| Subject: Re: Competition module |
Author:
Balaern
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Date Posted: 09:24:37 12/19/03 Fri
In reply to:
Arwin
's message, "Re: Competition module" on 04:59:15 12/19/03 Fri
hmm good points.
We should make up a Rules of Encounters or something!!! hehe
I would image PvP would happen most likely when the two teams encounter each other in the middle of the map. Though that shouldn't rule out raiding the other team's base.
If we disallowed people from actually entering the enemy's town, then people could safely deposit their gems without fear. But I don't think that will be a problem because it will take a lot to successfully raid the other team and get away with it. There would be quite a bit of space between towns. If a party decided to "camp" the other side they'd have to fight their way through the monsters, PK the other team--who would be fresher closer to their own base--then fight their way back through the monsters to get their gems back to their base (I'd probably have a few good recurrent spawns in the middle of the play area that people would have to traverse). Not that it would be impossible, just much more difficult; there'd be no easy "Kal Ort Por" to safety.
As for the hiding “problem”; I had been thinking about that. What I was thinking of doing is placing a couple of monster spawns that contained “tracker” monsters with ungodly levels of spot, listen and whatever else might be appropriate to find sneakers. Just enough to make it difficult on a shadow dancer. Secondly, I was planning on placing a few skill bonus items of the same nature around the mod. If a party can find them, then that should offset the über-hider. On the other hand, I was really only thinking in terms of PC levels 1-8 though, which effectively limits the über-hider out of the game without making hiding a useless skill.
I don’t know. We’d definitely need to play test this a few times before all the kinks are worked out though.
>The main "problem" I see is that if one party decides
>to mug the other party, this forces the mugged party
>to non-stop assault the muggers from this on. Since
>the muggers now have twice as many gems and the mugged
>ones have none, the mugged ones have nothing to loose,
>and they can't possibly hope to catch up by killing
>the monsters or something.
>
>Then, another problem might be hiding/move silently. A
>shadowdancer who is playing the 'bank' or 'safehaven'
>role will be uber. You just grab some gems and
>'deposit' them at the shadowdancer. Almost nobody can
>detect a maxed hiding/move silently, and if they do,
>the shadowdancer can easily run and re-hide.
>Especially if he's an elf who get that faster
>move-while-hiding bonus. The problem gets bigger if
>the areas are bigger, ofcourse.
>
>
>If you can 'fix' those problems, I don't see why we
>shouldn't run a few of those games :)
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