A variety of shower thoughts

Jun 5, 2020, 9:01 pm
#1
Ex-Tyrant of the IVANers


Joined: Dec 8, 2007
Occupation: Junior Scientist
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Interests: Physics and Astronomy, Exoplanets, Singing praise to Valpurus while smashing skulls with a bloody warhammer, Jogging
Posts: 2,920
1) From the chat, what if some monsters COULD pray?

2) Mass applies to the weapon damage calculation. Does the mass of your gauntlets apply to your unarmed melee damage? 'cause it should.

3) I recall that some monsters are "HP-gated". (This may have been changed? I don't keep up on changelogs.) This has caused strategic consternation in the past. Can this be changed to an overall "stat-value" gate? I.e. if your total stats are greater than some number, then the stronger monsters spawn? If so, I suggest that only your raw stat value should be counted, that is not counting the bonus from your Gauntlets of Strength or penalty from your plate armor.

4) This one is out on a limb, it's a bit wild and game-altering. The suggestion is giving weapon skills unique effects, which become more effective with higher skill. They would be present at any level including 0, but unlikely to proc until you gain a couple levels in the associated skill. My initial idea was for kicks: granting a chance to kick any time you make another attack. The chance would be doubled for unarmed attacks and halved for bite attacks, and would increase with skill level. Other ideas I had were giving blunt weapons a knockback effect (like kicks), giving small blades a critical strike effect, and giving unarmed strikes a chance to attack again.
"Put more stuff in the... thing where... more stuff goes in."
Jun 6, 2020, 9:41 am
#2
Joined: Apr 2, 2014
Occupation: Navastating
Location: Aslona
Posts: 773
Ischaldirh wrote
1) From the chat, what if some monsters COULD pray?

IDK about praying per se, but I wanted to add some form of "spellcasting" to priests that would be based on their god's prayer effects.

Ischaldirh wrote
2) Mass applies to the weapon damage calculation. Does the mass of your gauntlets apply to your unarmed melee damage? 'cause it should.

Damage of all items is based on their material strength and mass. AFAIK the damage of your gauntlets is added to your unarmed damage, so the mass of your gauntlets already matters.

Ischaldirh wrote
4) This one is out on a limb, it's a bit wild and game-altering. The suggestion is giving weapon skills unique effects, which become more effective with higher skill. They would be present at any level including 0, but unlikely to proc until you gain a couple levels in the associated skill. My initial idea was for kicks: granting a chance to kick any time you make another attack. The chance would be doubled for unarmed attacks and halved for bite attacks, and would increase with skill level. Other ideas I had were giving blunt weapons a knockback effect (like kicks), giving small blades a critical strike effect, and giving unarmed strikes a chance to attack again.

That would be pretty cool, like weapon abilities in POWDER or CoQ.
Jun 8, 2020, 10:04 am
#3
Joined: Dec 17, 2007
Occupation: Taking Names, Formerly Kicking Ass
Location: New Jersey
Posts: 992
Ischaldirh wrote
1) From the chat, what if some monsters COULD pray?

I think this would be cool. If an intelligent monster finds a co-aligned book they can pray to that god. I would make it so they do not consume the book though.


4) <snip> I am pretty sure this has made the discussion rounds in the past, but I am all for it. Finding a way to differentiate weapon types would make things more interesting.
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