Equipment System
Posted: 21 Feb 2005, 03:04
Since we are working off of a system plan that doesn't include character levels, the question is bound to come up sooner or later: "What if a new player can just strap on the ultimate armor and kill monsters 5 times his level with ease?" I think I have a solution to this:
Each equipment item would have a list of bonuses, each with a condition attached. See the following example:
Vampire Cape
|- (No condition) Defense + 12
|- (Dark Magic Skill 50+) Absorb Dark Magic
|- (Vitality Skill 30+) HP drain 20% effect on attacks
|- (Vitality Skill 30+) Halt skill growth - Vitality
So equipping the vampire cape would give any player +12 defense. Also, if his dark magic skill is high, it allows him to absorb dark magic. If he has a high enough HP, he is able to drain HP with attacks, however, his HP skill cannot increase as long as he wears the cape. In this way, we can reserve powerful equipment effects for experienced players, or at least only for players with certain specialties.
Also, there could be training gear which boosts skill growth as long as skills are below a certain level.
Just a thought...
Each equipment item would have a list of bonuses, each with a condition attached. See the following example:
Vampire Cape
|- (No condition) Defense + 12
|- (Dark Magic Skill 50+) Absorb Dark Magic
|- (Vitality Skill 30+) HP drain 20% effect on attacks
|- (Vitality Skill 30+) Halt skill growth - Vitality
So equipping the vampire cape would give any player +12 defense. Also, if his dark magic skill is high, it allows him to absorb dark magic. If he has a high enough HP, he is able to drain HP with attacks, however, his HP skill cannot increase as long as he wears the cape. In this way, we can reserve powerful equipment effects for experienced players, or at least only for players with certain specialties.
Also, there could be training gear which boosts skill growth as long as skills are below a certain level.
Just a thought...