Difference between revisions of "Suggestions:Skills"

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* Should probably be a timelimit so you don't see "Average Joe left heading north 90 days ago". - [[User:Snarf|Snarf]]
 
* Should probably be a timelimit so you don't see "Average Joe left heading north 90 days ago". - [[User:Snarf|Snarf]]
 
*Could work for animals, too. How many times have you logged off near an animal, planning to pounce on it when you have more AP, only to find that, in that time, it's moved? The worst part is that it's never actually moved far; no, it definitely just moved a few squares in some direction, and you have no idea which. I like this skill idea.--[[User:Wifey|Wifey]] 01:50, 30 March 2006 (BST)
 
*Could work for animals, too. How many times have you logged off near an animal, planning to pounce on it when you have more AP, only to find that, in that time, it's moved? The worst part is that it's never actually moved far; no, it definitely just moved a few squares in some direction, and you have no idea which. I like this skill idea.--[[User:Wifey|Wifey]] 01:50, 30 March 2006 (BST)
 +
* Implemented. --[[User:Simon|Simon]] 21:58, 30 March 2006 (BST)
  
 
=== Religious Devotion ===
 
=== Religious Devotion ===

Revision as of 20:58, 30 March 2006


Suggestions
Items | Skills | Classes | Game mechanics | Miscellaneous

Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.

Begin a new item with a * and "sign" your suggestions using -- ~~~~ so we know who to blame ;)

Bug reports should go on the Bugs page.

This is the suggestions page for Skills. See also the Suggestions page for other suggestions.

Skills

Planting/agriculture

Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --DKChannelboredom (2 March)

Comments

Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --Simon 09:47, 2 March 2006 (GMT)
Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --Lint 08:40, 5 March 2006 (GMT)

Weapon Skills

The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- Daylan 11:07, 17 February 2006 (GMT)

Comments

We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they "blow") and +10hp? and if that is all they are how come soilders get extra skills? -- Daylan 02:55, 3 March 2006 (GMT)

Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT

It should be over 30% as even at that it still makes blowpipes worse than the heavy sword(which while apparently being really rare itdoesn't mean everybody can't search and find one and 5 dam 45%[2.25 dam/ap] outclasses even 4 dam, search ammo, 2ap per shot, 80%![approaxamitly 1.6 dam/ap not counting search ap] anyday, hell the heavy sword is the uberest weapon in the game![the rifle is 5 dam, 1.5 ap/shot,60%=2dam/ap not counting searching!]) I think you should at least be able to make them have the same to hit as the rifle, It would be balanced by the fact you can only load a single dart at a time(i think),they have lower damage, but you can find darts in more places (check the regular search odds page you'll see they were found in d10 jungle!) I could see this fact alone justify the lower damage and single shot load, but not the lower to hit chance. Unless of course poison darts actually poison(has anybody checked this out?) then I see why they have a low to hit, you can dart somebody, run away then they would die trying to find you, But even if they do poison, outsiders can use them too(with a skill) so I still believe native warriors should be more effective at darting then any other class to balance the superiority of rifles.But all in all problems are solved if blowpipes get some skills to raise to hit% and the heavy sword is removed for being too uber(just cause it is rare doesn't mean we all can't/won't find it!) --Daylan 23:09, 9 March 2006 (GMT)

Maybe there can be a skill to create blowpipe darts (with poison berries or snakes)

Tracking

Anyone with the Tracking skill should be able to track where people have gone, either generic "A native passed by here recently" or more specific "Average Joe left heading north 2 days ago".

Comments

  • Should probably be a timelimit so you don't see "Average Joe left heading north 90 days ago". - Snarf
  • Could work for animals, too. How many times have you logged off near an animal, planning to pounce on it when you have more AP, only to find that, in that time, it's moved? The worst part is that it's never actually moved far; no, it definitely just moved a few squares in some direction, and you have no idea which. I like this skill idea.--Wifey 01:50, 30 March 2006 (BST)
  • Implemented. --Simon 21:58, 30 March 2006 (BST)

Religious Devotion

Required to use "Holy Scriptures" --One of many doctors 23:22, 16 February 2006 (GMT)

Comments

Jungle Skills

The jungle environment has great potential to add significant dynamic to this game. These could be a set of skills to reflect this.

Jungle Lore: Player has x% chance of discovering item/artifact. Might work in conjunction with search skill.
Make/Detect Traps: Spikes, Pits etc... Not sure this is possible and what would be need to time degrade this.Nankilstlas
Some kind of "hiding" skill where you can spend AP to conceal yourself in fauna, so you can't be seen by passersby. Visually, it could take the form of "reforesting" a block to dark green, and someone who chops through would "uncover" you, perhaps getting some XP? --Jackel 19:34, 25 February 2006 (GMT)


Comments

A 'trapping' skill looks like it would be exploited by greifers (surrounding someone with traps, for example), but I like the 'Hiding' and 'Jungle Lore' ideas.--Grigoriy 02:26, 26 February 2006 (GMT)
The hiding skill shouldn't conceal you from animals or someone with the Sixth Sense, Exploration, or Jungle Lore skills, otherwise the player would be invincible.--Grigoriy 21:15, 27 February 2006 (GMT)
Agreed, hostile animals should be able to sniff out hidden players, and Sixth Sense makes sense as well. Hidden players have to remain motionless to stay hidden, using items, searching, etc, would "unhide" the person. I was also thinking how the "reforesting" aspect could be abused to create vast areas that needed to be chopped down, so maybe a player could only hide in an already dark green area, (getting a message like there is not enough foliage to suitable hide in when trying in a cleared area) limiting its effect somewhat, and creating a little extra tension when on the run from someone and trying to find an overgrown area to hide in. --Jackel 22:37, 27 February 2006 (GMT)
I like the hiding skill, maybe with different AP required depending on jungle density. Also, first hidden could make you invisible from 2 squares away, while hiding further would hide you from any adjacent square, and a third hide would keep you hidden on the same square unless they chopped. --Qberry 3/29/06
like the hiding thing as well, maybe it could work in that if you use it then you are only visible if they are in the same square as you? it would certainly keep you quite hidden anyway. -- fitzcarraldo|T 15:42, 28 March 2006 (BST)

Skinning

This is a skill that does not have a pre-requisite. Upon coming across an area where a dead animal is present, the player is given an opportunity to skin the animal. The process of skinning costs 1 AP and has a chance of producing items such as Animal Hide or Animal Tooth or Animal Feathers. These items can be traded to an NPC found in villages and exchanged for Gold Coins. This skill should be available to all classes to grant them all with an equal opportunity of earning Gold. --Lint 21:48, 23 February 2006 (GMT)

  • Extend skinning to killed players? No, that's just wrong. We are civilized.
  • Make skinning have a pre-requisite of Exploration? Perhaps.
  • Make skinning always produce an item, rather than chance? No, I like a good challenge.
  • Perhaps it could be tied to the Meat suggestion? Possibly.

Comments

  • Good idea, perhaps natives don't have a pre-requisite, but outsiders need exploration? *cough* --Grigoriy 02:12, 26 February 2006 (GMT)
    • While that may be a more realistic way to handle it - since natives would conceivably be more experienced with such matters - I think that changing the skill tree for such a minor skill would upset the general sense of game balance between the two sides. --Lint 02:43, 26 February 2006 (GMT)

Animal Spirit

(native only) Upon gaining this skill, an animal type is associated with the player. Any attacks by the player on that animal result in negative xp, but the animal is less likely to attack the player. Additionally, if the player dons the skin of the animal (perhaps via the Skinning skill) then a bonus is given to the player, such as faster movement, hit bonus, damage bonus. Bonus could be dependant on animal. Upon player death, there is a chance the player's animal spirit will change. --frisco

Comments

Build Training

(Outsiders only) They gain the ability to build walls around the outsider settlements. There would be different levels like reinforced, light, massive, etc. Whoever can attack them and destroy them. Maybe there would be a skill for building gates? --One of many doctors 03:33, 1 March 2006 (GMT)

Comments

  • Natives should be able to make walls too - think King Kong, plus if there are native ruins on this island, then they must still have some decent construction knowledge lingering around. However, Outsiders should have an "Advanced" skill that allows for stronger walls. --Frisco 04:41, 1 March 2006 (GMT)
Yes, any human should be able to build, and they should ONLY be able to build in certain areas, so as not to have some group lay claim to a section of the island with key resources (assuming there are some). Also, it should take a LOT of AP. --Jackel 00:18, 2 March 2006 (GMT)

Trap Laying

(Native only) They can place one time use traps that dmg outsiders only. This skill can only be used in the jungle. Maybe a skill to be able to detect traps? --One of many doctors 03:36, 1 March 2006 (GMT)

Comments

  • Again i'm thinking Outsiders could make traps too - some of them must have been hunters in the Old Country - but perhaps an Advanced skill for natives, leading to higher success rate, since they are more used to the environment. This skill seems dangerous, though, possibly leading to clans just laying traps in every single square of jungle, making it ridiculous for the other side. Perhaps a trap can only be made in certain jungle types, and only lasts until the jungle changes in level (either growing up naturally or down by the same character type chopping it). --Frisco 04:53, 1 March 2006 (GMT)
This was already proposed in the "jungle skills" section. I agree, it seem too easy to abuse by griefers.--Jackel 00:18, 2 March 2006 (GMT)

Comment Cartography

Applies to Natives & Outsiders, most likely best applied only to the classes, scouts & explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- fitzcarraldo|T 17:05, 5 March 2006 (GMT)

Comments

  • This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- Daylan00:37, 10 March 2006 (GMT)
  • I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--Jackel 00:49, 10 March 2006 (GMT)

Revive skill

Applies to doctors and shamans, a skill to revive spirits, would require Sixth sense (obviously). It is simple enough premis: a skill that revives dead players similar to the regular shamans instead of requiring them to go to town shamans, the revive players aren't as skilled at the craft so the revived players would have only 80% of there hp when revived by other players. --Daylan 00:43, 10 March 2006 (GMT)

Comments

  • Does raise a risk of multi-abuse, but I agree that player shamen should have this ability. Maybe it requires a special powder or item in order to do?--Jackel 00:49, 10 March 2006 (GMT)
  • I am trying to think of some cost right now but can't decide. I do know that the xp gain rate should be comparable to fighting(and healing when there are more players) so players will want to be a revive player. --Daylan 01:41, 10 March 2006 (GMT)
  • I don't like the idea of Doctors getting the ability to revive the dead, but that's definitely within the rights of a shaman. Sixth Sense as a requirement, and you must be standing in the same area as a spirit. Give either a 100% chance to work and a relatively high AP cost (10?) or a lower chance to work and lower AP cost. Blam. There you go. Player shamans can now do their part.--Wifey 07:18, 28 March 2006 (BST)

Polymorph

Requires Animal Spirit. Allows character to take the form of an animal. Perhaps one skill per animal, and each transform requires the use of an (AP expensive) animal mask. Upon transforming, people around you cannot tell it is you. If you die as an animal, you turn back to human, having lost half the HP the animal lost. To allow polymorph for outsiders, maybe a skill like "Ancient Reading" with the presumption that this allows them to read the right glyphs in the ruins would give them the ability to learn this skill. --Frisco 03:52, 10 March 2006 (GMT)

Comments

  • I like the idea of having some kind of weird supernatural kind of skill for the natives... But, I think that if you get killed while in animal form, you should be dead and have to seek the assistance of a shaman. Because all the natives would do when logging out is morph into an elephant. That's a boat load of HP for someone to whittle down and kill, only to have the human pop out and have to be hacked away at. Granted, nobody will KNOW outright that the person has assumed the guise of an animal. Would you propose that if someone "kills" the animal form they get the XP bonus of killing an animal? -- Schmeckel 06:09, 11 March 2006 (GMT)
  • Special masks that turn you into animals? They'd need to be quite hard to make, maybe special wood from a certain type of tree, a bit of the animal and something to stick it together. It'd have to be harder to get the ones for better animals. MorkaisChosen 12:19, 11 March 2006 (GMT)

Will o' the Wisp

Type: Skill addition
Scope: Spirits (all classes)
Will o' the Wisp (can't think of another name) is a potentially simple skill to give a little more incentive to play as a spirit for a bit. It is a sub-skill of Ghostly whisper. If a player possesses this skill, then as a spirit they will have an option to "Wisp" for 30 AP. Wisping operates on a similar mechanic as the Flare guns and Feeding groans in Urban Dead. Any players posessing Sixth Sense within a 5x5 range of the spirit will be informed: A faint flicker of light catches your eye (x blocks east/west), (y blocks north/south). (timestamp).

This skill also has the potential to stack. More spirits on the same square will produce a brighter effect. Possibly in base 5. Ranging from faint flicker, slight illumination, to brilliant flash.

Fixes that I made last minute: reduced the Wisp range and upped the Wisp cost in an attempt to reduce spamming, also making Sixth Sense a prerequisite for recognizing Wisps as it would otherwise nerf the skill to a degree. --Lint 07:53, 25 March 2006 (GMT)

  • I like it. The AP cost might be a bit on the high side, but there may be other alternatives to reduce spamming. --Simon 10:44, 25 March 2006 (GMT)
  • What's the point of it? Or is there something I'm missing? I mean, is it just to light up for kicks? Wll o' the Wisps in folklore always attempted to lead travellers into dangerous parts of bogs, where they would find their doom. Since that isn't really an option (and since people, noticing this, would just stop paying attention to them), is there any practical use for this? Still neat, if there isn't, but better if there is.--Wifey 07:25, 28 March 2006 (BST)
    • As a Shaman with Sixth Sense, I've only come across 1 spirit. I sought a means to encourage the realm of the living and the dead to interact more. It is admitedly mostly aimed towards flavor and roleplaying than mechanics. The most practical application would be to attract people to revive points (in the possibility that they are created). In retrospect, I now see that this suggestion overlaps with the Haunting Scream description to a fair degree. --Lint 08:33, 28 March 2006 (BST)
  • Does it overlap? I haven't seen a Haunting Scream in action, yet. I'm all for flavor and RP skills, I just doubt that people woud bother with them too often without some mechanical benefit, which would be a shame. I'll admit, though, that I hadn't thought of attracting shamans to get yourself revived.--Wifey 06:48, 29 March 2006 (BST)

Construction

construction points, would be implemented and would act like exp, but players earn it by setting up camp, ex: 5exp everytime a player sets up his/her cabin, costs 10ap to set up, to keep from spamming and getting free exp.

  • constructionallow players to build 1(one) single hut per GAME that is collapsable, non collapsable, players out in the jungle would have to cut down the jungle to re-construct the hut

this would give players a reason to stay out in the jungle,

simply what it says, first off, we could/should have different buildings because i find it annoying to have to look around at the same picture not knowing where the trading post is. im implying that new icons be put in for huts, like the pirate ship, have different pictures, ex: there is an armory hut, it's icon would be a hut with a silver tip/ sword on the roof and etc...

SKILLS:

  • hut maitenance

can change hut 1(one) time into another kind of hut ex: armory hut, extra chance of finding wpns etc

    • cupboard accesible inventory in hut that players can "lock" and recieve a "key" item, other players could break open the "lock" for x amount of AP
  • bed players in hut are shown the "get into bed" option which heals 2 hp every hour they arent logged in
    • fluffy bed heals and extra 1-2 hp
  • running water

if the hut is within x amount of squares to water, they can refill gourds and bottles (i think someone suggested we keep empty bottles, this would require that to be implemented)

  • fire-pit players can cook meat (as suggested, only used if implemented)
  • craftmanshipplayers can see the hut's creator, ex: Richard's Hut, if skill isnt aquired, players see the hut as "dishevelled hut" or "ragged hut" etc.
  • hut upgrade 1 hut is given one extra ring of squares
    • hut upgrade 2 hut is given extra floor
      • hut upgrade 3 hut second floor is enlarged, door locks are given
        • hut upgrade 4 hut is given a basement

the use of hut upgrades is to help people hide, when upgrade 3 is given, and locks are attained, players can "lock" their houses up, requiring a devastating amount of AP to open, suggesting around 60-70 AP

  • house trap 1 spike trap, inflicts 1 wound
    • house trap 2 heavy spike trap, 1 wound and 3 dmg
  • house trap 3 blast trap, 7 hp
    • house trap 4 heavy blast trap 14 hp

traps are triggered upon breaking into a house, players can attain a new skill:

  • lockpick breaking in only costs 30 AP

with this skill, traps are disabled

  • animal cage

if animal trapping were implemented, then this would keep them from running away when u died,

    • animal care animal care section of the house, determining your pet's status ex:

Richard clicks the button "give pet food" mr whiskers smiles and gobbles it up. it could also just be flavor text, and a way to get rid of meat.

  • attack animal

player buys skill animal now acts like trap, player types in names of people allowed to be in house, anyone not on the list is attacked by animal, animal is treated as "wild" to intruders, as per, it will follow them several blocks away from the house before returning, and can be killed, but is also agressive no matter what breed. ex: mr.parrot attack john doe for 2 dammage and returns home.

    • rabidity animal is now "rabid" and has a 20% chance of "infecting" (wound) the intruding player

other tidings can be added, ex:

  • taxidermy players can pick up dead bodies and mount them in their house ex:

in the second story of richard's hut is a grey elephant head, mounted on oak

my finale,

  • garden allows players to plant a tree/ bush 1 square away from their house, planting requires, 5 of the said fruit and the plants disappear when the hut is packed up, players also have the ability to "kill" the plant and re-grow a different one.
    • green thumb allows players to garden for only 3 fruits
    • verdant thumb allows players to change to growths around their house, ex: a house surrounded by dirt can be changed to light undergrouwth or heavy forest
    • spade allows player to dig a "cellar" 1-3 squares away from house to "hide" or store items.

skill also allows players to loacte any tunnels within 5X5 of the checked area. players can only check within a 3X3 area around the house

house experience does not raise everytime a skill is bought, but the price is set at 100-200 (your choice)

"comments Below"

Sounds like it would be a good idea if the island was bigger but otherwise a 3x3 would be gigantic if everyone had one--Slith 21:40, 29 March 2006 (BST)

  • not really, but the huts are still the same single square size on the outside, it is the inside that changes. --Richard Rose

I think it would be better to implement this skill while implementing clans - i.e. having clan camps. One way to implement this would be to establish camp/ a hut automatically when a certain number of players from a given clan stand on a single square. This would reward organization and prevent individual players from spamming.

Plunder

Author Timestamp Type Scope
Wifey 07:15, 30 March 2006 (BST) Skill Pirates

So. Pirates have been added, at long last. We all love pirates. They're swarthy, greedy people. Like mobsters, only with eyepatches, bandanas, peg legs, parrots, and the clap. There's something lacking in the pirates on Shartak, though. To get a better idea of this, let's look at the check list.

[x] 1. Pirate ship

[x] 2. Swarthy attitude

[x] 3. Pirate lingo

[x] 4. Murder

[ ] 5. Plunder

Aha! So we've identified the problem: a distinct lack of plunder. For this reason, I've come up with the idea for a plunderin' skill. Now, when you kill some poor sap, you take one coin out of his inventory per level--his level, that is. This keeps it a little balanced, in that you won't be taking away the life savings of some poor little level 1 when you kil him. Unless he happens to have only 1 coin, but that's neither here nor there. Now, of course, if you kill a level 5 who only has 4 coins, you'll only get those 4 coins. If he has 6 coins, however, you'll only get 5 of them.

Is it overpowering pirates to give them this class-restricted skill? Not really. I mean, despite being a combat class, they can't really get any good with rifles. Pretty much all of their kills are made with a cutlass. And what's the real usage of the gold coins? Typically, to buy ammunition. Obviously, the pirates won't be using it on that, as they're terrible shots. They'll just buy themselves some medical supplies, some back-up weapons, and hoard the rest. I can't say I know that many players who hold onto the coins, anyways, though I'm sure there must be some. Still, they generally tend to be spent pretty quickly. Really, I just think that this could lend pirates a little more depth; sure, they're fellow outsiders, but can you trust them? How quickly will they cut your throat for you wallet?

So... Thoughts? Agreement? Death threats?

Comments

  • Keep/Change (Yarr) I agree that this fits with theme and perhaps rightfully rewards Pirates in that they do not have a Trader NPC at the shipwreck (at least that was the case when I left it several days ago). And I'm glad that this is being presented as a purchasable skill (I believe?) rather than an inherent one.
    I do generally follow one of the basic tenets of UD - "Don't Tread On Me Mess With My Inventory!" But gold appears to have become fairly plentiful with the Trader NPC; having more gold than your current level is a fairly easy feat and losing gold won't lead to an entirely unpleasant gaming experience. However, I would like a few more mechanics set in place to minimize the avenues to zerging, griefing, and general abuse that this suggestion would open up.
    The only simple amendment I can think of may be to give Plunder a percent chance of success. Perhaps allowing for degrees of advanced plundering skills. --Lint 20:07, 30 March 2006 (BST)

i agree with both of them, and with you, id love to see this flavor added, and the trader NPC at the pirate camp has yet to be found, so they would have to go to another village to use it. the closest village (where my pirate is) is dalpok, which, is, as you know native. this hostility would mean pirates would REALLY have to work to hoard medical supplies and weapons, thusly this would be well balanced. i also want to discuss the % success rate. as pirates are VERY good at "plundering" the % chance success rate should start at a reasonably high %, such as 50% and above. as putting it any lower would simply be ridiculous. there could be several level ups to raise the % but if there are no advanced levels then i suggest putting the starting % at around 75% --Richard Rose