Suggestions
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.
Contents |
Skills
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
Religious Devotion
Required to use "Holy Scriptures" --One of many doctors 23:22, 16 February 2006 (GMT)
- I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well from a game balance perspective. It does fit nicely with the theme though. --Lint 23:41, 16 February 2006 (GMT)
Items
Head-shrinking powder
This could be either a melee or area weapon used by natives.
Comments
- What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - Snarf
Meat
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. Bungalow Bill
- But you can only carry 200 pounds of meat back to your wagon. </oregontrail> --Lint 01:15, 13 February 2006 (GMT)
Radio beacon/receiver
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.
Comments
- What's wrong with using the GPS co-ordinates of a specific location? - Snarf
- Perhaps a way to have GPS waypoints or markers IN one own's GPS? --Wcervantes 19:39, 16 February 2006 (GMT)
Holy Scriptures
Used to convert Natives into Ousiders. Requires "Religious Devotion". Most likely found around Outsider settlements --One of many doctors 23:22, 16 February 2006 (GMT)
Other
*Supplies in settlements
Could there perhaps be some kind of a more reliable way to get things in villages, apart from randomly finding them? Coming across abandoned items in jungles, evaquated police departments and such makes sense, but going on an epic quest for a machete under someone's carpet in an active village just seems a bit out of place.
So, if it's not too much of a hassle, which it most likely is, I suggest there to perhaps be put some kind of trader characters in settlements, who could exchange all kindsa things for random junk you've found lying around in other places, or maybe you could get these fellas to make items for you free of charge, which you could go and pick up after a period of time?
..probably too complicated for something that's rather useless. Oh well. --Ismo Kuikka
Tunnels
Tunnels underneath the island lead to interesting places.
- How do you know they don't exist? :) Dr. J
Treasure to capture
"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.
Writing on the tree (or sand)
Should be able to write stuff in the sand on the beaches and carve short messages into trees in the jungle. To avoid "carve-wars" the only way to get rid of messages on trees could be to chop the jungle down and wait for it to grow again before you can write a new message. -- Snarf 22:32, 27 January 2006 (GMT)
Informational messages
You should be able to see what other people have done since your past turn. Much like the skill above, except for most actions that take place. Such as '[09:34]Joe used a medkit on Roger' or '[05:23]Dan Attacked a Boar and missed'. If this is implemented, there should be a menu that you can use to toggle certain bits of information, to reduce or stop spam. Durja 18:14, 6 February 2006 (GMT)
Comments
- I don't want to see when people miss attacks, that's just too much information (unless it's me that they're attacking!) - Snarf
- Would be useful to see when kills are made in the same location eg. Dan killed a boar or Joe killed Roger - Snarf
- How about making a list of "informational messages" that might be required? - Snarf
- PlayerX killed PlayerY.
- PlayerX killed animal.
- PlayerY died from eating some poisonous berries. (self-inflicted death)
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
Classes
Priest
Starts off with a "Holy Scripture" and the "Religious Devotion Skill". --One of many doctors 23:22, 16 February 2006 (GMT)
Game Mechanics
Conversion
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. --One of many doctors 23:22, 16 February 2006 (GMT)