First of all, thanks VERY much for working on this, Ron! If this works out the way you make it sound, it will add a lot of gameplay value to the game! <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid="" border="0" alt="bow.gif" />
I was thinking if perhaps we could also add the BLADE_DAMAGE mod into this all, so that a heavy blade would take a lot longer to deteriorate than, say, a fragile rapier.
Also: How about the thought of having blades rewarded by the governors on promotions? We could make some of the blades unique and only used for this purpose. And we could give them a skill bonus as suggested by me before. Which blades should then be rewarded by which governors?
Improved item descriptions would also be welcome: Go right ahead with it.
I'll see what I can do about the HP bonus per level. I think I found the appropriate code yesterday. I think I posted it when I posted all difficulty-related code two pages back.
<!--quoteo(post=228527:date=Dec 29 2007, 11:18 PM:name=Captain Fitzpatrick)--><div class='quotetop'>QUOTE(Captain Fitzpatrick @ Dec 29 2007, 11:18 PM) [snapback]228527[/snapback]</div><div class='quotemain'><!--quotec-->I'm not sure if theres a way to hide this good loot from characters like the rpg trader mod works, meaning that the character can't get items that are higher than it's level from corpses.<!--QuoteEnd--></div><!--QuoteEEnd-->That should be possible, I think. Then you'd simply not get to see those items that are above your own character level. Of course when all blades are made just about equally good, just different, what's the point of having a character level limitation? Except for those blades that <i>are</i> slightly better than the others. Perhaps we should make the item minlevel change with with item quality. That way a low level character could use a worn rapier, but could not yet loot an excellent rapier. However, you could give yourself a slight advantage by going to a blacksmith and having him fix up your worn rapier to excellent anyway. But that would be for a price. So: no advantages unless you're willing to pay for it.
<!--quoteo(post=228531:date=Dec 30 2007, 12:06 AM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Dec 30 2007, 12:06 AM) [snapback]228531[/snapback]</div><div class='quotemain'><!--quotec-->Out of my simple (and humble !) playing experience, I think the low prices suggested for common weponry will work out great combined with tuning of the levels and difficulty... as long as there would still be a difference between "cheap and dull" and a blade a governor would award at a promotion ceremony.<!--QuoteEnd--></div><!--QuoteEEnd-->I was thinking of adding a skill attribute to those blades awarded by the governors. So that when you choose to use the blade you have been given, you get a bonus to your skills. You then get the dillema between using the blade you have been given or using another blade. Because the blade you have been given might not have the stats you yourself would prefer to have. But you only get the skill bonus if you'd use <i>that</i> blade. That way the governor-awarded blades would also not be incredibly good, but still special.
I was thinking if perhaps we could also add the BLADE_DAMAGE mod into this all, so that a heavy blade would take a lot longer to deteriorate than, say, a fragile rapier.
Also: How about the thought of having blades rewarded by the governors on promotions? We could make some of the blades unique and only used for this purpose. And we could give them a skill bonus as suggested by me before. Which blades should then be rewarded by which governors?
Improved item descriptions would also be welcome: Go right ahead with it.
I'll see what I can do about the HP bonus per level. I think I found the appropriate code yesterday. I think I posted it when I posted all difficulty-related code two pages back.
<!--quoteo(post=228527:date=Dec 29 2007, 11:18 PM:name=Captain Fitzpatrick)--><div class='quotetop'>QUOTE(Captain Fitzpatrick @ Dec 29 2007, 11:18 PM) [snapback]228527[/snapback]</div><div class='quotemain'><!--quotec-->I'm not sure if theres a way to hide this good loot from characters like the rpg trader mod works, meaning that the character can't get items that are higher than it's level from corpses.<!--QuoteEnd--></div><!--QuoteEEnd-->That should be possible, I think. Then you'd simply not get to see those items that are above your own character level. Of course when all blades are made just about equally good, just different, what's the point of having a character level limitation? Except for those blades that <i>are</i> slightly better than the others. Perhaps we should make the item minlevel change with with item quality. That way a low level character could use a worn rapier, but could not yet loot an excellent rapier. However, you could give yourself a slight advantage by going to a blacksmith and having him fix up your worn rapier to excellent anyway. But that would be for a price. So: no advantages unless you're willing to pay for it.
<!--quoteo(post=228531:date=Dec 30 2007, 12:06 AM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Dec 30 2007, 12:06 AM) [snapback]228531[/snapback]</div><div class='quotemain'><!--quotec-->Out of my simple (and humble !) playing experience, I think the low prices suggested for common weponry will work out great combined with tuning of the levels and difficulty... as long as there would still be a difference between "cheap and dull" and a blade a governor would award at a promotion ceremony.<!--QuoteEnd--></div><!--QuoteEEnd-->I was thinking of adding a skill attribute to those blades awarded by the governors. So that when you choose to use the blade you have been given, you get a bonus to your skills. You then get the dillema between using the blade you have been given or using another blade. Because the blade you have been given might not have the stats you yourself would prefer to have. But you only get the skill bonus if you'd use <i>that</i> blade. That way the governor-awarded blades would also not be incredibly good, but still special.