant, Mr. TweetTweet says "polly want a cracker"<br />
<br />
animals could also act like extra space, like a backpack, if you will.<br />
animals are named upon capture.<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Profile Effect Items ===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=Inventory and profiles|<br />
suggest_description=These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process.|<br />
suggest_time=08:40, 5 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 this suggestion. How about finding the pieces of the masks and making your own - combine the baubles with mini-quests? --[[User:Simon|Simon]] 11:18, 8 March 2006 (GMT)<br />
:For example, to make the sacred warrior mask of Raktam, you must find 5 parrot feathers, a tiger tooth, some berries and a piece of driftwood that can be carved into the appropriate shape with a knife or dagger. Once you have all those items, you get a "create mask" option which then removes the required items and the mask appears in your inventory (and profile).<br />
::Having the database check to see if they have all the ingredients seems a bit unwieldly. After every action or inventory use it might have to run the check to verify that they are alive, still have the items, etc. I'd just settle for having them take the items to a specific NPC. But yes, a mixing quest would be fun. --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)<br />
<br />
* I just hope that this idea motivates players to try new things ("I'm going to join a clan that wears such-and-such a mask and attack the others! Yarr!") and not feel that the game is just about collecting items ("Well, I got all the masks. I guess I'm done with the game."). --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)<br />
<br />
*Maybe the different masks have different effects, from some simple ones (attracting/scaring animals, making them less likely to attack or easier to hit) to the downright blatavt video game reference that turns you into a huge brown rocky guy who can punch boulders apart. OK, maybe not the second one. [[User:MorkaisChosen|MorkaisChosen]] 20:53, 9 March 2006 (GMT)<br />
:I think that's something to be worked on in a separate suggestion. The point of this suggestion is to make useless "fancy hats" that neither add or take away from the established gameplay. However, in the eyes of certain players, they may be invaluable because of how they can incorperate such items into their goals and roleplaying. --[[User:Lint|Lint]] 23:52, 9 March 2006 (GMT)<br />
::Bumping this good suggestion. Let's have some cowrie shells! (And The_Conch(tm), see next suggestion.) The barren ruins and huts seem so sad and pathetic right now, they need some wacky useless trinkets to tide us over... Maybe we need shovels to dig for treasure, too. Yarr! --[[User:Tycho44|Tycho44]] 06:06, 10 May 2006 (BST)<br />
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<br />
=== Conch Shell Hunt ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, minigame|<br />
suggest_scope=Event|<br />
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)<br />
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... >.>--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)<br />
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)<br />
<br />
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<br />
=== Know your foes ===<br />
As a native, I get killed a lot by outsiders, but I just can't strike back when I come back to life, as nothing allows me to identify my agressors amongst the outsiders I meet. I expected some basic language skill to give me access to clickable outsiders profiles, but it doesn't. So. I don't like much the fact that, in this game, the only alternative you have is "attack random outsiders" or "attack none". I'd like to be able to protect myself without being too unfair to peaceful outsiders (and being part of some snowball effect).<br />
<br />
This would be partly solved by some profile access (allowing to check people's amount of human kills), or some limited displayed info on the present players (it would make -almost- sense for natives to automatically carry visible scalps or shrunken head of their victims, but I'm not sure how to justify the kills display in the case of outsiders, despite of the fact white men were actually quite fond of indian scalps at some time). Another useful tool would be some urban-dead-like contact list.<br />
<br />
Of course, ideally (but absurdly) the most useful stat to be able to see would be the number of kills of people without human kills at the moment of their death, but... -- Leaf<br />
<br />
''Comments''<br />
Perhaps seeing the profile of someone on the opposite side if you or they have the advanced language skill would be good, it would be cool to hang around with some natives without worrying about aggressors. --[[User:Grigoriy|Grigoriy]] 21:30, 18 March 2006 (GMT)<br />
<br />
If you had a contact list and some way to target individuals on your list ala Urban Dead, I'm guessing that would probably help. Not so sure about the scalp display approach. --[[User:Simon|Simon]] 23:36, 18 March 2006 (GMT)<br />
<br />
A contact list would be quite useful in Shartak. But also being able to read profiles, maybe through an "observe" button and scroll-down menu. For the moment, people just hit each other once, hoping to miss, in order to get a link to the other guy's profile. There must be a more rationnal way to quench this curiosity. -- Gone 13:36, 10 May 2006 (GMT+1)<br />
----<br />
<br />
=== Forest Fire ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, natural disasters|<br />
suggest_scope=Terrain|<br />
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is <del>Grassland or</del> Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|<br />
suggest_time=03:58, 17 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)<br />
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)<br />
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)<br />
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)<br />
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)<br />
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)<br />
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)<br />
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)<br />
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98). Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass. Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass. I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though. --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)<br />
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<br />
=== The Ghost Elephant ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, miniboss|<br />
suggest_scope=Event|<br />
suggest_description=Somewhere on the island is an animal that exists purely as a temporary event. The Legendary Ghost Elephant - in reality, an aggressive albino pachyderm of incredible size - is said to roam the island of Shartak. Some Natives revere it, others desire to be recorded as the one who slayed it. Some Outsiders wish to study it, others desire to have it as a trophy. It behaves much like any other elephant on Shartak. However, it has a different label, an unfathomable amount of HP, and deals horrific damage. If you heal the Ghost Elephant with a FAK or Herbs, you receive double XP. And to further serve a challenge, don't place an HP cap on the Ghost Elephant, just give it a starting amount. If possible, a log of all actions performed on the Ghost Elephant should be kept by the server and revealed in the event that it dies.|<br />
suggest_time=03:58, 17 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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*Ha! I like this one, Lint, and simple to implement. It should really have a boatload of HP, as I think few will consider expending valuable healing items on it, when its far easier (and more rewarding) to hack away at it for 40 AP then make a run for it! --[[User:Jackel|Jackel]] 16:42, 17 March 2006 (GMT)<br />
<br />
*Arr! I would ride that ghost beast like a horse jus' fer fun, then slay 't t' sell its tusks t' them outsiders an' th' meat t' them natives. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 17:46, 17 March 2006 (GMT)<br />
<br />
*In the Congo they refer to it as Mokele Mbembe - he who stops the flow of rivers - and it is rumoured to be a lost dinosaur. The island could do with some cryptozoology. Would this creature be able to disappear or hide or move incredibly fast? If not, then once one person finds it, they can just call everyone over to the same square. This kind of defeats the mythical aspect as well as adding potential server problems. --[[User:Frisco|Frisco]] 18:24, 17 March 2006 (GMT)<br />
<br />
*I should make the animals attack back in near-realtime first (as in you attack them and they may or may not get an attack in).. just to add a bit of interest to it and stop people running up to the creature and hacking and then running away. Making an animal with an almost unlimited number of HP would be possible.. I guess probably start it with at least double a normal elephant and max of about a thousand HP to prevent people healing it to the point where it'd be impossible to kill. --[[User:Simon|Simon]] 18:37, 17 March 2006 (GMT)<br />
<br />
*It could be cool, especially if it moved around in a way that made tracking it possible, maybe by destroying the foliage, or moving in a pattern. Also having it move might help keep people from all winding up in one square beating it up. -[[User:BananaBear|BananaBear]] 18:41, 17 March 2006 (GMT)<br />
**I've tried to offset the game's focus on combat by encouraging healing (double XP may be too much of a reward, so I'm willing to remove that), but that alone will most likely be not enough to counter the horde of blood-thirsty savages!<br>Healing with the Herbs and FAKs may actually be seen as healing the Ghost Elephant spiritually rather than merely physically, which is why it's health can grow high. I don't see a problem if it became near-unkillable. I like keeping some myths and legends around.<br>I thought that it would be best if it traveled like an elephant, but it is true that it limits the people that are able to participate in the event. Perhaps it should "teleport", after a certain amount of time in an area - "A wall of fog sweeps in through jungle. When it fades, you see that the Ghost Elephant has vanished as well."<br>I requested for a log of actions to determine who killed it, who attacked it the most, who healed it the most, and who got hurt the most. Also, rather than a recurring animal, I thought it would be best to release it as an event that occurs every now and then. Or maybe only once! --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)<br />
***Hmm, when the elephant reappears, it should give a loud trumpet which can be heard over a certain radius to increase the chance of players coming across it. Unless of course players would prefer that it were more stealthy. --[[User:Lint|Lint]] 23:25, 4 April 2006 (BST)<br />
<br />
*I like it. And of course, you needn't stick to land animals; a mysterious sea creature that patrols the island waters and is reported to be 30ft long could prompt more people to vernture into the waters for a glimpse/trophy etc. Sharks will also be a problem for those searching! --[[User:Malphas|Malphas]] 15:52, 19 March 2006 (GMT)<br />
<br />
*I ''love'' this idea.--[[User:Wifey|Wifey]] 07:08, 28 March 2006 (BST)<br />
<br />
*Great idea!--[[User:Paradox244|Paradox244]] 21:04, 24 May 2006 (BST)<br />
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<br />
=== Auto Attack ===<br />
I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette. How about a setting where you can turn your character on to auto attack anything that hits you. It should, of course, be user selected. This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike. To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left. <br />
<br />
An alternative selectable action might be an auto-run. You can pre-specify the direction you want to run and how many squares upon being hit. A character with trekking could stay alive just by running a few square whenever they are hit.<br />
--[[User:Qberry|Qberry]] 02:34, 20 March 2006 (GMT)<br />
<br />
''Comments''<br />
* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)<br />
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)<br />
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)<br />
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)<br />
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)<br />
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this. Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)<br />
----<br />
<br />
===Flavor Text===<br />
<br />
this section is where "users" add "flavor" to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:<br />
<br />
*'''grasslands'''<br />
**the grassy field sways under the wind's rush as you take a step.|<br />
**something far off squaks and makes a strange throaty bellow.|<br />
<br />
*'''water'''<br />
**a wave crashes calmly in the distance|<br />
**a spalsh can be heard from far off|<br />
<br />
*'''jungle'''<br />
**a parrot's call can be heard distantly|<br />
**the bushes nearby are rustling from the small wildlife in them|<br />
<br />
*'''village (outsider)'''<br />
**the smell of gunpowder wafts into your lungs|<br />
**the smoke comming from a nearby hut smells of fresh turkey|<br />
<br />
*'''village (native)'''<br />
**the shaman's voice can be heard traveling through the village|<br />
**you step on the bones of what appears to be a rattlesnake|<br />
<br />
*'''beach'''<br />
**the hot sand burns your feet, yet feels wonderfully different|<br />
**several sea shells catch your eye from far off|<br />
<br />
<br />
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.<br />
i want to do this because the game gets kinda boring simply traversing through square after square<br />
<br />
''Comments''<br />
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea. A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies. In other words, "a parrot's call can be heard distantly" isn't appropriate, and "the shaman's voice can be heard traveling through the village" might not be appropriate if the shaman is currently dead. The following could substitute: "You see a large ant colony busily rebuilding their hive" (an animal that has no game impact) and "The spirit of Shubar is felt all around you" (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)<br />
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)<br />
----<br />
<br />
===slots/ new inventory===<br />
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks<br />
[[Suggestions:Items#animal wearings|animal wearings]]<br />
<br />
"Comments below"<br />
<br />
Making Claws? and not "all melee attacks" but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)<br />
<br />
I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)<br />
----<br />
<br />
===Boat Construction===<br />
Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like <br />
n*.001 x 1 = People Where n = The amount of wood used.<br />
<br />
'''Edit'''<br />
<br />
When Boats are being boarded each player may vote on who they decide should be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is called depends on the size of it.<br />
<br />
1 person: Raft<br />
<br />
2 people: Large raft<br />
<br />
3-4: Small boat<br />
<br />
5-6: Boat<br />
<br />
7-9: Large Boat <br />
<br />
10-24: Huge Boat<br />
<br />
25 and up: Gigantic Boat<br />
<br />
--[[User:Slith|Slith]] 06:42, 29 March 2006 (BST)<br />
<br />
''Comments''<br />
*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]<br />
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?<br>It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.<br>Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)<br />
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)<br />
*"Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged."--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)<br />
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)<br />
----<br />
<br />
===Poisoning===<br />
{{suggestion|<br />
suggest_type=Game mechanics, status effect, balance|<br />
suggest_scope=All classes, primarily Warriors|<br />
suggest_description=Currently, the blowpipe can only carry 1 dart, yet weighs the same amount of inventory space as a rifle with 2 bullets. If you were to pit a fully leveled Soldier armed with loaded rifles against a fully leveled Warrior armed with loaded blowpipes, the battle is in favor of the Soldier who requires less time to reload while inbattle and dealing superior damage. (rifle's 5 to blowpipe's 4).<br />
<br />
To address this, I would propose that poison darts actually cause poisoning. Poisoning would behave much like a shark bite - causing 1 HP damage per action performed until they are administered a FAK or medical herbs. A character can die if poison is left untreated. The attacker receives no additional XP for this kill or the damage dealt from poison. Poisoning would not stack, but it would be possible for a character to suffer from both poison and shark bites. The introduction of poison may require the dart's damage to be reduced to something substantially lower. Perhaps a default of 2 HP inflicted.<br />
<br />
Up for discussion - does poisoning have a percent chance of occurring, an AP lifespan (only lasts 10 moves), and perhaps only works on non-npc characters?|<br />
suggest_time=18:38, 6 April 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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*Sounds great! I've heard that some of the toxicins used to poison darts can induce illutions. It would be interesting if poisoning increases AP usage for certain actions or even better imagined enemies (that Sixth Sence could pick out).--[[User:Darkferret|Darkferret]] 08:24, 7 April 2006 (BST)<br />
* Have you seen the size of the some of the blowpipes that certain tribes carry? They're anything from 6 to 10 foot long! It's hardly surprising that they occupy the same inventory space as a rifle :) On the other hand, poisoning from darts sounds like a good idea.. I don't know that they should poison forever though, maybe for a limited number of AP, but perhaps have the effect be cumulative up to a certain point? Get shot 5 times and you lose 1 HP for every AP used for 5 x whatever the limit is. Does that make sense? --[[User:Simon|Simon]] 21:16, 7 April 2006 (BST)<br />
***Exactly - e.g., each poison dart that hits adds 2 AP to the poison duration, and while poisoned, you lose 1HP per AP used. The Poison Dart would eventually inflict 6 hp of damage, offsetting the extra damage and double barrel of the rifle. --[[User:Tycho44|Tycho44]] 07:22, 12 April 2006 (BST)<br />
**That might work, that way the Warrior has incentive to continue using the blowpipe multiple times on a target rather than just switch to their machete after the poison takes effect. Add to the character table a boolean flag (Poison = True) and give it a Poison Timer int. When the timer reaches 0, the Poison gets flipped to False. When the character dies or a FAK or Herb is applied, the Poison gets flipped to False and the timer gets set to 0. If the flag is True and they're poisoned again, stack the timer. I'm going to put forth this suggestion to the Forum. I don't have a lot of experience with using the blowpipe (I'm a machete guy) so they should weigh in on this. --[[User:Lint|Lint]] 22:17, 7 April 2006 (BST)<br />
* Or how about you can find [http://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity frogs] and use them to put differnt posion effects on your darts? --[[User:Slith|Slith]] 04:57, 11 April 2006 (BST)<br />
:*If we're adding poison dart frogs, I demand that they be lickable. It wouldn't be right, if you couldn't lick the poison dart frogs.--[[User:Wifey|Wifey]] 20:14, 11 April 2006 (BST)<br />
::* Ok... then some benifical frogs too! And people can't tell the diffrence between them unless they get some skill? --[[User:Slith|Slith]] 06:27, 17 April 2006 (BST)<br />
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<br />
===PvP Protection===<br />
{{suggestion|<br />
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|<br />
suggest_scope=All Classes|<br />
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of "As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target." where target will be replaced by the players name.|<br />
suggest_time=10:00, 13 April 2006 (BST)|<br />
suggest_author=[[User:Iamtas|Iamtas]]|<br />
suggest_comments=<br />
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)<br />
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability. I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker ("Your attack has angered the mighty (spirits or guards) in the area; they smite you").--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)<br />
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the "enabling" nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)<br />
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)<br />
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)<br />
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}}<br />
<br />
===New strategic location on island===<br />
{{suggestion|<br />
suggest_type=New location, Game mechanics, |<br />
suggest_scope=N/A|<br />
suggest_description=I think the addition of one or more major new "strategic" locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.<br />
<br />
This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.<br />
<br />
As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.<br />
<br />
If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. "A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control".|<br />
suggest_time=21:02, 22 April 2006 (BST)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)<br />
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per hour fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut). Alternatively, allow players to search the area with a 15% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the "value" of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)<br />
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called "gold nugget". Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called "gold prospector Jim" (for example), who will "cash in" your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
<br />
* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)<br />
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
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}}<br />
<br />
===Life cycle===<br />
{{suggestion|<br />
suggest_type=balance change|<br />
suggest_scope=NPC animals|<br />
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs & characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:<br />
:0-5% of animal type killed, x5 spawn rate<br />
:6-15% of animal type killed, x2 spawn rate <br />
:16-45% of animal type killed x1 spawn rate<br />
:46-75% of animal type killed x0.5 spawn rate<br />
:76-99% of animal type killed x0.1 spawn rate<br />
:100% of animal type killed, animal is extinct<br />
<br>This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|<br />
suggest_time=03:22, 29 May 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 />
I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>Wifeyhttps://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&diff=6203Suggestions:Miscellaneous2006-05-29T14:49:19Z<p>Wifey: /* Animal Levelling */</p>
<hr />
<div>{{:Suggestions/Header|page_type=Other}}<br />
<br />
== Other ==<br />
<br />
=== Tunnels ===<br />
Tunnels underneath the island lead to interesting places.<br />
<br />
''Comments''<br />
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]<br />
----<br />
<br />
=== Treasure to capture ===<br />
"Capture the flag" type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.<br />
<br />
''Comments''<br />
:I would like to modify this slightly Mystery Suggester. Please see the '''[[Suggestions:Game_Mechanics#Unique_Item_Hunt|Unique Item Hunt]]''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
----<br />
<br />
=== Player VS Player Interaction ===<br />
I would propoese a to hit % penalty for attacking members of same Home location. I believe this will promote exploration and perhaps offer a measure of protection of newly "birthed" population. As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]<br />
<br />
''Comments''<br />
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)<br />
<br />
:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)<br />
<br />
:I don't like this idea--especially with the inclusion of pirates in the game. It makes sense for pirates to trun on each other now and then, or to turn to pillaging from one of the outsider towns. All of a sudden, for our good RPing we get a reduced chance to hit and no XP?--[[User:Wifey|Wifey]] 07:30, 29 March 2006 (BST)<br />
<br />
:I have suggested a full non player vs player implementation at [[Suggestions:Game_Mechanics#PvP_Protection]]. --[[User:Iamtas|Iamtas]] 10:10, 13 April 2006 (BST)<br />
----<br />
<br />
=== Spirit Movement ===<br />
<br />
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)<br />
<br />
*My character has the "trekking" skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.<br />
::Perhaps spirits have less impetus than live characters --[[User:Dr. J|Dr. J]] 18:55, 7 March 2006 (GMT)<br />
<br />
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?<br />
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?<br />
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.<br />
<br />
So what's the suggestion here? Perhaps this belongs in the Talk page instead? --[[User:Simon|Simon]] 17:51, 27 May 2006 (BST)<br />
<br />
----<br />
<br />
===Player Titles===<br />
<br />
To supplement the explored/killed statistics, give players rank titles based on percentiles. For example, if Jack is in the bottom 10% of explorers and the 30th percentile of hunters, his profile would show him as "Greenhorn Jack the Good Shot", if Sheila is in the top 10% killers and middle 50 explorer, she would be "The Adventurous Sheila, Grandmaster Hunter", and [[User:Murk|Murk]] would simply be "Demigod Murk". The titles would be determined once a day like the stats, only apply to active players, and only take active players into consideration when determining percentile. This will help statistics be more relevant to all players, as once time goes on and new players start, the top 100 may be quite a distant goal. --[[User:Frisco|Frisco]] 04:15, 10 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I like it. It adds flavor to the game. I also agree that this system should be based on dynamic percentiles to allow for new players to compete with some of the more established ranking players. A static listing would be incredibly difficult for newcomers to break into. --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)<br />
----<br />
<br />
===Inventory Limit===<br />
<br />
I think I would like to have an indication of how much of my inventory limit is being used up. :D --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)<br />
* The inventory is somewhat flexible in size (+/- 2) so wouldn't be completely foolproof if represented as "(x/y)" appended to the inventory header, I could do something like a small bit of text just below the header like "You can carry lots more" "You can carry more things" "You can't carry much more" "You might be able to carry a couple more things" "You can't carry anything else". The question is though, is it just you that wants this feature? If so, you might be able to do something clever with greasemonkey. --[[User:Simon|Simon]] 11:02, 14 April 2006 (BST)<br />
* Ah. In that case, a greasemonkey script would be fine. I imagine it would require a little list of all the inventory item names and then a size value assigned to each. Then parse through the list and do simple addition and display the result. I might try my hand at it, but I don't promise anything. --[[User:Lint|Lint]] 20:13, 14 April 2006 (BST)<br />
**"is it just you that wants this feature?" Hmm, I assumed everyone would want this feature. Perhaps "your inventory is getting full" and "your inventory is full" would be sufficient warning, but inventory size info seems valuable. Also, the Trader won't give me a rifle for my bananas (you can't carry more) even though I'm giving away much more than I'm getting -- the trading mechanism appears to check for overload based on carrying both the given and received items. Perhaps a feature... but he's the guy who owns an entire hut, you'd think he'd be willing to carry both during the transaction rather than requiring me to shoulder the burden. --[[User:Tycho44|Tycho44]] 09:10, 29 April 2006 (BST)<br />
***<Bump.> Also, why not "(x/y)" appended to the inventory header? If the game code can figure out whether or not the inventory is full, it seems that the player could be able to figure out the same info. Even a simple load indication "(x)" would work fine, if the worry is that total inventory capacity 70-74 depends on quirky variable info rather than being static based on class. --[[User:Tycho44|Tycho44]] 22:36, 15 May 2006 (BST) Besides which, seems like most everyone has an inventory limit of 71 now. (2 for blowpipes or rifles, 0 for gold coins.) --[[User:Tycho44|Tycho44]] 22:31, 20 May 2006 (BST)<br />
*See the last list item at [[The_Shartak_Wiki:Community_Portal#Greasemonkey_scripts]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 07:51, 28 May 2006 (BST)<br />
----<br />
<br />
===In-game Rankings===<br />
<br />
I was noticing recently that one of my characters seemed to have killed a lot of parrots lately. I realizing that such information is tracked on the game stats page, but not necessarily everyone looks at it, and I thought it might be fun to have something in-game to acknowledge the player who has killed the most creatures of each type. Maybe a line is added to the player's description page, or the color of their name is different, or a mysterious "crown of the fallen parrots" appears in their inventory--no real impact, just bragging rights. It should be easy enough to implement, and might add a little intrigue.--[[User:Jackel|Jackel]] 01:03, 16 March 2006 (GMT)<br />
<br />
''Comments''<br />
----<br />
<br />
=== Wiki: table CSS ===<br />
<br />
It would be nice if there were a class set up in the wiki's CSS file so that we could make attractive tables (see my ugly, hackish one on [[Tips and tricks]]). I tried to edit [[WikiMedia:Common.css]] but it's edit-locked. --[[User:Vtbassmatt|VTBassMatt]] 16:14, 23 March 2006 (GMT)<br />
* I don't know that WikiMedia:Common.css is the right thing to edit - That link takes me off to an external site! --[[User:Simon|Simon]] 18:09, 23 March 2006 (GMT)<br />
** What the heck! Ha, sorry. Now I can't find the page on either this wiki or the WikiMedia page. Weird. Well anyhow, it would be nice to have a useful table class. Thanks, Simon.<br />
*** What kind of table class? Do you mean something to give a particular title bar, and row colours? Similar to the one on the front page. Got an example of what you'd put in the css file? --[[User:Simon|Simon]] 11:58, 3 April 2006 (BST)<br />
**** Colors aren't too important, I was more concerned with borders. Something simple like:<br />
table.bordered, table.bordered td {<br />
border: 1px solid black;<br />
<br />
<br />
----<br />
<br />
=== Pets ===<br />
<br />
''Discussion of Pets has been moved to the existing [[Suggestions:Game Mechanics#Pet System|Pet System]] suggestion.''<br />
----<br />
<br />
===ruins===<br />
the ruins in the game are mostly for show, and that can be aggravating at times, as i would love to "explore" ruins more if there was something there. i am suggesting several things such as:<br />
*unique, ruin only monsters<br />
*special items found only in ruins<br />
*if quests are implemented, a quest location<br />
<br />
this is a very vague suggestion, but i feel that alot of the ruins on the map are just too bland. i camped out at ruins with my character "Richard Rose" and i stayed there for a week (in real time) because there was nothing better to do. and nothing and i mean NOTHING passed by, no game, no fruit trees, no players. it was completely desolate, and i am just suggesting several "interesting" components for ruins.<br />
<br />
'''Comments:'''<br />
*I have to agree that last I checked, the Ruins seemed like a total bust. Fifty searches yielded worse than the typical Jungle average. No events triggered, no creatures, no spirits, no variable flavor descriptions. <br />
:* "As the wind blows through the ruined arch, you hear the spirit voices of the ancestors" (gain 1 XP). <br />
:* "You find a bundle of parrot feathers tied to a leather strap. The spirit magic of this amulet has long since faded away." (junk item that could be implemented with magic/spirits later). <br />
:* "Ghosts of the ancient dead chill your soul" (lose 2 HP, gain 2 XP). <br />
:* "Sliding the heavy iron lid to one side, you discover [[The Conch|The Conch<sup>(tm)</sup>]]!"<br />
:...And so on. --[[User:Tycho44|Tycho44]] 22:56, 15 May 2006 (BST)<br />
----<br />
<br />
===Wind===<br />
{{suggestion|<br />
suggest_type=Game Element Addition|<br />
suggest_scope=Everyone|<br />
suggest_description=<br />
Add the concept of wind to the game. Could be either constant (always from the west) or random over time, possibly even dependant on the side of the island you're on. For now, including a changing wind speed (10mph to 30mph) may be overly complex. Wind can affect spirit movement, pigeon delivery times, fire movement, etc.|<br />
suggest_time=16:54, 14 April 2006 (BST)|<br />
suggest_author=[[User:Frisco|Frisco]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Working this out technically might be a bit much, but I would like to see similar environmental variables on the island. It would increase the variety in the game and provide a creative amount of unpredictability while not being outlandish. Perhaps there can be a similar effect for the water current and tide as well. I can't wait until there are hurricane-strength winds that whip around everyone unless they're safe inside the mountain tunnels. Mwahaha. --[[User:Lint|Lint]] 20:08, 14 April 2006 (BST)<br />
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}}<br />
===Animal Levelling===<br />
{{suggestion|<br />
suggest_type=balance change|<br />
suggest_scope=NPC Animals|<br />
suggest_description=Each time an animal kills a PC, the animal should have its stats increase: increased HP (possibly also reset to max), more damaging attacks, better chance of hitting, faster movements, possibly a more aggresive nature? There probably aren't that many animals out there that have actually killed more than one or two humans before being killed themselves, but this would increase that chance, leading to the natural formation of the mythical beasts that have been mentioned in other suggestions. And if it doesn't happen naturally, i'm sure it wouldn't be too long before animal cultists start sacrificing themselves to animals in order to create their gods.<br />
<br />
Characters with the animal affinity skill should be able to identify stronger creatures:<br />
:"Also here is a man-eating tiger"<br />
:"Also here is an extremely large man-eating alligator"<br />
:"Also here is an extremely large man-eating elephant that is barreling towards you"<br />
:"Also here is an extremely large man-eating parrot that is barreling towards you with claws the size of cutlasses"<br />
|<br />
suggest_time=20:26, 13 May 2006 (BST)|<br />
suggest_author=[[User:Frisco|Frisco]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
... That's a mite scary. I don't know how this would affect server load, but that would be my only complaint here.--[[User:Wifey|Wifey]] 01:06, 14 May 2006 (BST)<br />
* Sounds neat. Will there be a leveling cap? --[[User:Lint|Lint]] 01:45, 15 May 2006 (BST)<br />
** Probably should be a cap, though a rather high one. Time limitations would prevent animals from growing too powerful before someone takes them out, but a dedicated group of cultists could go crazy creating an invicible creature. Or perhaps once an animal reaches a certain level, it gets named (a monkey might be "King Kong" at high enough stats), and this one creature per animal type can continue advancing while all others are capped at that level (can't have more than one King Kong running around). &mdash;unsigned by [[User:Frisco|Frisco]] 02:38, May 15, 2006 (BST)<br />
* Awesome. --[[User:Tycho44|Tycho44, Cultist of the Man-Eating Parrot]] 22:57, 15 May 2006 (BST)<br />
* So let me get this straight - if an animal kills a PC, they gain hp, and accuracy of their attack, and possibly damage as well. say hp + 2, accuracy + 10%, damage + 1, up to a certain level (accuracy can only go up to 100% of course). Easy enough so far. If they get killed, they reset to the normal hp/accuracy/damage and start afresh as a normal level animal? I must say, I quite like this idea. If this is correct, then there's no server load issue. --[[User:Simon|Simon]] 09:33, 28 May 2006 (BST)<br />
** This sounds very good. I recommend that you let each animal reach 100% accuracy and cap damage at ''base damage + 5'' (a 9x100% elephant would be plenty lethal enough, I think). PC deaths to animals are probably rare enough that you could be more generous with HP bonuses: increase an animal's current HP and max HP by ''base health / 3 + 1'' for each of its kills. You could cap max HP (after five increases?), but I wouldn't. An animal should be restored to base health if its HP bonus wouldn't get it there (so an elephant, with a 20+1 HP bonus, would go from 32 HP to 60 and have 81 max HP, or go from 42 to 63 and still have 81 max HP). In theory, after five kills you could see an elephant with 165 HP that dealt 9 damage at 100% accuracy, but only if it got those kills without being harmed at all. Such a beast would be incredibly intimidating, but also incredibly rare. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:25, 28 May 2006 (BST)<br />
:::What about new players? They go into the forest for the first time, log out, log in only to discover that "an extremely large man-eating parrot that is barreling towards you with claws the size of cutlasses" has killed them in two moves. Nobody naturally gets stronger by dying and this would only prevent low level characters from leveling up.--[[User:One of many doctors|One of many doctors]] 03:13, 29 May 2006 (BST)<br />
::::The idea is that there wouldn't be that many of these, because they'd be rather difficult to make even a ''little'' better, anyways.--[[User:Wifey|Wifey]] 15:49, 29 May 2006 (BST)<br />
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}}<br />
<br />
===UDTool type Firefox plugin===<br />
{{suggestion|<br />
suggest_type=Plugin|<br />
suggest_scope=All players with Firefox|<br />
suggest_description=I don't have any coding skills, but I'm sure many of you out there do. Currently there is no way to add people to a contact list, thus making it difficult to recoginse people. Could someone please develop a UDTool style plugin (like that seen in Urban Dead) that allows you to add player's names and assign them to groups with user defined colours? Basically just port the UDTool over to Shartak users, so when you're in a hut or square with others, you can see people you've encoutnered with a llittle bit of text to pop up at your cursor telling you why they're important to you (like the 'notes' feature in the UDTool).|<br />
suggest_time=08:18, 27 May 2006 (BST)|<br />
suggest_author=[[User:Rip Purr|Rip Purr]]|<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>Wifeyhttps://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&diff=6202Suggestions:Miscellaneous2006-05-29T14:47:50Z<p>Wifey: /* Wind */ fixed One of many doctors' formatting issue</p>
<hr />
<div>{{:Suggestions/Header|page_type=Other}}<br />
<br />
== Other ==<br />
<br />
=== Tunnels ===<br />
Tunnels underneath the island lead to interesting places.<br />
<br />
''Comments''<br />
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]<br />
----<br />
<br />
=== Treasure to capture ===<br />
"Capture the flag" type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.<br />
<br />
''Comments''<br />
:I would like to modify this slightly Mystery Suggester. Please see the '''[[Suggestions:Game_Mechanics#Unique_Item_Hunt|Unique Item Hunt]]''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
----<br />
<br />
=== Player VS Player Interaction ===<br />
I would propoese a to hit % penalty for attacking members of same Home location. I believe this will promote exploration and perhaps offer a measure of protection of newly "birthed" population. As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]<br />
<br />
''Comments''<br />
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)<br />
<br />
:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)<br />
<br />
:I don't like this idea--especially with the inclusion of pirates in the game. It makes sense for pirates to trun on each other now and then, or to turn to pillaging from one of the outsider towns. All of a sudden, for our good RPing we get a reduced chance to hit and no XP?--[[User:Wifey|Wifey]] 07:30, 29 March 2006 (BST)<br />
<br />
:I have suggested a full non player vs player implementation at [[Suggestions:Game_Mechanics#PvP_Protection]]. --[[User:Iamtas|Iamtas]] 10:10, 13 April 2006 (BST)<br />
----<br />
<br />
=== Spirit Movement ===<br />
<br />
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)<br />
<br />
*My character has the "trekking" skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.<br />
::Perhaps spirits have less impetus than live characters --[[User:Dr. J|Dr. J]] 18:55, 7 March 2006 (GMT)<br />
<br />
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?<br />
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?<br />
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.<br />
<br />
So what's the suggestion here? Perhaps this belongs in the Talk page instead? --[[User:Simon|Simon]] 17:51, 27 May 2006 (BST)<br />
<br />
----<br />
<br />
===Player Titles===<br />
<br />
To supplement the explored/killed statistics, give players rank titles based on percentiles. For example, if Jack is in the bottom 10% of explorers and the 30th percentile of hunters, his profile would show him as "Greenhorn Jack the Good Shot", if Sheila is in the top 10% killers and middle 50 explorer, she would be "The Adventurous Sheila, Grandmaster Hunter", and [[User:Murk|Murk]] would simply be "Demigod Murk". The titles would be determined once a day like the stats, only apply to active players, and only take active players into consideration when determining percentile. This will help statistics be more relevant to all players, as once time goes on and new players start, the top 100 may be quite a distant goal. --[[User:Frisco|Frisco]] 04:15, 10 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I like it. It adds flavor to the game. I also agree that this system should be based on dynamic percentiles to allow for new players to compete with some of the more established ranking players. A static listing would be incredibly difficult for newcomers to break into. --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)<br />
----<br />
<br />
===Inventory Limit===<br />
<br />
I think I would like to have an indication of how much of my inventory limit is being used up. :D --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)<br />
* The inventory is somewhat flexible in size (+/- 2) so wouldn't be completely foolproof if represented as "(x/y)" appended to the inventory header, I could do something like a small bit of text just below the header like "You can carry lots more" "You can carry more things" "You can't carry much more" "You might be able to carry a couple more things" "You can't carry anything else". The question is though, is it just you that wants this feature? If so, you might be able to do something clever with greasemonkey. --[[User:Simon|Simon]] 11:02, 14 April 2006 (BST)<br />
* Ah. In that case, a greasemonkey script would be fine. I imagine it would require a little list of all the inventory item names and then a size value assigned to each. Then parse through the list and do simple addition and display the result. I might try my hand at it, but I don't promise anything. --[[User:Lint|Lint]] 20:13, 14 April 2006 (BST)<br />
**"is it just you that wants this feature?" Hmm, I assumed everyone would want this feature. Perhaps "your inventory is getting full" and "your inventory is full" would be sufficient warning, but inventory size info seems valuable. Also, the Trader won't give me a rifle for my bananas (you can't carry more) even though I'm giving away much more than I'm getting -- the trading mechanism appears to check for overload based on carrying both the given and received items. Perhaps a feature... but he's the guy who owns an entire hut, you'd think he'd be willing to carry both during the transaction rather than requiring me to shoulder the burden. --[[User:Tycho44|Tycho44]] 09:10, 29 April 2006 (BST)<br />
***<Bump.> Also, why not "(x/y)" appended to the inventory header? If the game code can figure out whether or not the inventory is full, it seems that the player could be able to figure out the same info. Even a simple load indication "(x)" would work fine, if the worry is that total inventory capacity 70-74 depends on quirky variable info rather than being static based on class. --[[User:Tycho44|Tycho44]] 22:36, 15 May 2006 (BST) Besides which, seems like most everyone has an inventory limit of 71 now. (2 for blowpipes or rifles, 0 for gold coins.) --[[User:Tycho44|Tycho44]] 22:31, 20 May 2006 (BST)<br />
*See the last list item at [[The_Shartak_Wiki:Community_Portal#Greasemonkey_scripts]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 07:51, 28 May 2006 (BST)<br />
----<br />
<br />
===In-game Rankings===<br />
<br />
I was noticing recently that one of my characters seemed to have killed a lot of parrots lately. I realizing that such information is tracked on the game stats page, but not necessarily everyone looks at it, and I thought it might be fun to have something in-game to acknowledge the player who has killed the most creatures of each type. Maybe a line is added to the player's description page, or the color of their name is different, or a mysterious "crown of the fallen parrots" appears in their inventory--no real impact, just bragging rights. It should be easy enough to implement, and might add a little intrigue.--[[User:Jackel|Jackel]] 01:03, 16 March 2006 (GMT)<br />
<br />
''Comments''<br />
----<br />
<br />
=== Wiki: table CSS ===<br />
<br />
It would be nice if there were a class set up in the wiki's CSS file so that we could make attractive tables (see my ugly, hackish one on [[Tips and tricks]]). I tried to edit [[WikiMedia:Common.css]] but it's edit-locked. --[[User:Vtbassmatt|VTBassMatt]] 16:14, 23 March 2006 (GMT)<br />
* I don't know that WikiMedia:Common.css is the right thing to edit - That link takes me off to an external site! --[[User:Simon|Simon]] 18:09, 23 March 2006 (GMT)<br />
** What the heck! Ha, sorry. Now I can't find the page on either this wiki or the WikiMedia page. Weird. Well anyhow, it would be nice to have a useful table class. Thanks, Simon.<br />
*** What kind of table class? Do you mean something to give a particular title bar, and row colours? Similar to the one on the front page. Got an example of what you'd put in the css file? --[[User:Simon|Simon]] 11:58, 3 April 2006 (BST)<br />
**** Colors aren't too important, I was more concerned with borders. Something simple like:<br />
table.bordered, table.bordered td {<br />
border: 1px solid black;<br />
<br />
<br />
----<br />
<br />
=== Pets ===<br />
<br />
''Discussion of Pets has been moved to the existing [[Suggestions:Game Mechanics#Pet System|Pet System]] suggestion.''<br />
----<br />
<br />
===ruins===<br />
the ruins in the game are mostly for show, and that can be aggravating at times, as i would love to "explore" ruins more if there was something there. i am suggesting several things such as:<br />
*unique, ruin only monsters<br />
*special items found only in ruins<br />
*if quests are implemented, a quest location<br />
<br />
this is a very vague suggestion, but i feel that alot of the ruins on the map are just too bland. i camped out at ruins with my character "Richard Rose" and i stayed there for a week (in real time) because there was nothing better to do. and nothing and i mean NOTHING passed by, no game, no fruit trees, no players. it was completely desolate, and i am just suggesting several "interesting" components for ruins.<br />
<br />
'''Comments:'''<br />
*I have to agree that last I checked, the Ruins seemed like a total bust. Fifty searches yielded worse than the typical Jungle average. No events triggered, no creatures, no spirits, no variable flavor descriptions. <br />
:* "As the wind blows through the ruined arch, you hear the spirit voices of the ancestors" (gain 1 XP). <br />
:* "You find a bundle of parrot feathers tied to a leather strap. The spirit magic of this amulet has long since faded away." (junk item that could be implemented with magic/spirits later). <br />
:* "Ghosts of the ancient dead chill your soul" (lose 2 HP, gain 2 XP). <br />
:* "Sliding the heavy iron lid to one side, you discover [[The Conch|The Conch<sup>(tm)</sup>]]!"<br />
:...And so on. --[[User:Tycho44|Tycho44]] 22:56, 15 May 2006 (BST)<br />
----<br />
<br />
===Wind===<br />
{{suggestion|<br />
suggest_type=Game Element Addition|<br />
suggest_scope=Everyone|<br />
suggest_description=<br />
Add the concept of wind to the game. Could be either constant (always from the west) or random over time, possibly even dependant on the side of the island you're on. For now, including a changing wind speed (10mph to 30mph) may be overly complex. Wind can affect spirit movement, pigeon delivery times, fire movement, etc.|<br />
suggest_time=16:54, 14 April 2006 (BST)|<br />
suggest_author=[[User:Frisco|Frisco]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Working this out technically might be a bit much, but I would like to see similar environmental variables on the island. It would increase the variety in the game and provide a creative amount of unpredictability while not being outlandish. Perhaps there can be a similar effect for the water current and tide as well. I can't wait until there are hurricane-strength winds that whip around everyone unless they're safe inside the mountain tunnels. Mwahaha. --[[User:Lint|Lint]] 20:08, 14 April 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Animal Levelling===<br />
{{suggestion|<br />
suggest_type=balance change|<br />
suggest_scope=NPC Animals|<br />
suggest_description=Each time an animal kills a PC, the animal should have its stats increase: increased HP (possibly also reset to max), more damaging attacks, better chance of hitting, faster movements, possibly a more aggresive nature? There probably aren't that many animals out there that have actually killed more than one or two humans before being killed themselves, but this would increase that chance, leading to the natural formation of the mythical beasts that have been mentioned in other suggestions. And if it doesn't happen naturally, i'm sure it wouldn't be too long before animal cultists start sacrificing themselves to animals in order to create their gods.<br />
<br />
Characters with the animal affinity skill should be able to identify stronger creatures:<br />
:"Also here is a man-eating tiger"<br />
:"Also here is an extremely large man-eating alligator"<br />
:"Also here is an extremely large man-eating elephant that is barreling towards you"<br />
:"Also here is an extremely large man-eating parrot that is barreling towards you with claws the size of cutlasses"<br />
|<br />
suggest_time=20:26, 13 May 2006 (BST)|<br />
suggest_author=[[User:Frisco|Frisco]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
... That's a mite scary. I don't know how this would affect server load, but that would be my only complaint here.--[[User:Wifey|Wifey]] 01:06, 14 May 2006 (BST)<br />
* Sounds neat. Will there be a leveling cap? --[[User:Lint|Lint]] 01:45, 15 May 2006 (BST)<br />
** Probably should be a cap, though a rather high one. Time limitations would prevent animals from growing too powerful before someone takes them out, but a dedicated group of cultists could go crazy creating an invicible creature. Or perhaps once an animal reaches a certain level, it gets named (a monkey might be "King Kong" at high enough stats), and this one creature per animal type can continue advancing while all others are capped at that level (can't have more than one King Kong running around). &mdash;unsigned by [[User:Frisco|Frisco]] 02:38, May 15, 2006 (BST)<br />
* Awesome. --[[User:Tycho44|Tycho44, Cultist of the Man-Eating Parrot]] 22:57, 15 May 2006 (BST)<br />
* So let me get this straight - if an animal kills a PC, they gain hp, and accuracy of their attack, and possibly damage as well. say hp + 2, accuracy + 10%, damage + 1, up to a certain level (accuracy can only go up to 100% of course). Easy enough so far. If they get killed, they reset to the normal hp/accuracy/damage and start afresh as a normal level animal? I must say, I quite like this idea. If this is correct, then there's no server load issue. --[[User:Simon|Simon]] 09:33, 28 May 2006 (BST)<br />
** This sounds very good. I recommend that you let each animal reach 100% accuracy and cap damage at ''base damage + 5'' (a 9x100% elephant would be plenty lethal enough, I think). PC deaths to animals are probably rare enough that you could be more generous with HP bonuses: increase an animal's current HP and max HP by ''base health / 3 + 1'' for each of its kills. You could cap max HP (after five increases?), but I wouldn't. An animal should be restored to base health if its HP bonus wouldn't get it there (so an elephant, with a 20+1 HP bonus, would go from 32 HP to 60 and have 81 max HP, or go from 42 to 63 and still have 81 max HP). In theory, after five kills you could see an elephant with 165 HP that dealt 9 damage at 100% accuracy, but only if it got those kills without being harmed at all. Such a beast would be incredibly intimidating, but also incredibly rare. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:25, 28 May 2006 (BST)<br />
:::What about new players? They go into the forest for the first time, log out, log in only to discover that "an extremely large man-eating parrot that is barreling towards you with claws the size of cutlasses" has killed them in two moves. Nobody naturally gets stronger by dying and this would only prevent low level characters from leveling up.--[[User:One of many doctors|One of many doctors]] 03:13, 29 May 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===UDTool type Firefox plugin===<br />
{{suggestion|<br />
suggest_type=Plugin|<br />
suggest_scope=All players with Firefox|<br />
suggest_description=I don't have any coding skills, but I'm sure many of you out there do. Currently there is no way to add people to a contact list, thus making it difficult to recoginse people. Could someone please develop a UDTool style plugin (like that seen in Urban Dead) that allows you to add player's names and assign them to groups with user defined colours? Basically just port the UDTool over to Shartak users, so when you're in a hut or square with others, you can see people you've encoutnered with a llittle bit of text to pop up at your cursor telling you why they're important to you (like the 'notes' feature in the UDTool).|<br />
suggest_time=08:18, 27 May 2006 (BST)|<br />
suggest_author=[[User:Rip Purr|Rip Purr]]|<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>Wifeyhttps://wiki.shartak.com/index.php?title=Talk:Terrain&diff=6161Talk:Terrain2006-05-29T01:31:44Z<p>Wifey: </p>
<hr />
<div>==If Only I Had The Right Tools...==<br />
<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." Is this a normal description for a square of beach? I've only seen it in this one place. [-70.591,+26.507]. I gave it some searching, and came away with 4 pieces of driftwood. It appears to have a much higher rate for driftwood than any other beach I've seen, as the description would suggest.--[[User:Wifey|Wifey]] 02:31, 29 May 2006 (BST)</div>Wifeyhttps://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&diff=6119The Scurvy Crew of The Hell-born Strumpet2006-05-28T20:38:15Z<p>Wifey: We be official now! Yar!</p>
<hr />
<div>{{Clanbox|<br />
clan_name=The Scurvy Crew of The Hell-born Strumpet|<br />
clan_image=|<br />
clan_abbrev=SCHBS|<br />
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|<br />
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Ship's Surgeon, the Boatswain, Mr. Jake the Able-bodied Seaman, and A Monkey.|<br />
clan_goals=The pursuit of booty and/or rum. YARRR!!!|<br />
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |<br />
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |<br />
}}<br />
<br />
<br />
== Avast me hearties!!! ==<br />
<br />
In keeping with Captain Whitney's promise to keep the crew crotch-deep in booty, rum, and native women the Scurvy Crew is planning it's first organized raid. All salt-eating, monkey-coveting, grog-swilling, wastes of life should report to the wreck in anticipation of the June 1 departure. It be time the crew gave all pirates something to 'YAHHRRRGH!!!' about.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
[[ Image:Newpiratetee.jpg ]]<br />
<br />
== Current goals be: ==<br />
<br />
Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)<br />
*Crew the ship<br />
*Terrorize the locals<br />
*Pursue the elusive three-headed monkey<br />
*Rum<br />
*Keelhauling<br />
*Wenches<br />
*Plunder<br />
*Grog<br />
<br />
== The Code of The Scurvy Crew ==<br />
<br />
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...<br />
<br />
Now accepting crew for the positions of:<br />
<br />
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] The Captain is pleased to see the lot of you mutinous crab-lickers return to your duties after the wreck. As the Scurvy Crew outnumbers all other clans on the island by a generous margin Captain Whitney decides it be time to make our presence felt. All crew members be under notice to report to the shore where the Strumpet wrecked on June 1 to be followed by a raid in force on Dalpok. Any who fail to stand to shall be flogged on the Quarterdeck by the Ship's Monkey at 6 bells... <br />
<br />
I see we're tied for second in the clan rankings with two other clans. This is fine work after a single day but the Captain thinks we can do better!!! Anything less than the number 1 slot is an insult to all of Piratedom. Mind your profiles and come June 1 we'll teach the island to fear the Scurvy Crew!!<br />
<br />
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!<br />
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath]<br />
*Master's Mate: [http://www.shartak.com/profile.cgi?id=1540 Teach]<br />
*Ship's Surgeon: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] I've just come back from Dalpok, all well, LETS GO AGAIN!<br />
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]<br />
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] (Got my leadership skill Capt'n... awaiting orders...)<br />
*Gunner: [[User:Wifey#Wifey|Wifey]] might not make it to the raid, but will try his damnedest.<br />
*Gunner's Mate:<br />
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]<br />
*Quartermaster: [http://www.shartak.com/profile.cgi?id=1337 badhammer]<br />
*Carpenter:<br />
*Carpenter's Mate:<br />
*Steward:<br />
*Cook: Pieman<br />
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho "Yarr" Everett]<br />
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]<br />
*Wenches:<br />
*Rum Runners:<br />
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)<br />
*Monkey's Mate:<br />
*Our preserved Native head: The Chief<br />
*Our second preserved Native head: Shrubar, shaman of Dalpok<br />
*and Able Bodied Seamen:<br />
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]<br />
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] will, in all likelihood, be at the raid. Where are we raiding, again?<br />
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]<br />
<br />
== Pirates be expert cartographers ==<br />
<br />
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.<br />
<br />
[[ Image: Dr_j_tunnel1.png ]]<br />
<br />
Thanks go to Dr J for his spelunking.<br />
<br />
== Thar be traitors in our midst ==<br />
I wish I'd never see the day when a man would turn against his fellow pirate. Today, ICDFIFiringSquad attacked me, [[User:Wifey#Wifey|Wifey]], your gunner. He shouted all manner of sexual profanities, which causes me to wonder about his sexual orientation, but that's beside the point. Get 'im, boys.<br />
<br />
[[User:Wifey#Wifey|Wifey]], Gunner of the Scurvy Crew, 16:47, 20 May 2006 (BST)<br />
<br />
As for your grievance Mr. Wifey, brawling is of course to be expected in lots such as we, yet in the name of discipline the Captain's will is that none shall be tolerated while on duty (during raids). Mr. Wifey may demand satisfaction in any way he sees fit so long as both are of sound mind and body when called upon to perform their duties (namely the approaching pillaging and murdering). -Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]<br />
<br />
I will castrate the traitor on sight, Wilfey. <br />
'''Captain Dan, Surgeon'''<br />
<br />
Aye, if he shows up near me he's as good as dead. [[User:Xintlaer#Xintlaer|'''Xintlaer''']] the boatswain<br />
<br />
The Zombie characters seen with increasing frequency are a group of Urban Dead players from the CDF who decided to grief Shartak by becoming permenant ghosts and shrieking at people like castrated monkeys until someone dies. Their expressed goal is to make it so that no living characters can inhabit any places they stake out for themselves, the first such place being the shipwreck. There's nothing really wrong with the CDF. They kill zombies in Malton (which is itself an awesome and glorious task worthy of any rum-sucking pirate). Trying to turn Shartak (an island-survival/pirate/colonial invasion game) into a zombie game, however, is wicked silly and defeats the purpose of trying to develop a new experience. Don't kill them. It'll piss them off (since all they want to do is die and scream at people) and will discourage further such annoyances:<br />
<br />
Zombie Jesus says "Whitney you bastard, finish what you started. I demand you slaughter me!" (2006-05-23 23:26)<br />
<br />
Zombie Jesus attacks you for 2 damage.<br />
<br />
You say "Go back to Malton. Shartak belongs to Pirates." -Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]<br />
<br />
They can only hurt you if you are inside a hut. Just sleep outside. I killed zombie Erados before I read this. Sorry. '''Captain Dan/Surgeon'''<br />
<br />
== As the man said: ==<br />
<br />
"The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate."<br />
<br />
[[ Image:Flynn.jpg ]]<br />
<br />
[[Category:Clans]]<br />
[[Category:Clans for both]]<br />
[[Category:Officially recognized clans]]<br />
<br />
== Native Guide ==<br />
<br />
The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.</div>Wifeyhttps://wiki.shartak.com/index.php?title=Wailers&diff=6117Wailers2006-05-28T20:36:28Z<p>Wifey: </p>
<hr />
<div>{{clanbox|<br />
clan_name=Wailers|<br />
clan_image=[[Image:Ghost.jpg]]|<br />
clan_abbrev=None|<br />
clan_leaders=[[User:Lama|Lama]] and [[User:Wifey#Ancestor_Ghost|Ancestor Ghost]]|<br />
clan_membership=Open|<br />
clan_goals=Chase away the living!|<br />
clan_recruit= [[Talk:Wailers|Talk page]] or PM lama or Wifey on the forums|<br />
clan_contact=See above<br />
}}<br />
<br />
UNDER CONSTRUCTION<br />
<br />
The Wailers are a unique group that accepts solely the souls (har har) of the deceased--or any elemental spirits of the jungle, should any be about. Being able to wail is not a prerequisite, of course; screams, shrieks, and even just intimidating whispers are just fine. Members are by no means prohibited from temporarily entering the world of the living in corporeal form, but it is encouraged that most of their time be spent as a spirit.<br />
<br />
==The Story==<br />
Long ago, at the birth of the world, before man or beast ever stood on the land or swam in the sea, there were spirits. Elemental spirits flitted about invisibly and curiously from hte dawn of time. When the first strange creatures began to appear in the ocean, they looked on with interest. When the first amphibians crawled up to explore the shore, they silently urged them on in amusement.<br />
<br />
Shartak, for some reason likely only known to the oldest and wisest of shamans (if known at all to mortals), has, from the beginning, housed an incredible amount of these elemental spirits. They were there, certainly, far longer than man. When man did arrive, they merely looked on with curiosity, occasionally interacting with those few who could detect them (those who would, in later generations, be known as shamans). When men first began to die on the island (from disease, wild beasts, and their own brothers' hands), the elemental spirits were shocked to find their number increased with ''new'' spirits. These newcomers were not precisely like the elemental spirits, but were accepted, in time, and even granted the same veneration as their ancient cousins.<br />
<br />
With the coming of more men, however, the elemental spirits are beginning to grow angry. There are too many of them now. The jungle is being chopped and burned to the ground, and new spirits are joining them at record rates. Balance has been entirely thrown off, and it is time for ancestors and elemental spirits to set things right again.<br />
<br />
It is time to wail ''all'' men off the island.<br />
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''More to come on rules and membership soon''<br />
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[[Category:Clans for both]]</div>Wifeyhttps://wiki.shartak.com/index.php?title=Death&diff=6022Death2006-05-28T02:01:07Z<p>Wifey: /* Spirit skill tree */ typo</p>
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'''Death''' is a common inconvenience in Shartak, but it is not the end; players may return to life by contacting a [[shaman]] or may continue playing as a spirit. [[Items]] are not lost upon death, but spirits cannot use them.<br />
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== Returning to life ==<br />
A dead player can contact their home shaman for 25 [[AP]] or a roaming shaman for 50 AP. The player will then be resting and regenerating AP at the feet of the shaman who resurrected them.<br />
:''As your spirit is whisked across the island, everything goes dark. Your surroundings come back into view and you find that magically you have been brought back to life by [shaman name]. You lie still for a while as your strength returns.''<br />
Thanks to the shaman's magic, a resurrected player will be invulnerable and invisible until they spend 1 AP to stand up.<br />
:''A shaman has returned your spirit to your body and you are currently recovering from the ordeal of being dead. Thanks to something the shaman has done, you appear as a lifeless body to anyone glancing your way. You may continue with life as soon as you feel strong enough to stand.''<br />
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You cannot go into AP debt to contact a shaman. "Sorry, you don't have enough action points yet. You'll need to wait until you have at least [25/50] before you can contact the shaman."<br />
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== Spirits ==<br />
Spirits are capable of floating over any [[terrain]] (except the mountain and the ocean) for 1 AP. They do not benefit from the [[skills]] ''Exploration'' and ''Trekking''. They also cannot use or drop any items that they were carrying at the time of their death.<br />
:''Unfortunately you have died and are now floating around the jungle as a spirit. It seems you don't need to worry about how thick the jungle is any more as you simply pass straight through it, however you can no longer carry anything. You should probably find a Shaman to assist you in returning to life.''<br />
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The only way for a spirit to interact with the realm of the living is to whisper or scream with a skill listed below.<br />
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=== Spirit skill tree ===<br />
Screams, shrieks, and wails do not work in the village clearing because the village shaman's chanting neutralizes the effect. But spirits can still enter huts and attack players inside; sleeping in a village hut as a player is not recommended.<br />
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* '''Ghostly Whisper''' - Allows spirits to communicate<br />With ''Ghostly Whisper'', spirits can speak to any player that has the ''Sixth Sense'' skill. Spirits can hear Ghostly Whispers, even if they lack ''Sixth Sense''.<br />
** '''Haunting Scream''' - Attract other spirits and scare nearby living players<br />Using ''Haunting Scream'' gives spirits a chance of dealing 1 HP of damage to living players in the area. (Spirits see "You let out a haunting scream.") All nearby players hear the scream, and some percentage of them take damage. It is believed that a spirit receives 1 XP per scream in a location containing at least one listener.<br />
*** '''Shocking Shriek''' - Scare nearby living players<br />''Shocking Shriek'' is similar to ''Haunting Scream'' but allows spirits to deal more damage to players they frighten. (Spirits see "You let out a shocking shriek but life carries on as normal.", "You let out a shocking shriek causing just a little damage.", or "You let out a shocking shriek causing lots of damage." Living players see "You hear a shocking shriek coming from all around you." or "You hear a shocking shriek coming from all around you, and lose 2 HP from fear.")<br />
**** '''Banshee Wail''' - Frighten nearby living players<br />Spirits with ''Banshee Wail'' can emit powerful wails for a cost of 3 AP. All characters in the area of effect hear a banshee wail. (The range of the wail is not known.) A small percentage of the players in the area also take 4 hit points of damage. (The chance of causing damage is unknown, although roughly 1 in 4 succeed.) ''Sixth sense'' does not seem to alter the effect of the banshee wail. It is possible for victims to die from wails. The experience point reward from causing damage by wailing is not known, but is believed to be 1-5 XP per wail. (Victims see "You hear a banshee wail coming from all around you." or "You hear a banshee wail coming from all around you, and lose 4 HP from fear.")</div>Wifey