Date: Sun, 13 Jul 1997 15:58:56 -0400 From: "Quinn@GhostWheel" To: quinn@netsville.com Subject: GhostWheel Message(s) 1 - 355 from *ideas (#504) X-Mail-Agent: GhostWheel (casper.bga.com 6969) Message 1 from *ideas (#504): Date: Fri Aug 23 23:20:13 1996 CDT From: Skywalker (#6644) To: *ideas (#504) Subject: Checkpoints OK, here's my idea. Since we've got a new machine and checkpoints create barely, if any lag why don't we have them more often? I know it's been a while since the MOO last crashed to my knowledge but I'd like to know that if there ever is a crash, the chances of me losing something wouldn't be very good. I suppose something like every two or three hours sounds reasonable. Any thoughts? --Skywalker. -------------------------- Message 2 from *ideas (#504): Date: Sun Aug 25 08:57:59 1996 CDT From: Darby (#12081) To: *ideas (#504) Subject: 501 You must get a *lot* of stuff:) -------------------------- Message 3 from *ideas (#504): Date: Sun Aug 25 18:41:39 1996 CDT From: Venom (#9857) To: *ideas (#504) Subject: Yes again the TRANSPORTATION SYSTEM. I just had an idea about the helicopters and other stuff relating to the transportation system. Why dont we have the exits for the places to go still there. But the helicopters will alos still be there for tps and other stuff. Just an idea for the ooc players who wonder around and dont want to do tps on helicopters and only have 1 hourtime limit on the moo. -------------------------- Message 4 from *ideas (#504): Date: Fri Aug 30 01:29:59 1996 CDT From: Punja (#14318) To: Quinn (#2) and *ideas (#504) Subject: Just a little Idea Just wondering but would it be possible to add a Stealth to the stats. This would make it possible to hide in a room or sneak into a room. Of course if you talk then everyone in the room then knows that you are there... or if their perseption is high enough then they would know that the hideing person is in the room or see then enter the room. This would add a new demention to to the ambush command, then they would not even see it comeing if they look into the room. I think it would be fun. Then you could theave things from a player with out them noticing, just like in real life. -=*(Punja)*=- -------------------------- Message 5 from *ideas (#504): Date: Mon Sep 9 20:26:55 1996 CDT From: Karcass (#6537) To: *ideas (#504) Subject: A few ideas... There are just a few ideas that might add a little more realism to Ghostwheel... 1) How about a smash or wreck verb for scanners and comms, quite often these are stolen from people to prevent them from being used and being able to smash them would be cool. 2) A hide verb for furniture, so if someone's firing a ranged weapon at you you can hide behind a piece of furniture and have a less chance of being hit... 3) For guns such as shotguns, lasers and spearguns, how about being able to fire a warning shot or a shot into the air or something to scare people off? That's all I can think of for now... --Karcass -------------------------- Message 6 from *ideas (#504): Date: Tue Sep 10 02:13:55 1996 CDT From: Devon (#13677) To: *ideas (#504) hey Karcass, pose the warning shots works nicely;) -------------------------- Message 7 from *ideas (#504): Date: Tue Sep 10 03:14:05 1996 CDT From: Yalon (#8143) To: *ideas (#504) Subject: Disarm I think Disarm would be a kewl idea for combat. Humilate your opponent by knocking his weapon from his hand. This could be done with any weapon, even unarmed as martial artists do. It would also add to combat options of Kill and Stun. -------------------------- Message 8 from *ideas (#504): Date: Tue Sep 10 03:16:01 1996 CDT From: Yalon (#8143) To: *ideas (#504) Subject: Another idea. Ohh yea, lets get something better than Guard. All it does is allow you to use your parry skill to help. I would definatly to more to defend my Ic wife, so maybe a better combat option can be found. Just more ideas. -------------------------- Message 9 from *ideas (#504): Date: Tue Sep 10 03:17:50 1996 CDT From: DemonWolf (#13247) To: *ideas (#504) Subject: Disarm.... I totally agree with yalon, Disarm would add spice to a fight and allow the option of someone defending themselves without striking..... DemonWolf... Wolf ReComb -------------------------- Message 10 from *ideas (#504): Date: Tue Sep 10 03:18:38 1996 CDT From: Morgann (#10469) To: *ideas (#504) Subject: Disarm. Interesting... I'm inclined to agree...but I have one or two things for the Disarm people to consider. If you (Not Yalon here, but anyone in general), walk around as people are prone to do with a blade in hand, then you will shortly have people who go around doing naught but disarming people, grabbing weapons, and fleeing to their tents or IC homes to stay safe. Second...umm...and here's something to ponder. What about Recombs who have natural weaponry that's part of their bodies? Claws, fangs, horns, stingers, etc? Not exactly like you can disarm those. :) Morrigan / (Uh oh...he's thinking again..) -------------------------- Message 11 from *ideas (#504): Date: Tue Sep 10 03:19:18 1996 CDT From: Devon (#13677) To: *ideas (#504) heck, I'd rather let someone impale me, then hurt a loved one ;) -------------------------- Message 12 from *ideas (#504): Date: Tue Sep 10 09:04:14 1996 CDT From: HawkEye (#13678) To: *ideas (#504) Subject: Bionic Weapons I heard people were coding Bionics so I thought I might as well make a suggestion as to weapons 1. How about Some natural armour I mean since we bionics are metal ya know 2.Umm....Maybe a laser ;) Thats all I can think of right now Thanks |-=HawkEye=-| \ Forget that little dot -------------------------- Message 13 from *ideas (#504): Date: Fri Sep 13 17:03:13 1996 CDT From: Rantan (#13530) To: *ideas (#504) Subject: a new *post I was thinking why dont we put a a new post on this moo called *flames or *complaints or. Just thought id put my 2 sence in. -------------------------- Message 14 from *ideas (#504): Date: Fri Sep 13 17:39:48 1996 CDT From: Mulder (#709) To: *ideas (#504) Subject: *flames/*complaints Sure, why don't we call it */dev/null? -------------------------- Message 15 from *ideas (#504): Date: Fri Sep 13 18:59:14 1996 CDT From: Darby (#12081) To: *ideas (#504) Subject: *flames/*complaints Have tried configuring a mail recipent, *anonymous, with no luck:) I think having a place to unburden *without* being flamed would be nice. --D. -------------------------- Message 16 from *ideas (#504): Date: Fri Sep 13 19:04:10 1996 CDT From: Salome (#10655) To: *ideas (#504) Subject: here's an idea There was a great little list that when you were irritated... is called *bah on some moos... my two or three.. hell a nickles worth of cents. -------------------------- Message 17 from *ideas (#504): Date: Sun Sep 15 01:45:06 1996 CDT From: Nebula (#1730) To: *ideas (#504) Oooh! A *Flame/Bitchfest/Gripe/Spleen list would be fun...verbal combat is an art, as is effective cussing. -------------------------- Message 18 from *ideas (#504): Date: Sun Sep 15 01:49:44 1996 CDT From: Nebula (#1730) To: *ideas (#504) methinks *barf might be a better name, or *Styx, since no bones will be broken. -------------------------- Message 19 from *ideas (#504): Date: Mon Sep 16 01:55:52 1996 CDT From: Yalon (#8143) To: *ideas (#504) Subject: Skill Averages Ok, if I understood the new boosting system. You boost quickly up to a point when you reach the Moo average, then the boosting slows to roughly one an hour. Now, if this is right, can we have @newstats set to show us the Average? That way we know when to boost, and when to take a break. Thank you. -------------------------- Message 20 from *ideas (#504): Date: Wed Sep 18 03:58:12 1996 CDT From: Yalon (#8143) To: *ideas (#504) Subject: How about rewarding RP I'm tired of doing lots of rp, and only gaining stuff when I fight. And heck, if I want to win, I have to spar myself silly. Or I'll lose. So, I suggest a way for players to reward each other when they feel they have had good rp. A vote system, Where when a player is voted he gets maybe 1-5 points of Potential, to boost stats and skills. Now, to keep from abusing this, and just voting your friends, have it check things. No votes to chars from same site (sorry, cant vote your alts) No votes to the same char within 3 votes. So, vote for blah, then vote for doh, then vote for eek, then vote for blah again. This way, we dont overload people. Also, how often to vote? Lets say one vote per day. Yes, this is slow, but it keeps people from voting for thier friends way to often. Think it over people, cause right now, the only ones getting ahead are the people who HAVE the time to spar constantly. Me, I'd rather rp my time away. -------------------------- Message 21 from *ideas (#504): Date: Wed Sep 18 09:53:30 1996 CDT From: Balth (#3746) To: *ideas (#504) Subject: man, woman A silly thought. What about making it so that when you see people, you see a man or a woman or an it, until they use a verb called @introduced to let the system know that person has introduced themselves to . Then, whenever that person leaves and comes back, a memory roll is made to see if they remember my name. Example: Beta walks into the lounge. Everyone sees: 'A man walks into the lounge.' Ryu [to man]: Hi, I'm Ryu. man [to Ryu]: Hi, I'm Beta. Beta types @introduced ryu Ryu now sees Beta's name. However, if beta leaves and comes back, Ryu makes a memory roll to see if he can remember Beta's name. Anyways, it's just an idea. (hence, *ideas :) Avenge TuPac! Balth -------------------------- Message 22 from *ideas (#504): Date: Thu Sep 19 07:45:18 1996 CDT From: Fisuer (#2800) To: *ideas (#504) Subject: Programming. Okay, I'm dying to get myself a programmers bit, but first I need an example to show Quinn to prove myself worthy.. Any Ideas?!??? -------------------------- Message 23 from *ideas (#504): Date: Thu Sep 19 19:24:35 1996 CDT From: Dingo (#14233) To: *ideas (#504) Subject: "Fisuer Hi. I just wanted to say something mainly to fiseur. To become a programmer or a builder you dont even have to prove to quinn your an expert programmer. There are other things about programming. Rping in this moo is big, along with being kind, not abusing your pour and especially not screwing up the system and making friends with quinn. Just thought i should tell you. -------------------------- Message 24 from *ideas (#504): Date: Fri Sep 20 00:14:46 1996 CDT From: Fisuer (#2800) To: *ideas (#504) Subject: Re: "Fisuer I have pestered Quinn for a while, I have excellent RPG skills.. I have helped many newbies and other players for many things, and I'm friends with Quinn. He has asked me to send an example of my coding skills, he is reluctant to give a programmers bit to me, eventhough I've been here for a long time. My time is erratic, and it's boring just hunting by yourself, I want something I can do productively for this RPG-MOO that I can do alone. -------------------------- Message 25 from *ideas (#504): Date: Fri Sep 20 10:01:12 1996 CDT From: Moonheart (#6143) To: *ideas (#504) Subject: comms I've had a rash of missed calls on my comm lately how about paging me first to see if I'm around to answer before calling me ...the blessed things are to spammy for repeated attempts... Mnht -------------------------- Message 26 from *ideas (#504): Date: Fri Sep 20 15:21:52 1996 CDT From: Aurion (#10706) To: *ideas (#504) for god sake maybe when people try this open aurion's backpack, can a WIZ make it so that it says the backpack isn't in your possession, you can't open it? I know this has pissed me off many a time someone opening my stuff. -------------------------- Message 27 from *ideas (#504): Date: Sat Sep 21 12:54:31 1996 CDT From: Karcass (#6537) To: *ideas (#504) Subject: Warded Rooms How about we get rid of them? -------------------------- Message 28 from *ideas (#504): Date: Sat Sep 21 12:55:44 1996 CDT From: Frap (#6337) To: *ideas (#504) Subject: Re:warded Rooms I agree, I think they are stupid and a excuse for people to run and hide.. -------------------------- Message 29 from *ideas (#504): Date: Sat Sep 21 15:06:07 1996 CDT From: Yggidrasil (#10625) To: *ideas (#504) umm tents can be locked and unlocked by anyone, even not the owner, isn't this bad? Tents should only be able to be used by the owner, may want to fix this. -------------------------- Message 30 from *ideas (#504): Date: Sat Sep 21 20:57:31 1996 CDT From: Synge (#12541) To: *ideas (#504) Subject: RE: Warded Rooms what's wrong with warded rooms? I see _no_ problem in them. it gives you a place to heal and a place to RP without getting ran through or shot. -------------------------- Message 31 from *ideas (#504): Date: Sat Sep 21 21:05:39 1996 CDT From: Frap (#6337) To: *ideas (#504) Subject: RE: Warded Rooms First off, the warded rooms in question are the R/T lounge.. It isn't use that way first off.. It is used as a escape. And what RP can you preform in a warded room that you can't anywhere else? Since the Transportation system has been in effect the R/T round room is a bottle neck of activity.. I've set in there on may occasion watching a few chase from the guest chamber, up attack, run into the lounge heal, run to the round room attack... Its a head ache.. If RPers don't like the slashing, then yell scream or what ever.. but these areas are a pain in the butt. -------------------------- Message 32 from *ideas (#504): Date: Sun Sep 22 06:29:45 1996 CDT From: Fisuer (#2800) To: *ideas (#504) Subject: RPers! Yell, scream or whatever? Works well when you've just entered the Midrealm.. And you lose some atts, fantastic.. The problem with coded combat here is the fact it's too easy to build-up stats, all you need to do is 'live' in the MOO, and you're god-like. Unfortunately, some of us have real life that gets in the way... So we're automatically abused because we can't maintain the superior levels of skills compared to those who practice every hour of every day. Having warded rooms is excellent if you actually want some sort of depth to the conflict. Hey, all you Hack & Slashers, go to a MUD, where they don't care what your species, personality, or physical looks are!! Just flaming, Fizzy. -------------------------- Message 33 from *ideas (#504): Date: Sun Sep 22 15:29:34 1996 CDT From: Chase (#14123) To: *ideas (#504) Subject: A new natural weapon for Snake recombs heres a cool idea, let us have snake tail attacks, it'll boost unarmed and flail? just an idea from a regular snake recomb :) -------------------------- Message 34 from *ideas (#504): Date: Sun Sep 22 16:25:31 1996 CDT From: Venom (#9857) To: *ideas (#504) Subject: Idea.. I got an idea. Why dont we make the moo cool and have a president of ghostwheel, a vice president and all that jazz. WE can have a election and maybe have a town hall and stuff like htat. We could have people run the moo. Good idea? Bad idea? -------------------------- Message 35 from *ideas (#504): Date: Sun Sep 22 17:14:49 1996 CDT From: Uno (#6614) To: *ideas (#504) Subject: Venom's post Venom, we do have ppl who run the moo...they're called wizards! ;) Uno. -------------------------- Message 36 from *ideas (#504): Date: Sun Sep 22 18:25:37 1996 CDT From: Cheetah (#12402) To: *ideas (#504) Subject: Bwahaha Bah, elections.. If you wanna rule Ghostwheel, run in, steak your claim, et cetera.. Thats what Smoke and Red_Fang do.. Hehe, just be prepared to A: get your arse kicked, or B: have everyone laugh at you.. heh -------------------------- Message 37 from *ideas (#504): Date: Sun Sep 22 18:27:42 1996 CDT From: Smoke (#11265) To: *ideas (#504) What do you mean by that Cheetah...you laughing at me :) -------------------------- Message 38 from *ideas (#504): Date: Sun Sep 22 21:10:21 1996 CDT From: Rathe (#14172) To: *ideas (#504) Subject: ... Hrms.. It would be rather interesting (although a bitch for the wizzen to code) to have set seasons/weather conditions for individual zones.. Maybe a possible weather set for each season, with different season sets for each zone. Possibly changing every 2-3 hours.. -------------------------- Message 39 from *ideas (#504): Date: Sun Sep 22 21:12:08 1996 CDT From: Cheetah (#12402) To: *ideas (#504) Subject: Hehe.. Course not.. *crosses fingers behind his back* I wouldn't laugh at you.. *chuckles* -=Cheetah=- -------------------------- Message 40 from *ideas (#504): Date: Mon Sep 23 16:49:56 1996 CDT From: Mulder (#709) To: *ideas (#504) Subject: weather I suggested this... years? (Oh god, say it isn't so.) ago. Back then, it was shot down because A. it wasn't feasable lag-wise and B. it had been done elsewhere. It really isn't that hard to do, I've done a simplified version with the day/night rooms on Toosay, however it means alot of extra description work, which means more DB space taken up, as well as more continual processes to run it all, which means a slower MOO. However, having said all that, it's an idea I'm still interested in, and would be interested in experimenting with it, now that we have a nice fast server. - Mulder (who's feeling kinda old) -------------------------- Message 41 from *ideas (#504): Date: Mon Sep 23 17:05:48 1996 CDT From: Balth (#3746) To: *ideas (#504) Subject: The transportation system Just a thought, I know mulder will hit me. *ducks* What about making it so the shuttles actually fly through some of the adjoining rooms they connect to? For instance, just outside the r/t bldg and above the helipad? And you could hear them when they land like in toosay... just little ideas. balth (the soon to be strangled by Mulder) -------------------------- Message 42 from *ideas (#504): Date: Mon Sep 23 17:28:03 1996 CDT From: Mulder (#709) To: *ideas (#504) Subject: ship area effects Well BALTH... I don't know about YOU, but I have stood in the R/T Inramp while someone requests a ship in the R/T garage, and guess what... Here's what it says... >From out in the wasteland a ship thunders overhead, disappearing into the R/T Building. . >From the R/T Building a ship thunders overhead, rocketing out over the deserted wasteland, disappearing from sight. Yes, folks, there already are area effect descriptions. And guess what, if the R/T Blast door is up, it incorporates that change into its messages. WowwieZowie! So, there you have it. The only reason some places don't have distributed messages is because... wait for it, wait for it... I was too lazy when I was creating the system to code them. There, I said it, go away now. -------------------------- Message 43 from *ideas (#504): Date: Thu Sep 26 17:48:33 1996 CDT From: Stryfe (#5113) To: *ideas (#504) Subject: Comm units How about slowing down the incomming call mesage? It is really annoying when that goes off for a minute or so. =) -------------------------- Message 44 from *ideas (#504): Date: Fri Sep 27 07:47:52 1996 CDT From: Asmodeus (#12211) To: *ideas (#504) Subject: Snakes How about snake recombs can use there tails as weapons? I think it would be cool and it would be something to boost flail with... -=Asmo=- -------------------------- Message 45 from *ideas (#504): Date: Sat Sep 28 17:48:35 1996 CDT From: Callie (#10646) To: *ideas (#504) Subject: Obnoxious aliases... There are a number of aliases which crop up now and then that totally mess up the pose verb...a, the, an, water, fire, etc. and so forth. Would it be possible to create a 'character' that had all those alias and stick it in limbo, so that PCs can't take them any longer? :) -------------------------- Message 46 from *ideas (#504): Date: Wed Oct 2 22:47:42 1996 CDT From: Sanchez (#14632) To: *ideas (#504) and *Storylines (#5236) Subject: pawn Shop A pawn shop just opened up in the Qville underground. All are welcome. business is just starting so goods are minimal but all customers are welcome. So go south and down from malcom road and come to Sanchez's pawn shop. Sanchez. -------------------------- Message 47 from *ideas (#504): Date: Fri Oct 4 09:36:53 1996 CDT From: Nukem (#7824) To: *ideas (#504) Subject: Hades Club I had the idea of a moo club last night so i formed one. Right now there are 12 members so far. The club has no real purpose yet but it may evolve to something after time. Each person i invited to the club. But there is one more spot to fill. If anyone else would like to join please contact me. Oh! And you get discounts of items at Sanchez's due to him being a member. So sigh up fast! Only one spot is let, after this spot is filled there will be a new edition each month. If anyone would like more informa formation or a list of the Hades Club members, please @send me. Thanks --Nukem -------------------------- Message 48 from *ideas (#504): Date: Fri Oct 4 18:27:28 1996 CDT From: Callie (#10646) To: *ideas (#504) Is it possible to tweek the shuttles so that people can no longer drop tents inside of them? It's somewhat silly to have a tent in a shuttlecraft. -------------------------- Message 49 from *ideas (#504): Date: Fri Oct 4 18:29:04 1996 CDT From: Akane (#14270) To: *ideas (#504) Subject: re: tents I know, tents are pretty darn big, and I think that size should count when it comes to that. :) -------------------------- Message 50 from *ideas (#504): Date: Mon Oct 7 18:42:02 1996 CDT From: Yzryel (#5314) To: *ideas (#504) Subject: ROE's In one of my lines of work irl, we have a set of guidelines called "Rules of Engagement" that specifically set up the Who/When/Why/What/and How's of when one can attack/stun/kill another. I know there already is "The Consent Rule" here, but to make things a little more specific (for newbies, twinks, and even for a few so-called 'experienced' players), would it be possible to set up ROE's (maybe in the Game info) on how one can acceptibly go about pkilling or challenging someone to a duel or even attack someone unprovoked and without warning? I think something like this would clear up a lot of confusion and problems people seem to be having here. Just a thought. Yz, missing out on all this 'great' rp. -------------------------- Message 51 from *ideas (#504): Date: Mon Oct 7 20:58:21 1996 CDT From: Skywalker (#6644) To: *ideas (#504) Subject: chew on this OK, I've seen a _lot_ of people flee into the scrabble lounge ever since I first logged on about a year ago and I don't think this should be happening. Now the reason for this is that ppl are involved in combat and fleeing or they are being chased by someone and are looking for a place to hide. Now that's fine, you want to try to lose whoever's chasing you but the Scrabble Lounge is, as far as I know, an OOC area. That's not fine. So, the idea is to get rid of the scrabble lounge. Now, I'm not saying @recycle it, just relocate it, put it somewhere like the OOC lounge where people won't be able to run in there to hide. Of course this brings up another issue. The r/t guest chamber. It's an OOC area, yet it links two IC areas in the R/T building. Now, I think this has been discussed before but I just wanted to point out that it really doesn't make too much sense to me, just like the placement of the scrabble lounge. How about moving the OOC areas away from the traffic of IC people? Just some ramblings from your friendly neighborhood subbie, --Skywalker -------------------------- Message 52 from *ideas (#504): Date: Thu Oct 10 19:43:36 1996 CDT From: urBane (#15125) To: *ideas (#504) Subject: Weapon idea I have a (I hope) novel idea for a weapon. Who should I speak to about getting it coded? BTW, I don't want this weapon, too dangerous, but I thought it might make an interesting addition to the MOO somewhere. urBane (Ideas R Us) -------------------------- Message 53 from *ideas (#504): Date: Fri Oct 11 12:39:17 1996 CDT From: Yerox (#11884) To: *ideas (#504) Subject: premade clothing store! How about a place that has a rep that charges crystals for premade clothing? I mean haven't you hated making clothing in rep, renaming it, setting the worn message? If we can find a tailor, and set up a shop I'm sure it would save alot of time, and even turn a handy profit, I don't have to be part of it, but it would be a cool idea. Ideas for clothing are, cloaks, capes, hats, shirts, jackets, suits, dresses, pants, jeans, shoes, you name it all goes! well I've let loose my crazy juices for today, so I'll stop the spam now ;) -------------------------- Message 54 from *ideas (#504): Date: Fri Oct 11 12:47:51 1996 CDT From: Cristal (#7366) To: *ideas (#504) Subject: "Clothing Store ICly, my character is a good seamstress and making clothes is something I enjoy...*chuckle* Mmm...the idea is a good one methinks...and I would like to take part in it...(if it happens) Heh, would give Cristal something to do! Mmm, maybe Mulder would want to do it with me? Dunno....should i talk to a Wiz??? *giggle* -------------------------- Message 55 from *ideas (#504): Date: Fri Oct 11 16:39:18 1996 CDT From: Bull_Frog (#12723) To: *ideas (#504) Subject: Clothing I am also a tailor. I would be willing to be in it. Maybe me and cristal could do it. I dont know.. -------------------------- Message 56 from *ideas (#504): Date: Fri Oct 11 19:19:48 1996 CDT From: Dingo (#14233) To: *ideas (#504) Subject: Ideas.??? I got some ideas. How bout make a bank. So people can go to the bank and deposit money. there could be interest and everything on it. So then atleast you wont get your money stolen.:) What do you think of that idea? How about setting up some quests. Like whoever finds the golden ring, wins 2k, or something of that sort. Make this more rping. Also how about a few places where you place bets on horses, or dog fights, or boxing, or anything. that'd be cool. What do you think about those ideas peple????? -------------------------- Message 57 from *ideas (#504): Date: Fri Oct 11 19:21:57 1996 CDT From: Akane (#14270) To: *ideas (#504) Subject: hmm.. lets have bank robbers too, and phony bets, and mechanical horses that always lose too! and have gun fights that won't kill! We could call this *CrimMOO*. ghostMOO would be left behind, and we could kill kill kill and bet bet bet. _heh_. why not just try regular small slot machines? -------------------------- Message 58 from *ideas (#504): Date: Fri Oct 11 20:32:58 1996 CDT From: Khyber (#12460) To: *ideas (#504) Subject: hmm good idea here! 1) for you lovely Flame thrower fans! -Canisters: why not make them like 100% full, 75% full, 50%, 25%, 0%, and can get them refilled way in the wastes? -Blunt message: change it to make it seem cooler. not grab the butt of the flamethr. or anything like that... Something from K H Y B E R (The lovely Flamer A) -------------------------- Message 59 from *ideas (#504): Date: Tue Oct 15 19:55:16 1996 CDT From: Synge (#12541) To: *ideas (#504) Subject: hmm.. *techorder mailing list I know it is public, but can we get a wiz to make it 'unpublic', like *submariners or *dragonriders? I asked guru, but I never hear or see from him. thanks, Synge -------------------------- Message 60 from *ideas (#504): Date: Sun Oct 20 17:41:51 1996 CDT From: Ylise (#14877) To: *ideas (#504) Subject: uhm this is in regards to the arrows and bows. Usually when you shoot an arrow and it doesn't go in something, it's still reusable... but these arrows are not? I could understand when it shoots something as to why they couldn't recover it.. but if it doesn't hit anything it still cant be recovered? seems odd -------------------------- Message 61 from *ideas (#504): Date: Sun Oct 20 17:59:02 1996 CDT From: Yjezra (#5288) To: *ideas (#504) Subject: Arrows The reason OOCly why the arrows disappear is that they are parented to the $collective, just as shotgun shells and crystals are. Once they are 'used' they disappear..sorta. Icly we just say they broke or flew off where ever and ya couldn't find em. I know this is kinda a pain when dealing with arrows, but..hey! -------------------------- Message 62 from *ideas (#504): Date: Sun Oct 20 21:30:11 1996 CDT From: Kynwal (#1610) To: *ideas (#504) Subject: re: Arrows Consider it another fun part of being on Ghostwheel. Besides that way we can make you have to hunt for more arrows. ;) -------------------------- Message 63 from *ideas (#504): Date: Tue Oct 22 09:13:57 1996 CDT From: Phantom-Rose (#6337) To: *ideas (#504) Subject: DB bloat Dearest Quinn, Perhaps we should do a purge of some of these newsgroups soon.. Not sure what the DB space is like but I'd hate for it to get over done.. Also I could enjoy more of Mulder's posts if he wasn't so concerned over db bloat.. Love ya.. Robert -------------------------- Message 64 from *ideas (#504): Date: Tue Oct 22 10:28:43 1996 CDT From: Naxos (#9972) To: *ideas (#504) Subject: . o O ( don't fear the reaper ) Idea? lets kill those players who practically haven't logged on for a year, or those who've only logged on once, that'll free up some DB space. -------------------------- Message 65 from *ideas (#504): Date: Tue Oct 22 18:21:27 1996 CDT From: Chase (#14123) To: *ideas (#504) Subject: idea for us Snake recombs since the cats have cat-features, why not make us fellow snake recombs have some snakish features? like 'hiss', 'whip', etc... Just an Idea, Chase -------------------------- Message 66 from *ideas (#504): Date: Tue Oct 22 18:52:07 1996 CDT From: Chase (#14123) To: *ideas (#504) Subject: Snake Features maybe these? hiss: rears back on its tail, hissing angrily at , fangs bared.. fang: grins snakishly, gleaming fangs showing. taste: sticks his forked tongue out, tasting the air around him. (? just some ideas ? ) -------------------------- Message 67 from *ideas (#504): Date: Wed Oct 23 03:33:02 1996 CDT From: Achilles (#14465) To: *ideas (#504) Subject: primary weapon hand and such. Ever shoot at a hand with a lethal shot to disarm someone? Well I was thinking maybe if players could set their primary hand rather than everyone being a righty ;) just a silly thought, but I'd like to be a lefty, this coming to you from a sleep deprived kid, g'night ;) -------------------------- Message 68 from *ideas (#504): Date: Thu Oct 24 19:14:49 1996 CDT From: Magnum (#14233) To: *ideas (#504) Subject: Ooc thing How about a @reply command. So when someone pages you and you dont know WHO it is because it scrolled off your screen you can type reply "Whatd yah say?" or something of that soprt. It would i help a lot. What do you say about that?!?!?! -------------------------- Message 69 from *ideas (#504): Date: Thu Oct 24 19:17:49 1996 CDT From: Cheetah (#12402) To: *ideas (#504) Subject: Reply-to page help ' Showing verb help on `'': ---- Send an OOC page to one or more users. 'user [message] '"user_1 user_2 user_etc" [message] If no users are given, quick-page responds to the user or users last contacted with "'" or "+". (Paste from help files) just type ' (with the space) .. It will reply to the last person who paged you :) --Helpfull(?) Cheetah -------------------------- Message 70 from *ideas (#504): Date: Thu Oct 24 19:20:28 1996 CDT From: Cheetah (#12402) To: *ideas (#504) Subject: ack! My mistake! :) that responds to the last person who paged you.. *grins* Guess this is my ****-up day ;) --Cheetah the confused -------------------------- Message 71 from *ideas (#504): Date: Thu Oct 24 22:43:08 1996 CDT From: Moonheart (#6143) To: *ideas (#504) Subject: puting things in a container how about a put all in ..and a remove all from JMS -------------------------- Message 72 from *ideas (#504): Date: Thu Oct 24 22:45:03 1996 CDT From: Synge (#12541) To: *ideas (#504) Subject: taking and dropping things how about a 'drop all' and a 'take all', etc... Synge -------------------------- Message 73 from *ideas (#504): Date: Thu Oct 31 14:04:00 1996 CST From: Malkar (#11673) To: *ideas (#504) Subject: Character generation When I finally decided to arrange my alt's atts I realized how much character generation has changed since when Malkar, and most of the characters on the moo, were created. The potential point system currently does not allow more than one stat to be raised above 75 (and then only to a 76). Nor does this allow more than 3 stats to be raised above 70 (Malkar had four stats at 74 when it started out). The problem with this is that this drastically reduces the ease of raising skills, permently. New characters normally just spend the 100 points on skills that could be gained withing a few hours of play (with the exception of maybe shock). In other words, the points are relatively useless. Even though a 'leveling' has supposedly occured, this in fact, has only changed what the distinquishing features are in the power level of the characters. For a newbie has to work a lot more than characters created before the change do to raise skills (this is taking into account the quick raise to the mean that is now in place). There are two ways to fix this. Either return to the point system that GW had before when someone is rolling a character. Or, redo the limits of the random stat generater. In other words, actually use the 30-90 limits that are listed in the PEC. At least these were the options that quickly came to my mind. If anyone thinks of any other ways to fix this problem, they should consider posting them. For if an answer was found, it would alleviate a lot of frustration that newer players experience. Sorry, The limits mentioned are actually listed in when you type '@help @reroll'. -------------------------- Message 74 from *ideas (#504): Date: Thu Oct 31 21:39:28 1996 CST From: Yggidrasil (#10625) To: *ideas (#504) Subject: cool idea! Okay we've been thinking about moving the scrabble area out of the IC one for quite sometime now. Red's taxes have rasied 4400 crystals, I'd like for a new lounge, like a fruit and juice bar, maybe a coffee house, to open instead, it'll be unwarded from magic, and give Oz some competition! well thats it, hopefully I'll get help to make it work. -------------------------- Message 75 from *ideas (#504): Date: Thu Oct 31 21:49:31 1996 CST From: Yggidrasil (#10625) To: *ideas (#504) Subject: umm, here's a kinda dumb arguement. Well if some rooms should be warded, and thus OOCly, either make the whole damn r/t OOC, or IC, not a bit of each it's annoying in my opinion, so thats another possible thing to do. -------------------------- Message 76 from *ideas (#504): Date: Fri Nov 1 12:49:44 1996 CST From: Yjezra (#5288) To: *ideas (#504) Subject: @mood Is there a way to put an interval on the @mood, allowing a min and max time interval to be used? This would be really nice to have. -------------------------- Message 77 from *ideas (#504): Date: Fri Nov 1 13:50:52 1996 CST From: Darkhawk (#5041) To: *ideas (#504) Subject: stuff Hey, since we have such a cool Moo here, and we all get along so great I had a brainstorm, for those of us who go to public places and use our characters or use em in places where we know other players are can we make a better way to connect our characters like somehow make the password not show up? I mean I can just like pass by someones computer and steal there char, cant you just use bullets for the password or make it so it dont appear? I think it would be a cool idea, cuz I am cool and I know whats cool, okay? good, thanks, all for this say 'I' all against, go run into a brick wall and see if you can pass through it. _Darkhawk, the man -------------------------- Message 78 from *ideas (#504): Date: Sat Nov 2 03:14:31 1996 CST From: Sati (#16551) To: *ideas (#504) Suggestion-@lock_msg and @olock_msg for tents and containers. -------------------------- Message 79 from *ideas (#504): Date: Tue Nov 5 12:48:47 1996 CST From: Magnum (#14233) To: *ideas (#504) Subject: Stats I thought maybe the stats of someone who hasn't hunted for a while should decrease because in RL a person who hasn't fought for wa while wouldn't remember how to do it ewxactly. Maybe they would have to refresh there skills before boosting again. I think that would be a good idea. What do the ppl of ghostwheel think??? -------------------------- Message 80 from *ideas (#504): Date: Wed Nov 6 14:03:21 1996 CST From: Yggidrasil (#10625) To: *ideas (#504) Subject: Another Idea! ;) Defend should be coded slightly better, it should be more like ambush defend and stop defending. My idea is that you can parry, and/or take damage instead of the person your guarding. Well hopes someone actually likes the idea and codes it ;) -------------------------- Message 81 from *ideas (#504): Date: Wed Nov 6 16:07:22 1996 CST From: Ylise (#14877) To: *ideas (#504) Subject: gawd.. we really need a joke section on the mooThere's this couple doing yard work and the wife stops to go up and take a shower..... so the guy is looking for the rake and yells to his wife, who looks out the upstairs bathroom window `where's the rake?'. she can't hear him. so he points to his eye[i], points to his knee [need] and then makes raking motions. 'What?' she yells So he goes through the whole routine again. She nods like she gets it and then points to her eye, points to her left breast, points to her ass and then to her crotch. her husband is totally confused [and somewhat aroused] so he goes in the house and upstairs and leans around the corner 'what did you say?'. She says 'I SAID: eye, left tit, behind, the bush.' -------------------------- Message 82 from *ideas (#504): Date: Wed Nov 6 16:08:14 1996 CST From: Ylise (#14877) To: *ideas (#504) Subject: with oprative spacing and such that would be funny -------------------------- Message 83 from *ideas (#504): Date: Wed Nov 6 23:44:37 1996 CST From: Devon (#13677) To: *ideas (#504) Subject: goofy idea! generic alcoholic drink! it modifies stats like insanity, or fatigue! and yes it works off the sobriety skill, yo can have resisted rolls against endyurance, drinking contents to see who passes out! wee! ;) -------------------------- Message 84 from *ideas (#504): Date: Thu Nov 7 11:19:00 1996 CST From: Rathe (#14172) To: *ideas (#504) Subject: Weapon degeneration This idea recently popped into my head: Swords and staffs.. With all the parrying and cleaving through bones, these things are going to get worn out.. Staves would get chipped, maybe even eventually snap, and swords would get dull over time.. Why not set a property on weapons that represent it's state of repair? Killing someone, doing damage, parrying, would all do a small amount of damage to an item. Over time, it would need repair. This is where the blacksmiths come in ;). There are two that I know of, Tristan and Yggy.. They could sell whetstones, and/or repair items for a small fee. Great buisness for these people... Just another spur-of-the-moment idea... --Rathe -------------------------- Message 85 from *ideas (#504): Date: Thu Nov 7 14:15:46 1996 CST From: Akane (#14270) To: *ideas (#504) Subject: UMM.. O_O o O (Brittle weaponry?) umm.. yipe? Why do we need brittle weaponry? I think (in my opinion), it is a rather dull and lame idea. what about Magical Staffs? and Stormchild? would it get brittle and break so Morrie would have to go pay money to get it sharpened? I think not. how about make a new generic weaponry that allows that stuff to happen, and leave the generic weaponry we have now alone? O_O O_o Akane -------------------------- Message 86 from *ideas (#504): Date: Thu Nov 7 14:39:12 1996 CST From: Cheetah (#12402) To: *ideas (#504) Subject: *grins* Knew I shoulda posted before, thought it might not be brought up till later.. But, the suggestion I would make in reguards to magical items, is that their magical nature would prevent them from wearing out or being damaged.. --Rathe -------------------------- Message 87 from *ideas (#504): Date: Thu Nov 7 14:39:42 1996 CST From: Cheetah (#12402) To: *ideas (#504) Subject: Hehe Don't ya hate when ya post as the wrong alt? ;) --ra-- oops.. Cheet ;) -------------------------- Message 88 from *ideas (#504): Date: Sat Nov 9 13:10:30 1996 CST From: Akane (#14270) To: *ideas (#504) Subject: A funny OOC weapon to use. A funny OOC gag weapon for some added fun to a $players life. The "Mystic Salad Shooter!" %N % for the pommel of something, and with a loud , %N % out %p Mystic Salad shooter, aiming it around the room, finger fingering the trigger idly. %N % at various people, a mad grin on %p face. if you make it, give it to me for a test run ;) Akane (the joking Spellsinger who has had to much caffiene) -------------------------- Message 89 from *ideas (#504): Date: Sat Nov 16 22:07:35 1996 CST From: Avolent (#16572) To: *ideas (#504) Subject: Something similar To how @qsend is set up to message bases.... only made for the writable books. It would be quite useful to add such a verb on it as to record as one says they record, instead of going ooc, and using an @editor ... Avolent. -------------------------- Message 90 from *ideas (#504): Date: Mon Nov 18 20:47:04 1996 CST From: Devon (#13677) To: *ideas (#504) Subject: ooh nother idea. just basically for mountable things, if for example a certain rider named Yggy is mounted on Kisanth, make it so that a person on the ground may not attack him, yet another idea ;) --Devon, having an identity crisus with a certain rider. -------------------------- Message 91 from *ideas (#504): Date: Fri Nov 22 08:27:49 1996 CST From: Akane (#14270) To: *ideas (#504) Subject: Re: Identity Crisis Mountable non-attack idea. I think it may be a good idea, but ranged weapons and spells should work because you can aim them babies, and be like knocking the bottles offa the crate in the county fairs. :) Akane. -------------------------- Message 92 from *ideas (#504): Date: Fri Nov 22 12:04:21 1996 CST From: Elendil (#2237) To: *ideas (#504) Subject: Brawling Howdy. I've actually two topics/idea thingys: First, 'brawling.' It'd be cool if the messages for this were a little less fist-specific (a swirling path of fists? how's that work?) I think perhaps an improvement over the CS brawling messages would be cool, ie you would also attack (via the msgs) with say knees and elbows, but not feet (I hate it when people kick each other in the throat while wearing armor...pretty limber). That way 'brawling' would really be 'brawling' instead of just fisticuffs. You might even get people who specialized in brawling over swords-n-sticks if the messages were a wee bit more specific. Anyway. Numero dos: Magic. I like magic. Fun fun fun. I do, however, feel that it is unfortunate that non-mages cannot at least partially resist spells by using their own focus/willpower stats. Now, before everyone goes nuts, yes I know that spells can fail and hurt the caster, and that they give fatigue, and yes, that Magic is Magic and not to be snickered at. What I think would be adequate would be thus: Non-mages would boost focus by attempting to parry spells up to a certain point, like focus = 10...just high enough to have a fighting chance against young mages. Non-mages would have a max focus, adjusted for willpower or perhaps endurance, representing an innate 'resistance'. The reason I propose this is that mages, in addition to their magic, get to use all sorts of good weapons. If these fighter/mages can roam around parrying axes and spitting lighting, I think it only fair that mundanes have at least a practicable chance to resist (or reduce) lesser spells. You could even regress to the good ole d+d view of restricting mages to daggers n staves but I can imagine the furor over that. Love, Grunties. -------------------------- Message 93 from *ideas (#504): Date: Fri Nov 22 12:11:11 1996 CST From: Akane (#14270) To: *ideas (#504) Subject: Spells? hmm.. how about if mages had a spell which made us so we could travel underwater for a short amount of time, depending on WP and Focus? It'd be interesting to see if that'd work.. Akane. -------------------------- Message 94 from *ideas (#504): Date: Fri Nov 22 12:14:27 1996 CST From: Karcass (#6537) To: *ideas (#504) Subject: Akane's It's called a diving mask. -------------------------- Message 95 from *ideas (#504): Date: Fri Nov 22 12:15:26 1996 CST From: Akane (#14270) To: *ideas (#504) Subject: re: Akane's hmm.. you have a point, but I was takling about a _spell_ that could enable us to go underwater. If the spell wore off, sink or swim... Akane -------------------------- Message 96 from *ideas (#504): Date: Fri Nov 22 12:18:59 1996 CST From: Kynwal (#1610) To: *ideas (#504) Subject: Spellz -Underwater Breathing Mages will NEVER get a water breathing spells, nor will they ever get a flight spell. Breathing Water is the domain of the Subs. Find yourself a mask. ;) -------------------------- Message 97 from *ideas (#504): Date: Fri Nov 22 12:20:14 1996 CST From: Akane (#14270) To: *ideas (#504) Subject: *grin* hey, it was only an idea. *grin* -------------------------- Message 98 from *ideas (#504): Date: Fri Nov 22 14:44:12 1996 CST From: Samael (#9043) To: *ideas (#504) Subject: Elendil's I strongly agree with El's points, both about brawling and magic. The brawling messages are a bit weak, and the actual brawling $weapon sucks, since it has no chance of parry. I don't know about you, but I can block pretty well with my hands. As for magic, I think it's a bit unfair(and one of my alts is a Mage) that mages can do everything anyone else can do that's not class specific(Thanks Kyn, it'd get silly if mages could fly and breathe water). Most of the huge-stat killing machines here are Mages, and it gets a bit silly at times. I just have a hard time believing in characters who are masters of everything. If you were a really dedicated expert in anything, it would take up all your time. Personally, I'd like to see skill-caps(limit the total # of points in skills you can have), so that you don't get super-characters who are masters of every weapon, skill, and trick around. Sam(ael, since Samantha Lee still has the alias Sam). -------------------------- Message 99 from *ideas (#504): Date: Sat Nov 23 08:32:26 1996 CST From: Devon (#13677) To: *ideas (#504) Subject: addendum to Elendil's idea for brawl. "how about parrying vs's other brawlers? you can block a fist or a kick but not a sword? sounds a bit more reasonable ;) -------------------------- Message 100 from *ideas (#504): Date: Mon Nov 25 17:07:27 1996 CST From: Blizzard (#10080) To: *ideas (#504) Subject: Barding An interesting new skill to add to ghostwheel would be the barding skill. If you could get your hands on an intrument, you could maybe play it (duh), get your skill up and such. Then when played around ppl, if the skill is high enough, you enchant them with your superb music so much that they give you a couple crystals. Likewise, if you fail, you could possibly get kicked out of the room from your horrible singing, or maybe even get an automatic shot from a person ;). Send ideas with input/output. --Bliz. -------------------------- Message 101 from *ideas (#504): Date: Mon Nov 25 18:46:00 1996 CST From: Mulder (#709) To: *ideas (#504) Subject: @where How about appending the zone the room is located in after the room name under @where? Something like: [Mentally idle 3 years] Mulder Strykers Bend [Ghostwheel] -------------------------- Message 102 from *ideas (#504): Date: Mon Nov 25 20:08:49 1996 CST From: Ikt-triil (#10128) To: *ideas (#504) Subject: Ixitar I have an idea. How about making the Ixitar a coded race on this MOO? There is mention of them in 'game people of the wasteland' and I have been playing one for several months now. In that time I have even created a rather complete set of notes about Ixitar behaviour, social structure, etc. and I've also got some ideas as to coded changes this player class would have to set them off from other GW groups. If anyone is interested, please page or @mail and I will be glad to help out. Ikt'triil -------------------------- Message 103 from *ideas (#504): Date: Sat Nov 30 14:58:03 1996 CST From: Benjamin (#15950) To: *ideas (#504) Subject: For IC loonies Put a verb onna helipad, so when you type 'jump' you get a cool message, then you go to the midrealm ^_- thanks, Benny! -------------------------- Message 104 from *ideas (#504): Date: Sat Nov 30 19:03:08 1996 CST From: Ylise (#14877) To: *ideas (#504) Subject: an old idea But What if people were rewarded for their rp skills, by an increase in pot and char poitns or something of that... Kyn explained to me that it is possible, just cannot be judged fairly, for fear of favoritism. What I thought of as a way to combat the favoritism monster is by, lets say a rp of numerous size, (over 3 people for an example) that at the end of the tp, those participating decide on a person (if there was one ) who exhibited specific superior qualities while he/she was rping. Voting on i t, lets say. Now to catch the favortism trap, those participating would have to list between 2-3 reasons or so as to WHY that person was thought of as a remarkable rp'er. And 'cuz they're my friend, or cuz they just were, or because ' would not be considered answers.. Perhaps the same rp'er could not be picked more than twice per each couple of rp's.. to allow others a chance to show themselves, instead of staying in a specific group of people. Any ideas, comments suggestions? Carey/Ylise -------------------------- Message 105 from *ideas (#504): Date: Sat Nov 30 20:22:23 1996 CST From: Nebula (#1730) To: *ideas (#504) Hm. Maybe jumping from high places if you haven't abilities or a parachute _should_ send you to The Midrealm; i.e. kill ya. Like drowning does. -------------------------- Message 106 from *ideas (#504): Date: Sat Nov 30 21:31:53 1996 CST From: Akane (#14270) To: *ideas (#504) Subject: RE: reward for Rping if we were to have a reward for RPing, then the most _heavy_ RPers would always get the points alls the time. Akane -------------------------- Message 107 from *ideas (#504): Date: Sat Nov 30 21:46:25 1996 CST From: Avolent (#16572) To: *ideas (#504) Subject: but.. it would encourage othes to become heavy rp'ers.. and not always.. I said there would be like a 2 time limit before it switched to another person.. There would be some rules so it doesn't hit the same person all the time.. -------------------------- Message 108 from *ideas (#504): Date: Tue Dec 3 01:22:27 1996 CST From: Karcass (#6537) To: *ideas (#504) Subject: Hmmm... How about if we saw what people were carrying when they walked into a room? It would make sense... -------------------------- Message 109 from *ideas (#504): Date: Mon Dec 2 11:24:46 1996 CST From: Jayren (#10514) To: *ideas (#504) oh ick. no. it'd spam folks more than it'd help. -------------------------- Message 110 from *ideas (#504): Date: Mon Dec 2 12:53:33 1996 CST From: Cristal (#7366) To: *ideas (#504) Subject: Re: Karcass' idea. I don't think I'd agree with you there on that...regarding a message detailing as to what a person is carrying. It is not automatic that people look over and study every single person that walks into a room. To have a message like that would make those who want to appear more inconspicuous, stand out just like the rest. As well, people carry generic containers to hide what they sometimes carry. I think a message like that would also alert those who are more combat/robbery inclined and help them pick their targets easier. Blah :P You can look at a person and see what they are carrying already. As well, if containers aren't closed, you can even see inside them. Isn't that enough? I mean, even that doesn't make sense really, unless we all walk around with see-through plastic backpacks etc. Just my 2 cents. -------------------------- Message 111 from *ideas (#504): Date: Mon Dec 2 13:01:48 1996 CST From: Elendil (#2237) To: *ideas (#504) Subject: umm What I take karcass's suggestion to be is that the msg would merely print whatever they're holding in their hands, not their entire inventory, ie: 'Jacques enters from the south, holding a broadsword.' vs. 'Jacques enters from the south, carrying a sword, a staff, a clothing, a gps unit, and a midget named 'Sal'.' Neh? Thus, you could receive timely @ic warnings, via: 'Jacques enters the room.' vs: 'Jacques enters the room, carrying 1450 shotgun shells and a shotgun named 'I'm a ravin' lunatic!'. Well, ok, that's a wee bit beyond the subtlety range around here, but not by much. I've seen this msg used on other moos and it seems to work fairly well. It also makes @ic people more aware of the fact that they're standing around at the bar drinking with friends, all the while holding various gleaming instruments of death and pain (or pleasure, as it were). --Lumberjacks r Us -------------------------- Message 112 from *ideas (#504): Date: Mon Dec 2 15:50:45 1996 CST From: Karcass (#6537) To: *ideas (#504) Subject: Re:100 and change or so... I ment that it would show what they're wielding when they walk in, like if someone's wielding a staff or a broadsword when they walk into a room you'd have to be pretty dumb not to notice it, and I don't think it would cause more deaths, in fact I think it would cut down on some, if you see someone who has been hunting you for the last little while or a blood enemy of yours walk into a room that you're in wielding a shotgun and katana or something you'd atleast have a chance to react. You'd have to be pretty sly to walk in a room full of people while wielding a shotgun and not be noticed until you've made wallpaper of your victim... Putting the Ass in Karcass, --Karcass -------------------------- Message 113 from *ideas (#504): Date: Mon Dec 2 15:52:42 1996 CST From: Akane (#14270) To: *ideas (#504) Subject: re: re: 100 and so I thought 'Co ' always worked myself.. this is trying to be like CS, and that place is lame.. I'd be easy game for people who I had IC troubles with if I walked in wielding spellsong or my chucks.. Akane -------------------------- Message 114 from *ideas (#504): Date: Mon Dec 2 19:41:11 1996 CST From: Nigel (#7159) To: *ideas (#504) Subject: ... While I agree with the general idea that spamming rooms with a person's entire inventory is pushing it, it does make sense to show what a person is wieldin when they walk into a room. As to Akane's response, I'd simply suggest not wielding a weapon unless you're planning on using it. There are a ridiculous number of people around here who go around wielding weapons all the time in the most inappropriate of situations, and it really is annoying. While we're on the subject, the ability of people to look into containers that another person is wearing is extremely bothersome. While, in theory, it might be possible...it would be extremely obvious to whoever is holding the container. Could some sort of olook_msg be coded onto the containers to notify their holder when they're being looked at. Hmm...actually, this might be one way to incorporate the Perception skill in the game...code a Perception contest between the two players to notice if something is amiss...just a thought, anyways. And as far as messages go...the omood_idle message for weapons is _extremely_ annoying. Could it be changed? Replicator weapons aren't really a problem, because the message can be changed by the item owner if they so wish, but the special weapons are really bothersome since over half of them still use the default message (sure, cool weapon...but you look like a putz while wielding it). -------------------------- Message 115 from *ideas (#504): Date: Mon Dec 2 22:38:25 1996 CST From: Karcass (#6537) To: *ideas (#504) Subject: Hmmm How about a *humor list like on AussieMOO to post jokes and stuff? -------------------------- Message 116 from *ideas (#504): Date: Thu Dec 5 15:18:12 1996 CST From: Akane (#14270) To: *ideas (#504) Subject: disconnected people in ships maybe a wizzen should make it so no one can disconnect in any o' these transport thingies.. because it messes up what a transport should really be like.. small, cramped, and not a place to even half lay down ;) Akane , -------------------------- Message 117 from *ideas (#504): Date: Fri Dec 6 00:07:03 1996 CST From: Festus (#14318) To: *ideas (#504) Subject: Would it be possible.... just kinda wondering... it there any way to set a @born_on Date in the @messages, I think this would be kinda fun. Then you can just use a %a (a for age (for the ignerant at heart)) on your .plan instead of having to go and change it... or even having to be the same age year after year.... I know that this might be a little tricky to do but hey... we all need some sort of challange... >:) Uncle Festus -------------------------- Message 118 from *ideas (#504): Date: Fri Dec 6 02:36:50 1996 CST From: Yjezra (#5288) To: *ideas (#504) Subject: Re: 117 You mean as in [age(v(birthsecs))] as you find on some of the Mushes? Might take a bit of coding, would have to tie in with the vr clock and would need an 'Age Machine". Any Wizzen out there wanna try? -------------------------- Message 119 from *ideas (#504): Date: Fri Dec 6 21:28:13 1996 CST From: Yggidrasil (#10625) To: *ideas (#504) Subject: maybe this idea was mentioned before but........ How about when you die, and end up in the midrealm it holds you there for like 5 minutes, I'm ratther tired of people dying, @going guest and coming back after one second. Yet another idea from me ;) -------------------------- Message 120 from *ideas (#504): Date: Wed Dec 11 17:35:23 1996 CST From: Kzin (#5800) To: *ideas (#504) Subject: Buahahaha I wanna see a top-list. Like, top five on CS, 'cept two differnet onces..one combat/etc skills..the other RPers.. -------------------------- Message 121 from *ideas (#504): Date: Thu Dec 12 01:30:28 1996 CST From: Devon (#13677) To: *ideas (#504) hey Kzin nice idea, why don't you use the survey FO and make a survey, those who care can participate ;) -------------------------- Message 122 from *ideas (#504): Date: Thu Dec 12 23:08:25 1996 CST From: Yggidrasil (#10625) To: *ideas (#504) Subject: quiver A Quiver can hold like 10 arrows at a time, and rather than shooting with a bow, then reloading it'd do it automatically, makes using a bow comparable to certain guns, automatically loads an arrow from the quiver, just an idea ;) -------------------------- Message 123 from *ideas (#504): Date: Fri Dec 13 02:23:00 1996 CST From: Yjezra (#5288) To: *ideas (#504) Subject: 122/Quiver Quivers, depending on the type can hold more than 10 arrows. Besides this, a person still has to pull the arrow from the quiver, nock it then pull the string back, aiming, then releases the string sending the arrow flying. A longbow or woodsman's bow aka shortbow, is not capable of having a 'loader' attached easily. It is not a weapon of speed, tho the ones out there have been set, speed wise, to assume that the person weilding it has the skill to load quickly and fire off 2 arrows per 'round'. Compound bows can have a 'holder' for arrows attaching about 6 arrows at the cross piece but still does not load them. The only 'bow' weapon I have ever seen with a load, and it was awkward at best was a crossbow. We wont see self loading bows here. Sorry. -------------------------- Message 124 from *ideas (#504): Date: Mon Dec 16 00:57:09 1996 CST From: Red-Fang (#5907) To: *ideas (#504) Subject: WARLORD status! Yes, like Adversary status, we could have Warlord Status.. People with mega stats, wanting to give back to the moo what they have gotten over time could apply for this status.. Would be more a symbol of respect to a person who has earned it.. Robert -------------------------- Message 125 from *ideas (#504): Date: Tue Dec 17 11:42:42 1996 CST From: Corinthian (#708) To: *ideas (#504) Subject: Warlords I don't like Adversary status. You can be evil without everybody -knowing- so, and I really don't see the point. 'Warlord' status strikes me as a really good idea, though. Being part of an IC organization usually makes for more and better RP. You don't really need a special status to create an organization, but having orgs and their leaders listed in some game file would help new players find and join groups if they want to. Go for it, Red. And let me know if I can help. -------------------------- Message 126 from *ideas (#504): Date: Tue Dec 17 12:46:43 1996 CST From: Kynwal (#1610) To: *ideas (#504) Subject: Warlord status et al Mayhap we need an organization board for the leaders to spam up? -------------------------- Message 127 from *ideas (#504): Date: Wed Dec 18 16:31:42 1996 CST From: Eight-Ball (#17688) To: *ideas (#504) Subject: @qsend *ideas "We need a *qooc file on ghostwheel! "the gr8 Eight send list -------------------------- Message 128 from *ideas (#504): Date: Wed Dec 18 16:49:24 1996 CST From: Akane (#14270) To: *ideas (#504) Subject: NRA Ghostwheel we need an NRA, so that people won't go Trigger Happy, just pulling the trigger and >>BLAM<< blowing some people away.. make em pay crystals for an IC Gun License, and then other such charges for hunting on GW with a gun, and concealing gun charges. Akane -------------------------- Message 129 from *ideas (#504): Date: Thu Dec 19 13:20:00 1996 CST From: Devon (#13677) To: *ideas (#504) Subject: hmm, spam reducer. maybe something that like @options that will ignore that page long @nudity, something along those lines ;) using Czynahn who can nerely crash a computer with a glance -------------------------- Message 130 from *ideas (#504): Date: Thu Dec 19 19:41:23 1996 CST From: Darby (#12081) To: *ideas (#504) Subject: @nudity One does have the option of not 'looking', Devon;) -------------------------- Message 131 from *ideas (#504): Date: Thu Dec 19 19:42:48 1996 CST From: Devon (#13677) To: *ideas (#504) Subject: aww But then you'll never know what the person looks like, hey the can be a giant blue smurf! I'd hate to miss that, or an invisible midget, boy I miss zachnlis -------------------------- Message 132 from *ideas (#504): Date: Sun Dec 22 01:02:33 1996 CST From: Karcass (#6537) To: *ideas (#504) Subject: *'s Can we get those little *'s back that showed if a person was injured now that ansi's working again? -------------------------- Message 133 from *ideas (#504): Date: Sun Dec 22 12:41:43 1996 CST From: Skywalker (#6644) To: *ideas (#504) Subject: saved pages How about you need a confirmation (i.e. Do you really want to do this? y/n) whenever you type @recall expunge? I've accidentally expunged pages on more than one occassion before actually reading them and if any of them were important, I would have missed it. --Skywalker. -------------------------- Message 134 from *ideas (#504): Date: Sun Dec 22 16:55:15 1996 CST From: Yggidrasil (#10625) To: *ideas (#504) Subject: re :133 Or! an an undo form of @recall expunge, like @unrecall just like @unrmm ;) so you can ressurect them. -------------------------- Message 135 from *ideas (#504): Date: Mon Dec 23 10:49:38 1996 CST From: Elendil (#2237) To: *ideas (#504) Subject: Room modifiers Just a thought. Wot say every room has two props/modifiers. I was thinking of 'cover' and 'constriction'. These two values would have the following effects. 'Cover' would represent the inherent cover/protection in the room. This would (at high values) effect mainly ranged weapons. It would represent both 'hard' cover (ie anything from a night stand to a concrete bunker) and 'soft' cover (ie anything from a preponderance of cobwebs to lots of foliage). Large amounts of these would reduce the likelihood of being able to hit someone with a bullet, rock, dagger, laser etc. 'Cover' would deal mainly with the contents of a room, not the layout of the room itself. Ex) The 'basic' level would be, say, 10...a room with some furniture ie the r/t lounge. 20 would be a heavily wooded slope, or a dark crate-filled warehouse. 0 would be an empty white room. This way builders n wizzies could tweak the values to represent different areas, since we have 'rooms' being anything from a closet to a bunch of sand dunes. With really high cover values there could be some minor negatives to melee weapons, but not alot...if you're close enough to hit the other person with a stick 'cover' wouldn't do as much. Which leads me to the other var. 'Constriction', the amount of room you have to manuver. This would affect dodge and large melee weapons, while possibly even adding to one's ranged ability. For example: A 'basic' room has a constriction of 10...some furniture, stuff that can block you or that you might bump into. A narrow 3' high tunnel has a constriction of 20...it's hard for you to swing your 6' sword, while someone at the end with a rifle isn't going to have a hard time hitting you. In fact, with you silohuetted in the middle of the pipe like that they'd have to be pretty pathetic to somehow miss. Constriction deals with the layout of the room itself, while cover deals with the contents. A full example using both vars: You are in a narrow corridor containing two broken RSU torsos, some glass rubble, someone's medkit, and your arch nemesis Vorax_The_Wily, at the other end. The cover in the 'room' is 15 (naturally you'd not know specificall) ie fair-to-moderate opportunity for you to cower behind things. The constriction is likewise 15, due to the narrowness of the corridor. You spout some clever drivel and yank out your broadsword while Vorax claws for his laser pistol. He fires at you (with a bonus due to the narrowness of the passage) but you manage to hop behind one of the large RSU chunks (represented by a negative modifier to Vorax's attack). The two values cancel and he misses. Chortling you charge, but to your chagrin you discover that you can only either jab fitfully with your sword or swing it in a 15-degree arc in front of you due to the closeness of the walls (represented by a rather large bladed penalty). Cagily you go for your dagger, while Vorax starts swinging his fists at you. At this point the modifiers effectively disappear (small hand-weapons being employed) and you gleefully batter one another into submission. Now, I know there are alot of rooms out there. Yessir. However, perhaps these two props could just be added to the generic(s) in their dormant/basic state and then whoever creates the rooms could naturally augment them should they feel the room is particularly needed. Likewise, perhaps there could be max values to these mods so that some unscrupulous (egad!) wiz/builder doesn't make a room somewhere that is impossible to hit anyone in and hence greatly facilitates boosting. bucket o groats -------------------------- Message 136 from *ideas (#504): Date: Fri Jan 3 11:13:40 1997 CST From: Uno (#6614) To: *ideas (#504) We need coded alchoholic drinks, something that (according to potency) wouldl make a person's fighting performance worse, but slightly improve a different aspect (IE Healing in Muds). Could make for some interesting RP - drinking contests etc. -------------------------- Message 137 from *ideas (#504): Date: Sun Jan 5 17:15:27 1997 CST From: Nigel (#7159) To: *ideas (#504) Subject: *chat You know...it would be really cool if *chat and some of the other spammy lists, could just clear out old stuff automatically, like with a peak at 100 posts. After that, each new post deletes the oldest one still on the list... -------------------------- Message 138 from *ideas (#504): Date: Sun Jan 5 18:59:34 1997 CST From: Nomar (#17488) To: *ideas (#504) Subject: 136 I think that Uno had an interesting idea with the alcoholic beverages, i think it could make for some funny things. -------------------------- Message 139 from *ideas (#504): Date: Mon Jan 6 09:23:36 1997 CST From: Axelle (#9124) To: *ideas (#504) Subject: Sheets I think that it needs to be clarified as to what skills cost points or don't. I know that it has been changed a few times, but never have the changes been announced on a board. I have found out through pages from Wizzen. [RP] Beautiful exists no more (I think - at least that's what Razorhawk told me) so if you have it on your sheet, please have a Wiz edit it for you. To my knowledge, [RP] Empathy is the only skill that is allowed without the cost of points? Someone please clarify - correct me, if I am mistaken. It isn't fair to have a discrepancy in sheets. Some players pay for their skills with points. Some don't and still have [RP] listed. Thanks! -------------------------- Message 140 from *ideas (#504): Date: Mon Jan 6 09:42:09 1997 CST From: Rathe (#14172) To: *ideas (#504) Subject: Idea.. Perhaps a Rush command could be added? If someone was blocking a door, someone could then rush to move them.. The success of the rushing could be based on both player's strength and quickness, and the virtual size of the exit being blocked.. -------------------------- Message 141 from *ideas (#504): Date: Thu Jan 9 23:23:10 1997 CST From: Yggidrasil (#10625) To: *ideas (#504) Subject: back for a bit, wanted to post an idea =) Generic Hideable Clothing : Wearing it disguises your appearance, not inventory tho, as well it makes your name hidden, so for ex. Someone walks in from the north. Just cool for trying to sneak around, don't know how'd you would do it hope to see everyone back soon, -------------------------- Message 142 from *ideas (#504): Date: Fri Jan 10 01:20:48 1997 CST From: Red-Fang (#5907) To: *ideas (#504) Subject: Re: 141 Yggy's idea.. I've seen a costume else moo that you name and wear and you pretty much hide your own apperance and it shows the name of the costume instead of the name.. Maybe something like that.. I've tried disguises with other characters and icly they should work.. But people see the ooc stuff and don't play along.. -------------------------- Message 143 from *ideas (#504): Date: Fri Jan 10 12:46:52 1997 CST From: Akane (#14270) To: *ideas (#504) Subject: New idea like if the Badguys have 'Adversary' status, then the good guys should have a different type of status.. Akane -------------------------- Message 144 from *ideas (#504): Date: Fri Jan 10 22:26:27 1997 CST From: Nigel (#7159) To: *ideas (#504) Subject: ... You know, every now and then I think it would be really cool if you could leave the shuttles while they're in flight... -------------------------- Message 145 from *ideas (#504): Date: Sat Jan 11 21:21:38 1997 CST From: DryWater (#7502) To: *ideas (#504) Subject: @groups for hunting have groups for hunting, in that you have a few commands, one that requests someone join your group, and one to join the specified person's group(checking to make sure you were invited first) then have an option that will automatically split crystals amongst your group in the same room as you when you pick them up so if i killed the chim with Rathe(just an example) and we were grouping, if he kicked the corpse then picked up the crystals, it would automatically give me 1/2 of the crystals(assuming only 2 people were in the group) or 1/3 if 3 people in it...etc... and the @groups, just to make sure you want to @group with someone, reset at logout...so it's in :disfunc to reset it... along with a command to remove yourself from the group(if it's your group, you kill the group...) -------------------------- Message 146 from *ideas (#504): Date: Sun Jan 12 02:41:26 1997 CST From: Yjezra (#5288) To: *ideas (#504) Subject: #145 Sounds like a MUD command. Takes away free will, not sure I like it. What if your group member decides to abscond? Cant.. -------------------------- Message 147 from *ideas (#504): Date: Sun Jan 12 16:06:17 1997 CST From: Nigel (#7159) To: *ideas (#504) Subject: Lounge Replicator Since an effort is being made to make the R/T Lounge a workable ic area, is there any chance of moving the replicator in it to a convienient ooc area? Or at least an area that is less heavily trafficked by ic players. Having it in the lounge is a disruption to rp, especially when new characters who don't know of the identical replicator in the OOC Earth Lounge stop by to equip their characters. :) -------------------------- Message 148 from *ideas (#504): Date: Sun Jan 12 17:35:46 1997 CST From: Nomar (#17488) To: *ideas (#504) Subject: 147 I agree with Nigel because it is really disruptive and if some characters don't want to have you replication complete thingy come up on their screen they may get mad at others :) -------------------------- Message 149 from *ideas (#504): Date: Wed Jan 15 19:35:38 1997 CST From: Devon (#13677) To: *ideas (#504) Subject: cool more ideas! First Idea basically : After a person dies and their in the midrealm. something like a waiting period, this is a past idea but a good one, so I'm mentioning it again. As well maybe tack on longer waiting periods the more times you die, would be rather nice Second Idea : tired of those people wielding swords, and shields and then downing crystals while casting magic? Well how about in order to eat crystals you need one hand free? that way you can't grow another ten thousands appendages to eat 10000 crystals. Third Idea : Sick of the fact that someone can run around in a ton of armor and seems to effortlessly move? well how about dodge reductions when you wear armor, just yammering at this point so I'll stop -------------------------- Message 150 from *ideas (#504): Date: Thu Jan 16 11:42:23 1997 CST From: Corvus (#18110) To: *ideas (#504) Subject: weapons and .sheathed_msg i'd like to see the sheathed_msg on weapons work the same as the worn_msg on clothes... maybe even give the weapons some property so that you wear them... e.g. slipping a knife in your boot, a dagger up your sleeve, a shotgun under your trenchcoat... and make it so you can't see them if the area you have them sheathed on is covered up. same as with clothes... well, i thought it was a good idea... Corvus. -------------------------- Message 151 from *ideas (#504): Date: Sat Jan 18 01:14:28 1997 CST From: Mercury (#16576) To: *ideas (#504) @addalias rex to Kunikumon Please. -------------------------- Message 152 from *ideas (#504): Date: Sat Jan 18 16:54:32 1997 CST From: Ylise (#14877) To: *ideas (#504) Subject: An idea.. Perhaps one needed... Now traditional @gagging hinders the ability to rp with the others around, in some cases un character like if one just wishes to silence some of the stupid remarks made, especially those out of character. I think the @gag should be Revised to set the ability for Ooc conversations from a particular character gagable, leaving their ic words still hearable.. Unless you want all out gagging , then traditional gag works. Such like this.. (OOC) joe says, "Hi joe this is cool! blah blah.." (OOC) john, "Yup cool cool cool... " All mind you while a plot goes on... so Jim would @oocgag Joe and John, but allow their char to be heard... either way... would make somethings much easier... Thanks.. CArey -------------------------- Message 153 from *ideas (#504): Date: Sat Jan 18 18:20:51 1997 CST From: Llyr (#14400) To: *ideas (#504) Subject: When carrying someone Would it be possible to have a command to hit them and do damage? Either with a weapon or fist. Since if you carrying someone they are pretty prone. And if you are holding them as insurance to drop them to hit them allows someone else to snatch them. -Llyr -------------------------- Message 154 from *ideas (#504): Date: Sat Jan 18 23:48:42 1997 CST From: Nomar (#17488) To: *ideas (#504) Subject: Homepage I think there should be something ont he homepage that allows people to click on it and bring up Ghostwheel in Telnet. This would make it easier for people get on then and expperience Gw. Well that's about it Nomar -------------------------- Message 155 from *ideas (#504): Date: Fri Jan 24 10:13:44 1997 CST From: Mercury (#16576) To: *ideas (#504) game soulmech There is no game help on "soulmech." Type `game` alone for a list of valid topics. maybe a "game soulmech" file so people know more about them (me preferably ;) ) Mercury -------------------------- Message 156 from *ideas (#504): Date: Fri Jan 24 15:17:43 1997 CST From: Mulder (#709) To: *ideas (#504) Subject: Of Transportation Systems and Realism Design I Introduction A month or so ago, Kynwal asked me to create an underwater equivelant of the transportation system, something that would whisk visitors to the underwater world to and fro across the seas. While it's taken me a while to get up to steam on this project, after two days of hacking and bug-tracking, I've got what looks like a relatively close aproximation of what the final product should look like. While doing this I've fixed a few bugs in the existing transportation system, and everybody should gain from it. Is everybodys gain good? You betcha. Unfortunetly, as I'm known to do, if I get into a project I inevitably want to make it the best it can possibly be, usually to the detriment of the project completion timeframe. This time I've come up with a real doozey, and in this document I'll lay it out for you... Is this going to be long and tedious? You betcha. II History The current (as of last night around 1) transportation system, lets call it Rev3, works on a relative simple rise/run formula, figuring out how far point x/y is from point x2/y2 on a 360x180 degree grid. This also happens to be how Rev2 worked, but with a few slight modifications. Rev1, oh so many years ago, worked on a principle of hard-coded distances. Each access point knew how far it was from the hub of the transportation system, and figured out distances from that. This worked fairly well for places in north america, but was still rather screwed up. Is screwed up bad? You betcha. III The Problem While working on the undersea system, I've encountered a problem I hadn't considered when I originally built the system, that of un-crossable obsticles. Continents, for instance. If you're going from Hawaii to the Azores in a submarine, the direct approach isn't a very good one. You usually end up damaging your hull on the North American coastline. Unrealistic? You betcha. IV The Solution Packet switching networks are beautiful things. Admitedly, Sprintlink, Alternet, AT&T, and yes, BBNPlanet all make our lives miserable at times, you'll note that the Internet usually works. It works on a fairly simple system. Every node has a finite number of connections to other nodes. When something needs to go somewhere from that node, it passes it up the connection to its upline. If the upline knows where to send it, it sends it off, if it doesn't, it passes it to its upline, until the thing finds a node that knows where to send it. Sound like the worlds airline system, or shipping lanes? You betcha. The system I propose putting in place for the globes transportation system is one of 'transport lanes', which lead from node to node inside the system. The crafts internal computer discovers every route to the possible destination, and computes how long each is going to take. The shortest one is the one oft traveled. Am I gonna give you an example? You betcha. Lets say you're sitting in Madrid, Spain, just after a hefty battle with some Evil Bionic Recomb Flamingo Dancing Mages in which you gained a vital piece to the Cross of Albizian, fabled explorer of ancient central america. From the leader of the Evil Recombs, you learned that the next piece was located in 'The land between the Continents', which you obviously assumed to be the Azores, popular refueling stand for adventurers on their way to the New World. So, you're trying to get to the Azores from Madrid. Walk on up to the itenerary computer at your local transport terminal, and punch in 'Azores'. It searches through its database of flights out of Madrid. Lets say Madrid is connected directly to NAFC2 (North American Flight Corridor 2), CEFC (Central European Flight Corridor), CMFC (Central Mediterranean Flight Corridor), and CAFC (Central African Flight Corridor). The system then goes out and searches through all of those destinations, returning their directly connected locations, and so on. The system eventually returns a list of flight paths, in this form: (A diagram? You betcha.) Madrid ----- NAFC2 ----- NAP #381 --#--- UTH ----- Azores \--- Gibraltar # UTH --------------------- Azores \-- CEFC ------ Bath -----#---- UTH ----- Azores \- NAFC2 ----- Woods Hole -#-- UTH ----- Azores UTH = Undersea Transport Hub NAP #381 = North Atlantic Platform #381, an Air/Sea Transfer Point ( #'s indicate transfer from airborne transport to undersea transport.) Now, obviously, the Azores would have an airborne terminal on it, but remember, this is an example. So, our handy computer calculates the aproximate distances involved, and decides that Madrid -> Gibraltar -> UTH -> Azores is infact, the fastest way. So, that's the route the system calculates, and presents to our intrepid adventurers. So, our adventurers board their craft, and head off to Gibraltar. Now lets say the pals of our Evil Recomb buddies get wind of this, and take out the Gibraltar -> UTH hop by blowing up a travel lane control transmitter. When the adventurers got to Gibraltar, the system would automaticly figure out the fastest route around the problem. Cool? You betcha. That's what I've got for now. If you've got suggestions or comments, am I asking for them? You betcha. - Mulder -------------------------- Message 157 from *ideas (#504): Date: Sat Jan 25 18:44:47 1997 CST From: Dexter (#14882) To: *ideas (#504) Bionics. -------------------------- Message 158 from *ideas (#504): Date: Sun Jan 26 11:32:25 1997 CST From: Yshar (#12217) To: *ideas (#504) Subject: Holy Symbols of Life and the Corpses I just got an idea...dunno if it's any good though. What if a character had a holy symbol embued with the essence of life...And it repeled the Unded Dragons? Just thought it sounded cool. :) -------------------------- Message 159 from *ideas (#504): Date: Sun Jan 26 12:06:30 1997 CST From: Khyber (#12460) To: *ideas (#504) Subject: re: post 159 and when the rider of the undead dragon captured the person with the symbol, it'd enhance the wearer x4 bladed, dodge, and armed. *HEH!* -------------------------- Message 160 from *ideas (#504): Date: Sun Jan 26 15:31:25 1997 CST From: Traxsu (#16334) To: *ideas (#504) Subject: a new idea for a message, more or less it shows what attitude you currently have. It would basically go after your description, something like Trunks is currently in a foul mood, he looks exteremely mad, or Trunks looks extremely drunk, or extremely happy just a basic idea to make a person current emotional state visible by looking at them ;) -------------------------- Message 161 from *ideas (#504): Date: Sun Jan 26 15:58:58 1997 CST From: Axelle (#9124) To: *ideas (#504) Subject: Messages Isn't that what RP is for though? That looks like it would take a lot of work. Heh, if it's necessary use your title. @title me is Tired and grumpy Axelle? *chuckle* -------------------------- Message 162 from *ideas (#504): Date: Mon Jan 27 01:07:47 1997 CST From: Traxsu (#16334) To: *ideas (#504) Subject: recycling glasses from bartenders. How about when a glass is returned to a bartender he can kill it, rather than you having to drink useless items, or bottles of water. -------------------------- Message 163 from *ideas (#504): Date: Mon Jan 27 15:21:49 1997 CST From: Rathe (#14172) To: *ideas (#504) Subject: Sky above R/T, and other sky exits Hrm, shouldn't you be able to see through the fly/sky exits? It would make sense, specially with things the size of dragons floating up there.. You should be able to see 'em :) --rathe -------------------------- Message 164 from *ideas (#504): Date: Mon Jan 27 15:22:33 1997 CST From: Khyber (#12460) To: *ideas (#504) Subject: re: Rathe's post Maybe they are hiding in the clouds? -------------------------- Message 165 from *ideas (#504): Date: Mon Jan 27 15:23:29 1997 CST From: Rathe (#14172) To: *ideas (#504) Subject: Heh Heh, whatever. I still think it'd be a good idea.. ;) -------------------------- Message 166 from *ideas (#504): Date: Mon Jan 27 15:24:50 1997 CST From: Khyber (#12460) To: *ideas (#504) Subject: re: Heh Maybe it is too far in the sky for normal vision (unless you have enchanced binocular vision) it is a fairly good idea.. I guess. -------------------------- Message 167 from *ideas (#504): Date: Mon Jan 27 15:27:25 1997 CST From: Rathe (#14172) To: *ideas (#504) Subject: Re re re re: heh Oh no, not *ideas spam wars now *grins* A dragon, if far up enough that normal people can't see em, would have to approach the building first.. We'd see that.. Not to mention those of us who DO in fact have .sight props over 60 ;) -------------------------- Message 168 from *ideas (#504): Date: Mon Jan 27 15:28:50 1997 CST From: Khyber (#12460) To: *ideas (#504) Subject: re re re re bah foget the re's me no care :P -------------------------- Message 169 from *ideas (#504): Date: Mon Jan 27 19:08:30 1997 CST From: Yjezra (#5288) To: *ideas (#504) Subject: #163/164 I fixed the sky exit from the r/t, all other exits tho are too durn far away to see anything.. -------------------------- Message 170 from *ideas (#504): Date: Wed Jan 29 08:12:36 1997 CST From: Yggidrasil (#10625) To: *ideas (#504) another idea, for bartenders -------------------------- Message 171 from *ideas (#504): Date: Wed Jan 29 08:14:10 1997 CST From: Yggidrasil (#10625) To: *ideas (#504) Subject: another idea for bartenders Cup sizes, tired of drinks going poof in 3? how about different sizes, like a shot glass has 1, cups have 3, pitchers have 9 other sizes can be filled, but you get the idea ;) -------------------------- Message 172 from *ideas (#504): Date: Wed Jan 29 14:13:02 1997 CST From: Akane (#14270) To: *ideas (#504) Subject: RE: Yggster's Idea hey, go to the R/T Lounge or the Earth Lounge [OOC], and type: create drink in rep take drink from rep @rename drink to "Pangalatic Gargleblaster" then drink pangalatic gargleblaster *whee* problem solved, less work for our overworked Wizzen Akane -------------------------- Message 173 from *ideas (#504): Date: Fri Jan 31 18:11:06 1997 CST From: Rathe (#14172) To: *ideas (#504) Subject: Hmm I wonder, would it be possible to make a way to throw things off the roof? let em go into sky a few secs, then fall into R/T inramp? (You know, grenades, weapons, people..) -------------------------- Message 174 from *ideas (#504): Date: Sat Feb 1 19:52:52 1997 CST From: Nigel (#7159) To: *ideas (#504) Subject: ... How about see-through clothing...great for hats, lingere, and other fun stuff...;) -------------------------- Message 175 from *ideas (#504): Date: Sat Feb 1 19:58:02 1997 CST From: Hannibal (#16038) To: *ideas (#504) try @reveal under hat, makes it completely see thru, certain flop-eared pointy hats need that. -------------------------- Message 176 from *ideas (#504): Date: Sat Feb 1 19:58:55 1997 CST From: Nigel (#7159) To: *ideas (#504) Subject: ... Cool...didn't know that feature was there. ;) -------------------------- Message 177 from *ideas (#504): Date: Sun Feb 2 10:57:52 1997 CST From: Darby (#12081) To: *ideas (#504) Subject: @gag/@ungag Can these be modded so as to notify the gagee, please? Then, attacking someone who has you @gagged would be an OOC act -- because you're on official notice that the @gagger is not consenting to RP with you. --D. -------------------------- Message 178 from *ideas (#504): Date: Mon Feb 3 16:02:32 1997 CST From: Mercury (#16576) To: *ideas (#504) Banning some people from *chat because they drag disputes they should have in private into public. -------------------------- Message 179 from *ideas (#504): Date: Thu Feb 6 12:26:38 1997 CST From: Mercury (#16576) To: *ideas (#504) A list called *whine where people can have their little arguments that they'd usually have on *chat. -------------------------- Message 180 from *ideas (#504): Date: Sun Feb 9 17:20:16 1997 CST From: Spellsinger (#18284) To: *Chat (#5391) and *ideas (#504) Subject: damn the way things are going with IC OOC Why with all the OOC problems, don't they make it impossible th attack when OOC? I've seen it done on another moo... -------------------------- Message 181 from *ideas (#504): Date: Sun Feb 9 17:22:00 1997 CST From: Locus (#18199) To: *ideas (#504) Subject: Advertisment News Group I was wondering if there is a news group that you could advertise weapons and other for sale items on? If not, which channel would that be forwarded towards? -------------------------- Message 182 from *ideas (#504): Date: Sun Feb 9 18:50:36 1997 CST From: Hannibal (#16038) To: *ideas (#504) how about an equivalent Ossbornn? who makes food instead? -------------------------- Message 183 from *ideas (#504): Date: Sun Feb 9 18:56:06 1997 CST From: Skywalker (#6644) To: *ideas (#504) Subject: @trust How 'bout a list to tell you who @trusts you to perform certain actions? -------------------------- Message 184 from *ideas (#504): Date: Tue Feb 11 23:59:10 1997 CST From: Augustus (#18463) To: *ideas (#504) Subject: Subbie spawning season How about if the Subbies all swam upstream for a spawning, then layed a bunch of eggs and some got eaten by bears and some got hooked by fishermen.. Then the whole lot croaked after having their fun?? Just thought since the dragons are doing it... Gus.. JUST KIDDING! -------------------------- Message 185 from *ideas (#504): Date: Wed Feb 12 17:39:28 1997 CST From: Red-Fang (#5907) To: *ideas (#504) Subject: body areas We really need a body area named back.. its hard to whip a person into submission without one. Red. -------------------------- Message 186 from *ideas (#504): Date: Wed Feb 12 23:45:52 1997 CST From: Ylise (#14877) To: *ideas (#504) Subject: how bout for a neat and practicey type gun weapon (to build ranged and practice with) some nice wiz make a Nerf (tm) gun.. with those little foamy balls. I mean in practicallity, don't cal it nerf but you get the gist. That way some of us who don't like to just blow our friends heads off can boost:) would be kinda cool actually.. they have boosting for guns i know.. just that wo uld be cool:) -------------------------- Message 187 from *ideas (#504): Date: Wed Feb 12 23:48:09 1997 CST From: Rathe (#14172) To: *ideas (#504) Subject: Hmm Like a Daisy Model 840 Training Rifle..? (Hrming at his plan..) --Rathe -------------------------- Message 188 from *ideas (#504): Date: Wed Feb 12 23:49:04 1997 CST From: Ylise (#14877) To: *ideas (#504) Subject: uh. what's that? -------------------------- Message 189 from *ideas (#504): Date: Wed Feb 12 23:51:52 1997 CST From: Nigel (#7159) To: *ideas (#504) Subject: ... How about a pie-thrower...that way you can eat the ammo if you're hungry... -------------------------- Message 190 from *ideas (#504): Date: Wed Feb 12 23:52:15 1997 CST From: Ylise (#14877) To: *ideas (#504) Subject: Even better "especially for the subbies... A water pistol? *I'm gun happy* -------------------------- Message 191 from *ideas (#504): Date: Thu Feb 13 15:39:10 1997 CST From: Skywalker (#6644) To: *ideas (#504) Subject: *qooc Why don't we just rename the list to *humour and save everyone the trouble of sorting out what should go there and what shouldn't? --Sky -------------------------- Message 192 from *ideas (#504): Date: Thu Feb 13 17:12:38 1997 CST From: Hannibal (#16038) To: *ideas (#504) Subject: blocking an exit. Tehoretically, if you are blocking an exit, I doubt you can venture into further parts of a room. Therefore I prepose that if.. You are blocking that you should be unable to attack others in the room, feel free to wield and defend, but I doubt you can.... dodge away if your blocking. Also sorry that this is broken up limited linelength sucks, but thats freenet for ya. -------------------------- Message 193 from *ideas (#504): Date: Sun Feb 16 23:24:18 1997 CST From: Jayren (#10514) To: *ideas (#504) i wanna see an 'eat corpse' command for recombs. -------------------------- Message 194 from *ideas (#504): Date: Sun Feb 23 11:21:09 1997 CST From: Uno (#6614) To: *ideas (#504) How about a want-ads list like CS, used for people selling/buying items/services. -------------------------- Message 195 from *ideas (#504): Date: Fri Feb 28 10:47:40 1997 CST From: Elendil (#2237) To: *ideas (#504) Subject: Aha! Hmm. Howzabout a nautilus machine coupled to a combination submachinegun/crossbow with a linked HUD containing the library of congress alternating with lots of swirling dots. The nautilus machine will boost all your physical stats except dodge, which will be boosted by every now and then having someone come in and beat you with a stick while you're strapped to it. The library of congress reader will boost your base stats like willpower, while the swirling dots will work your perception. Occasionally the HUD and/or the machine will break down, allowing you to exercise electech, mechtech, and lockpicking. Oh, and you can also make yourself a mage and sit around casting spells on yourself. The two guns will work ranged and thrown, while pumping iron with the greasy handles will work unarmed and melee. Strike that. Replace the nautilus machine with a Bowflex (TM) which contains the correct isometric curves for 20% less price overhead. Oh, and how about setting it so that if you're hit in the groin often enough your @gender is set permanently to neuter. And while I'm at it, perhaps we can develop some sort of stat bonus for every alternate character over 7 that you're running on the moo. Since vast numbers of alts demonstrate and true desire to add to and explore every nook and cranny of every area of every GM on the moo and in no way reflect an attempt to illegally gather and distribute information, I think it only fair and logical that such initiative be rewarded. --Elendil 'Modesty is its own reward. Or is it Hatred? I forget.' --Confucious -------------------------- Message 196 from *ideas (#504): Date: Fri Feb 28 11:53:28 1997 CST From: Izara (#17237) To: *ideas (#504) Subject: Elendil's post Your a nut!...I havnt laughed that hard in days :) -------------------------- Message 197 from *ideas (#504): Date: Fri Mar 7 07:12:46 1997 CST From: Mercury (#16576) To: *ideas (#504) Subject: [Mercury (#16576): `Banning some people '] Date: Mon Feb 3 17:02:32 1997 CST From: Mercury (#16576) To: *ideas (#504) Banning some people from *chat because they drag disputes they should have in private into public. -------------------------- Message 198 from *ideas (#504): Date: Sun Mar 9 10:45:27 1997 CST From: Karcass (#6537) To: *ideas (#504) Subject: Ships How about a follow command for the ships that'll automaticly set course and engage to the same location the last ship that took off just went to? -------------------------- Message 199 from *ideas (#504): Date: Sun Mar 9 15:40:53 1997 CST From: Augustus (#18463) To: *ideas (#504) Subject: Re: Ships Kinda like follow that CAB! huh Karcass :) *chuckles -------------------------- Message 200 from *ideas (#504): Date: Tue Mar 11 22:34:29 1997 CST From: Yshar (#12217) To: *ideas (#504) Subject: Chat How about a page channel like <>, but for chat? Would be cool. And would placate Sky. -------------------------- Message 201 from *ideas (#504): Date: Tue Mar 18 22:51:32 1997 CST From: Yggidrasil (#10625) To: *ideas (#504) Subject: search "how about a search that runns of perception it lets you find hidden exits in rooms? -------------------------- Message 202 from *ideas (#504): Date: Thu Mar 20 16:02:15 1997 CST From: Mercury (#16576) To: *ideas (#504) A shake verb for $containers to empty their .contents into a $room -------------------------- Message 203 from *ideas (#504): Date: Mon Mar 31 09:38:14 1997 CST From: Yggidrasil (#10625) To: *ideas (#504) Subject: blocking and combat Had a small idea for blocking, one for example is that if you are blocking an exit, oyu really shouldn't be able to attack. One way is that you don't get an oppurtunity to fight since your blocking an exit. Another is that possibly you get a reduction in your ability to dodge and hit since your forced to stay in close quarters to the exit. I think the reason is that more often than not you could be in the lounge sitting at the bar, and blocking an exit while fighting at the same time. It doesn't seem realistic in the slighest ;) Just an idea, feel free to berate it mercilously. -------------------------- Message 204 from *ideas (#504): Date: Mon Mar 31 09:43:15 1997 CST From: Rathe (#14172) To: *ideas (#504) Subject: blocking Another something that might be considered is seats.. Maybe when sitting or reclining, all exits should be automaticly unblocked? ex.: I couldn't, say, lay on the bar and block the door @ the same time.. Also like the idea for combat and blocking, especially from the other side.. You have your black to the person, it would be hard to dodge.. Close quarters make it hard to dodge and attack while someone fights you from the front, as well. Ok, I'll stop spamming you now... --Rathe -------------------------- Message 205 from *ideas (#504): Date: Mon Mar 31 16:21:04 1997 CST From: Nigel (#7159) To: *ideas (#504) Subject: ... I would have to agree with the last two posts. A person trying to block an exit would be severely restricted in movement and should have penalties to dodge, parry and attack. -------------------------- Message 206 from *ideas (#504): Date: Mon Mar 31 17:03:07 1997 CST From: Kzin (#5800) To: *ideas (#504) Subject: Blocking blah blah blah C'mon guys....you're sorta overdoing the 'realism' here. If someone's in the doorway, and asmokeonasdsa er someone else tries to push past, maybe a free attack shouyld happen, with the push-er's dodge and parry heavily penalized?[to ]: While someone may be standing in or before the doorway, that doesn't mean thier arms are bound at thier sides I think there already is a penalty for dodging and parrying from the other side of a exit r er while you're blocking If someone's standing in a doorway holding a weapon with intend(intent) to stop people from moving through, and sm(someone) walks up and tries to shove, what would you think would happen? We could do a case-by-base)case_ weapon by weapon ordeal, but give the spam a breath eh? :) I muyst (must) agree that sitting and blocking is unrealistic, unless you're the size of a elepahant. But don't overdo the realism, sacraficing playability, and causing both OOC debate and IC problems, by asking for everything to be totally cut-and-dried realistic and arguable.... I dislike this idea,. not just because I -do- block doors with some frequencey, as well as fight to keep people inside, but because it's just a sort of slow, and pointless, incurio(incursion) upon the froe(frontiers) of plaayability If this post seems wantering and hazy, and badly typed, it's because i"m on cold medicine. No, ossifer, I'm not *hic* drunk...I've got the flu.. -------------------------- Message 207 from *ideas (#504): Date: Mon Mar 31 17:04:18 1997 CST From: Devon (#13677) To: *ideas (#504) Subject: blocking While We're at it how about a push command? if someone is blocking you can push them out of them way? :) -------------------------- Message 208 from *ideas (#504): Date: Mon Mar 31 17:05:18 1997 CST From: Akane (#14270) To: *ideas (#504) how about you just put a bit of code on furniture so that when you sit down, you are unable to block an exit, no matter how many times you try "block "? simple enuff, a good wizzen could code it in an hour or less, depending on how much effort they put into it ;) Akane -------------------------- Message 209 from *ideas (#504): Date: Mon Mar 31 17:16:30 1997 CST From: Darby (#12081) To: *ideas (#504) Subject: Why hard code common sense? If you are sitting on a barstool, you really shouldn't be trying to block the eixt;) Neither should you block the exit to a box canyon.. unless you happen to be the size of a small asteroid IC:).. And if you're a very wee recomb (like a bird who shall remain nameless), exit blocking presents a very comical image, indeed. For the average person (who isn't sitting or reclining:) tho, I don't see why they wouldn't dodge as quickly or react any more slowly in combat. Thinkk of all the bank robbery scenes you've ever seen.. does the guy covering the door ever lose to the security guard?:) --D. -------------------------- Message 210 from *ideas (#504): Date: Mon Mar 31 17:20:31 1997 CST From: Ylise (#14877) To: *ideas (#504) Subject: Common sense doesn't apply here rember?? Idiots don't follow common sense. And the rest of us.. well... we just ignore it knowingly.. We're not as smart as you darby:))) -------------------------- Message 211 from *ideas (#504): Date: Mon Mar 31 17:22:02 1997 CST From: Nigel (#7159) To: *ideas (#504) Subject: ... In response to Kzin, giving a penalty to blockers would not in any way diminish playability. But, as you point out it does increase realism. Increased realism with no decrease in playability sounds good to me. As too Darby, while your first points are valid, there are an awful lot of people who either don't think of or don't bother with the realism of the situation. As far as the bank robber situation. With a gun, no. There should be no penalty to attack. Guns don't nead movement. However, melee combat requires that you be able to move freely, which you cannot do _and_ block an exit at the same time. -------------------------- Message 212 from *ideas (#504): Date: Mon Mar 31 17:27:15 1997 CST From: Kzin (#5800) To: *ideas (#504) Subject: Nigel's The playability would be sacraficed to realism....if someone was rushing at me, and I was staying er standing in the doorway, I would easily step half a step forward and slice them apart. Also, it all depends on the size of the exit, the sixe(size) of the character, the weapon they're using...far too many random factors to solve with just a simple coding of 'you are easy to hit if you're blocking a doorway" Let's see..waht elkse....there's also always the problem of "it dpeends on the use's skill" ()er the uer User's skill) One person with a lot of training (hgigh skill) would easily be able to use thier weapon in a limited weay... Pfeh. All in all, I find it sorta unwieldy, imoho....if I was standing a doorway with a shotgun, what does the size of the doorway matter, unless I was using it to lPHYSiCALLY block -across- the doro. doro=door, of course What else can I thik of....other than the fact that it would all depend on the people involved, rather than a general 'out and out' solution for all cases -------------------------- Message 213 from *ideas (#504): Date: Mon Mar 31 17:55:53 1997 CST From: Nigel (#7159) To: *ideas (#504) Subject: ... On the whole Kzin has some good points. The problem is, most of his arguments ae based on an incidence of high skill in the blocking character. Such an argument is beside the point. A character with high skill would be less affected by a penalty than one with low skill. Hence, a high-skilled person would be more able to use their weapon in a limited way. "In Kzin's case of blocking the door against a charging attacker, yes he could take a half-step forward. And the attacker could take a half-step back, easily staying out of reach of Kzin's sword. Why? Because the attacker can move all over the place and Kzin has to stay reasonably close to the door. Hence, he has less a chance to hit with a sword. Now, if Kani had a shotgun, there'd be no problem, because it can hit people at range and doesn't require a lot of movement to use, like any weapon you'd care to name. "Of course, to reverse the situation...say someone levels a shotgun at Kzin while he's blocking the door. What does Kzin do? If he stays in front of the door, he gets hit. He can dive for cover...but that unblocks the door. In melee combat...say against an equall, to make it relevant to the vast majority of the moo. Kzin can defend himself fully, moving to avoid otherwise killer blows, but that moves him out from in front of the door. To block it, he has to take the occasional hit, because his options are limited. "And of course, we must remember...while Kzin might be able to prevent one foe from getting past while trying to block the door, the other fifty-two people in the room can slip past while he's otherwise engaged. Unless he goes out of his way not to move. Kzin is right in that there are a lot of variables, but on the whole...in most situations against most attackers, Melee based skills and Dodge of people blocking exits would be penalized. I admit, it's no big deal. But it's easy to do, doesn't hurt playability, increases realism and gives weaker characters an increased chance to escape from the more powerful characters on this moo. (Which to me is a good thing) -------------------------- Message 214 from *ideas (#504): Date: Tue Apr 1 16:59:59 1997 CST From: Juxtapose (#17980) To: *ideas (#504) Subject: ambushing & blocking I know i'm not known around here by many but something just hit me. (an idea) :) how real do we wan't GW to be? because (...and i know i'll get hell about this post but...) how would someone block an exit & ambush someone? If they are able to block an exit then how are they not seen? in order to ambush the the person needs to be hidden, RIGHT????? Hey just asking! (please mail me i don't wish to destroy space in the data base) -------------------------- Message 215 from *ideas (#504): Date: Tue Apr 1 21:03:10 1997 CST From: Rathe (#14172) To: *ideas (#504) Subject: Hmm After the incident in the R/T lounge today, I was just thinking.. Maybe some dakirion person could fly over all the major areas of population and dump aphrodesiacs (sp?) over the populace.. --Rathe -------------------------- Message 216 from *ideas (#504): Date: Wed Apr 2 08:19:54 1997 CST From: Quinn (#2) To: *ideas (#504) Subject: blocking Good suggestions re:Blocking. And, as Akane said, it would be "easy" to "add a bit of code" to the furniture that prevented someone from blocking. Easy, but not practical. At what point do we stop adding "bits of code" to record various reality peeves? So, though I like the blocking ideas, I will likely not implement them. The best solution would be to re-write the core so that every object is somehow (quickly and efficiently) aware of every other object nearby. That's difficult enough in something like the polygon-rendered world of Quake. MOO is a free-form text environment. There is no real structure or location. It's like a dream. Ever try to use a measuring stick in a dream? -------------------------- Message 217 from *ideas (#504): Date: Thu Apr 3 12:13:45 1997 CST From: Elendil (#2237) To: *ideas (#504) Subject: Magical weapons I've been trying to rp this for a while and I think it's neat: Howzabout coded weapons that have healing properties, in the sense that you can 'heal with ' just like a medkit. You can actually try to heal anyone with just about anything, but I propose having a few weapons that actually give you a bonus (or perhaps a penalty if they're cursed.) Now naturally this could get out of hand if not controlled, but I think that for certain characters such as Druids and Touched (subbies) these sorts of weapons would be both ic and good for balancing against more offensive-type classes. That way you could fight and heal yourself at the same time (and others, of course.) These weapons wouldn't be as costly in terms of coded points as the traditional Vorpal Holy Avenger Flame Life Draining +50 swords that seem to be propagating, nor should there be any weapons that have both magical healing and bonuses to hit and damage. luv, Charon -------------------------- Message 218 from *ideas (#504): Date: Fri Apr 4 18:56:27 1997 CST From: Mulder (#709) To: *ideas (#504) Subject: librarian We've got a library, we've got generic books, why don't we have a librarian, that players can @chown books to, so it doesn't take up that much of their own quota. -------------------------- Message 219 from *ideas (#504): Date: Fri Apr 4 19:09:15 1997 CST From: Yjezra (#5288) To: *ideas (#504) Great Idea! Thanks Mulder. -------------------------- Message 220 from *ideas (#504): Date: Sat Apr 5 10:05:45 1997 CST From: Elendil (#2237) To: *ideas (#504) Subject: Begging forgiveness Just a thought: I think it's a bit strange to require Evil characters to atone for their 'sins' or face stat problems. I'm not sure how it could be circumvented without actually adding an alignment prop to characters, but I find it hard to believe that Evil characters would regret let alone have a guilty conscience about whacking other people; on this moo that seems to be the main function of Evil people. Perhaps you could claim that Evil characters just have to RP ignoring their guilt (and thus their need to get forgiveness) but I think that's a stretch. Perhaps the 'forgive' was set up as an OOC function (since that's the way I've always seen it dealt with; 'I'll trade you a katana for forgiveness' as opposed to trying to work it out @icly) but since it deals with stats I don't think so. By the same token, Good characters shouldn't be nailed for whacking Evil ones. I think 'forgiveness' should only apply when: Good characters grease Good characters (which should happen more than it does, since .sheets are OOC info and I know alot of 'good' characters that don't get along). Evil characters grease someone/something that they somehow hold dear to them. This would derive from their specific motivations; if they were revenge-driven to avenge, say, a loved one, and accidently kill someone who looks like them. And so on. Neutral characters that deviate from their motivations. Thsi er, this is the hardest to define, and I don't feel like it. Heh. The key to all this, of course, is establishing @icly whether or not a character is Good, Evil, etc, instead of just reading their .sheet. There are alot of grey areas when it comes to rping alignments and I never claimed any of this would be easy, or even feasible, but I don't like the idea of having to debase myself and seek atonement for killing some rampaging maniac (and, most likely, vice-versa). That's what warriors *do*; perhaps we should instead set up a Killers Anonymous talkgroup/newsgroup to seek love and acceptance that way. --Enoch -------------------------- Message 221 from *ideas (#504): Date: Sat Apr 5 10:56:11 1997 CST From: Nigel (#7159) To: *ideas (#504) Subject: ... It seems most of your problem with the forgiveness policy derives from looking at it from an ic viewpoint when, to my understanding at least, it is primarily an ooc device used to prevent people from engaging in 'hack-and-slash' at the expense of the other players on the moo. Remember that coded death wrecks havok with your primary statistics. The forgiveness policy is intended as a way to discourage 'random violence' without penalizing characters for 'plot related' or 'consented' killings. The easiest way to bypass the forgiveness system is to use uncoded combat or to use coded combat on 'stun' and do an uncoded kill (i.e., take the person's body and @eject him/her from you). -------------------------- Message 222 from *ideas (#504): Date: Sat Apr 5 12:56:16 1997 CST From: Corwin (#19204) To: *ideas (#504) Subject: More on blocking Maybe if someone's blocking an exit, and they idle, make them unblock it? it's really annoying when twinkish players block off the creature re-spawn points, then idle. and since you can't attack an idler, etc, etc. -------------------------- Message 223 from *ideas (#504): Date: Sat Apr 5 13:25:11 1997 CST From: Akane (#14270) To: *ideas (#504) Subject: Hrm Evil people are like everybody else... you do the crime, you pay for it. Evil people aren't in any other way special than any "good" or "Neutral" people. we all like to loot once in a while, and if an "eviler" kills someone, they should have the same stats damage a "goody goody" gets or that a "neutraler" gets. -AkAnE -------------------------- Message 224 from *ideas (#504): Date: Sat Apr 5 15:43:59 1997 CST From: Spivak (#14882) To: *ideas (#504) Subject: Languages Methinks it would certainly help with enhancing the role play experience w/o having too much added code. To have languages coded so when you say something in German, all the people who speak German will see exactly what you said (with an append to it that says it's said in German) but those who don't know will just see "Twink says something in %m", where %m is the name of the language. -------------------------- Message 225 from *ideas (#504): Date: Sun Apr 6 17:48:03 1997 CDT From: Darby (#12081) To: *ideas (#504) Subject: 'Evil' characters/PK/:forgive Official GW 'adversaries' are very few in number, and have rules to follow (ex., they cannot kill chars. who are less than 30 days old). Nigel has the right tack, I think, in saying that 'forgive' is an OOC control over random hack/slash RP. It's used widely on MUDs for the same purpose. As Nigel also points out, there are ways to avoid having another number added to your .pk list. But using @eject isn't among them. It's not an IC act.. whereas tossing an unconscious player into the sea or to the cainids is. If it's any comfort, you can kill the same person more than once (2 or whatever for the price of one) and not be penalized as long as they haven't forgiven you, removing their number from the list. I'd like to see that changed, but don't know if it's possilbe. I see the control it represents as being a necessary OOC evil which makes the game more playable for everyone. -------------------------- Message 226 from *ideas (#504): Date: Mon Apr 7 04:57:08 1997 CDT From: Mhairi (#16533) To: *ideas (#504) Subject: Question... Just asking, does this mean we can't just work out an RP situation in which our character is ICly killed, purely through pose/emote or uncoded means? I think, (stress on the think) that was what Nigel meant with the @eject, just sending the player who has RP'd their death through pose or emote to their home location, so they need to ICly wander back to wherever they were killed as if they had been sent to the midrealm, to add the 'reality' of their body not remaining where they died, as if their corpse had decayed, etc. Correct me if I'm off, Nigel, like I said, just asking. Curious as ever, Mhairi/(etc.)/Dee. -------------------------- Message 227 from *ideas (#504): Date: Mon Apr 7 12:50:02 1997 CDT From: Elendil (#2237) To: *ideas (#504) Subject: Laugh it up, fuzzball Hello. I appreciate the responses to my inital post, and from them I've absorbed what I feel to be the two undercurrents that people are expounding: 1) Hack-and-slash activity is bad. 2) Uncoded/emoted/..dare I say it...spoofed combat is good. Gee, where to begin? I'm not sure where these two concepts came from, so allow me to merely say a few problems I have with both of these assumptions. Re: #1. In my experience, hack-and-slash assaults are 'bad' only when you are a) on the losing end (different from the receiving end) b) losing stats as the result, and c) having your 'rp' interrupted. Now, way back when, in the nether regions of my GW memory, there was a system in place to deal with characters devoted solely to charging into rooms and jumping characters weaker than they were. It was a combination of Payback and Future Revenge. You see, at the time death did little or nothing. Hence hack-and-slash assassins could kill someone a few times, but eventual, since the victim was not really losing anything aside from perhaps equipment and self-respect, the victim would grow stronger through normal interactions on the moo. At the same time, the few rampaging maniacs that randomly attacked people generally, unless they were exceptional at running, did not long escape hunting parties. The end result? When pkilling did not affect stats, there was less of it. It's true. I was there, and I saw. Sure, people bumped one another for weapons, etc, but you couldn't just go around creating enemies at random since, *no matter what you did*, they would continue to grow stronger. Re: #2. I hate spoofed combat. I think it is a miserable attempt for people to 'fight' without injuring anyone's fragile egos by actually doing anything to them. Often people have a self-inflated view of their character's abilities, and you see people spoofing hitting someone/thing that, in terms of coded reality, would slap them around like a red-headed step-child. Plus, there's the magic of the Consent Rule. When someone emotes ' swings his sword at Elendil's head!' does that mean I am thus constrained solely to uncoded lunacy? Not in this lifetime. When I do spoof combat I treat it like campy slap-boxing, which is the seriousness I feel it deserves. So, what's my point? My point is I hate it whenever I am forced into a decision about how to treat people @icly based on pressures on my stats from the powers that be. Have we turned into gerbils, people? Sure, I know ways around losing stats when I want to kill someone, and now I know that when I kill them they'll hurt because of it. I think we should remove the stat-damaging effect of death again. That way, both spoofed and coded combat will, by definition, result in the same thing: the victim 'dead' and the winner alive. Thus both types of combat are equal in ends, if not application, and people can decide for themselves which type they wish to engage in, instead of being forced into it the OOC consideration of losing stats. --Ptomaine "That's a penny you owe him." -- Miller's Crossing. -------------------------- Message 228 from *ideas (#504): Date: Mon Apr 7 13:00:30 1997 CDT From: Devon (#13677) To: *ideas (#504) Subject: All I think anyone wants, in general is one thing Respect, dammit if your going to start a fight coded or whatnot, roleplay first I even think the one word Die! isn't enough I find it very lame, because said player is generally here for fun, when it happens one way or another, I'd like to know there was a fair amount of role play before I was either knocked out, and either killed or looted if I was going to have to die. Thats all I'll scream about, thanks. -------------------------- Message 229 from *ideas (#504): Date: Mon Apr 7 15:34:47 1997 CDT From: Akane (#14270) To: *ideas (#504) Subject: The usual battle (Uncoded vs Coded combat) -- battle 2 RE: Elendils' idea of removing the stat damage thing -Well, why would you do that? so people can go around and kill people all the time? as people have said in previous posts, if you want to be evil, then pay the price of your sins. If you wanna go around killing people in coded combat, then you pay the price. Hey, i killed people, and they've killed me. no big woopie doo. We have "ADVERSARY!!!" status don't we? if we do, then why don't the "Evil" people apply for it? simple as that. Re: Elendil's view of Uncoded Combat -Each to his or her own opinion. if you can't RP a fight out without taking it the least bit seriously, the resort to your stats. if you can't RP worth a flying fuck. use coded. if you don't have no stats, or are a newbie "evil" person, use uncoded. I dun see what everyone's problem with uncoded combat is. its' better than having stat damage from when you kill people eh? RE: *tps posts (or *story, whatever you wanna call it) -As Kynwal said, "sure, you can post anything you so wish on it, for its an OOC mailing list." so.. you can even write a grocery list on there if you want, its just a mailing list.. sheesh, its a TinyPlot posting place.. so we can actually express our private RP/RP to others who weren't there to see it. "We shall defend our island, whatever the cost may be. We shall fight on the beaches, we shall fight on the landing grounds, we shall fight in the fields and in the streets, we shall fight in the hills. we shall never surrender" -Winston Churchill -------------------------- Message 230 from *ideas (#504): Date: Tue Apr 8 09:53:48 1997 CDT From: Darci (#12478) To: *ideas (#504) Subject: Drunken Gibberish I would like to see some coded drunkenness. Kinda like coded insanity..when you talk it all comes out gibberish...how about some word slurring while you're drinking? -------------------------- Message 231 from *ideas (#504): Date: Sat Apr 12 15:36:43 1997 CDT From: Quinn (#2) To: *ideas (#504) Subject: pk penalties Player-killing penalties are based on the fact that you're being granted a reprieve from "total death" by 'the Eagle'. That reprieve implies a respect for life. By killing another under "the Eagle's wing", you are blaspheming that respect. Alignment in the traditional AD&D sense implies a clear distinction between "good" and "evil", and you ain't gonna see that here. However, I don't mind the idea of ignoring a PK committed on someone who has PK's themself. We'd have to reset them for this to work, but it would probably be for the better. -------------------------- Message 232 from *ideas (#504): Date: Sat Apr 12 16:37:15 1997 CDT From: Yggidrasil (#10625) To: *ideas (#504) Subject: remove the pkills. I don't think it'd be fair to the people who they killed since they've suffered stat loss in the process, now if you also reset total pkills that would be a nice thing also =) I'm sure you'd hear no complaints. Thats just my opinion ;) -------------------------- Message 233 from *ideas (#504): Date: Mon Apr 14 11:57:03 1997 CDT From: Yggidrasil (#10625) To: *ideas (#504) Subject: lockable containers. I was about to ask about getting clothing containers lockable, but this brought up another point regular containers really shouldn't be lockable. Most are turned into backpacks, pouchs, which in real life hardly are able to be locked. So this brings up the idea, make containers unlockable. They really shouldn;'t be, the only things which might be lockable are chests and safes. The question is how to seperate the two, maybe make chest and safes unliftable by players, these are just thoughts to work from but thats about all I can think of at the moment. -------------------------- Message 234 from *ideas (#504): Date: Mon Apr 14 14:08:19 1997 CDT From: Jazariel (#16551) To: *ideas (#504) Subject: @reveal under post... This is wonderful... but, uhmm.. what is the command to undo the reveal? I tried @unreveal, and that didnt work. Just a question. Dee. -------------------------- Message 235 from *ideas (#504): Date: Mon Apr 14 16:30:11 1997 CDT From: Mulder (#709) To: *ideas (#504) Subject: @reveal When in doubt, read the help... Showing verb help on `@reveal': ---- @reveal under this Allow clothing or body parts beneath this worn item to show their messages. @reveal nothing under this Prevent anything beneath this item of clothing to be seen when it is being worn. -------------------------- Message 236 from *ideas (#504): Date: Mon Apr 14 16:46:04 1997 CDT From: Kynwal (#1610) To: *ideas (#504) Subject: Container's Wearable containers (as Mulder was kind enough to create) should be unlockable. Just make all the others locked down or some such and lockable. -------------------------- Message 237 from *ideas (#504): Date: Tue Apr 15 18:50:22 1997 CDT From: Theseus (#3746) To: *ideas (#504) I don't know the feasibility of this, but it's something I've been noticing that is difficult to get around inside code (unless there is just some way I don't know). Can we simply make a verb that allows you to assign %i %o %b %v to whatever variable you wish from within your code for use with the :announce_all or :announce or :tell verbs? There is nothing that I could find that allows you to do this, nor is there even any documentation that I've been able to find that tells you how to even set %d or %i, let alone other letters that don't stand for preset pronouns. If I'm off my rocker, tell me, but I'm having trouble with this. Thaks, Theseus -------------------------- Message 238 from *ideas (#504): Date: Sat Apr 19 02:50:26 1997 CDT From: Ylise (#14877) To: *ideas (#504) Subject: For the problems.. Since it's evident that @gag holds no success (people still attack) I propose a way in editing of code that the person is litterally invisible /non existent to the other. A restraining order if you will . TWo people mutually hate each other, and they get such a decree. It makes it unable for one or the other to strike/touch/actaround,with/ or page each other with information. Wishful thinking? Maybe. But it may help. -------------------------- Message 239 from *ideas (#504): Date: Mon Apr 28 21:16:04 1997 CDT From: Jerry (#14882) To: *ideas (#504) Perhaps something like @refuse flames from asshole for time. It'd be easier than my other idea of listbanning someone from a list because of extensive whining and flame wars on *chat. -------------------------- Message 240 from *ideas (#504): Date: Mon Apr 28 22:32:16 1997 CDT From: Ylise (#14877) To: *ideas (#504) Subject: love the idea:) 239 that is:)) -------------------------- Message 241 from *ideas (#504): Date: Fri May 2 18:26:22 1997 CDT From: Darby (#12081) To: *ideas (#504) Subject: 239 Maybe a 'small' (short expiration period) anon *flame/cry/bitch/whine list would keep poor *chat from bloating and getting it's liddle bile ducts all clogged. --D. -------------------------- Message 242 from *ideas (#504): Date: Tue May 6 11:41:32 1997 CDT From: Rathe (#14172) To: *ideas (#504) Subject: Mounting and laps.. Make people coded seats, so you can sit on someone's lap, and make recombs like bison mountable... --Rathe -------------------------- Message 243 from *ideas (#504): Date: Tue May 6 11:41:51 1997 CDT From: Jerry (#14882) To: *ideas (#504) And rhinos. -------------------------- Message 244 from *ideas (#504): Date: Wed May 7 11:44:40 1997 CDT From: Mortis (#15950) To: *ideas (#504) Subject: Fists I think your should be able to parry with your fists..like in boxing -------------------------- Message 245 from *ideas (#504): Date: Wed May 7 20:10:12 1997 CDT From: Rathe (#14172) To: *ideas (#504) Subject: Re: fists Coreen swings her broadsword in a wide arc towards Rathe. Rathe parries with his fists? Ouch.... -------------------------- Message 246 from *ideas (#504): Date: Wed May 7 20:54:59 1997 CDT From: Cheetah (#12402) To: *ideas (#504) and *SoulMechs (#9541) Subject: Generic vehicle/soulmech (when they come out) Pre-programmed destinations.. Make it so you can set like 3 `buttons' on a soulmech/vehicle/ect to any coords in the wasteland, then have an autopilot type thing, instead of having to go n 10000 times.. -------------------------- Message 247 from *ideas (#504): Date: Thu May 8 14:36:48 1997 CDT From: Jerry (#14882) To: *ideas (#504) Subject: Cheetah's Idea And perhaps change the exits around the River Goo and such? One can cheat their way around the "too small" south exit by going SE and SW and such, and the exits don't go anywhere that can be considered too tiny for a SM (tho I might be wrong.) -------------------------- Message 248 from *ideas (#504): Date: Thu May 8 18:57:28 1997 CDT From: Karcass (#6537) To: *ideas (#504) Subject: Weapons How about being able to dub/name weapons we don't own? It used to be cool -------------------------- Message 249 from *ideas (#504): Date: Fri May 9 22:28:55 1997 CDT From: Jason_Ember (#20219) To: *ideas (#504) Subject: a new federation type thing I've noticedthat people are going crazy and killing whoever they want, with no consequences. anyways, I m wondering if anyone out there wants to revive the Federation under a new name or something. If you're interested mail or pageme and we'lltalk. -------------------------- Message 250 from *ideas (#504): Date: Sat May 10 14:37:19 1997 CDT From: Rathe (#14172) To: *ideas (#504) Subject: Generic beverage .Needs a pour verb.. Pour this on any.. (Pour beer on Rathe) with a customizable @opour message.. --Rathe. -------------------------- Message 251 from *ideas (#504): Date: Sat May 10 20:48:47 1997 CDT From: Augustus (#18463) To: *ideas (#504) Subject: The Federation! Its alive and well, its called the Clan of the wolf now and soon it will make a statement that no one shall forget. Mind yourselves! Gus, aka Red Fang.. Lord over all the lands. -------------------------- Message 252 from *ideas (#504): Date: Sat May 10 23:10:58 1997 CDT From: Jason_Ember (#20219) To: *ideas (#504) Subject: Clan of the Wolf The Feds are stioll alive? I thought they disbanded due to lack of interest. I believe there's room for multiple law enforcement agencies don't you? -------------------------- Message 253 from *ideas (#504): Date: Tue May 13 22:24:29 1997 CDT From: Elendil (#2237) To: *ideas (#504) Subject: Disarming Howzabout setting it so it's possible to disarm on a parry. And, to make things more interesting, have defensive disarming weapons and offensive disarming weapons separate; ie daggers disarm on attacks, staves disarm on parries. Yummy. Or, perhaps we could go by the literal meaning and have disarming weapons set your upper mobility to 50% for the first arm hacked off, and 0% for the second. --Barabbas -------------------------- Message 254 from *ideas (#504): Date: Sat May 17 15:04:57 1997 CDT From: Nigel (#7159) To: *ideas (#504) Subject: @move Is it possible to code it so that you can @move player owned itmes to the lost and found box? Or maybe '@return' them to their owners automaticaly? -------------------------- Message 255 from *ideas (#504): Date: Sat May 17 23:05:54 1997 CDT From: Angelo (#20258) To: *ideas (#504) Subject: I think there should be a race of humans in GW that have a better unarmed fighting abilty and armed. I think there should be a race of humans in GW. They should have a better fighting ability and a better armed fighting ability if you disagree or agree please send some ideas -------------------------- Message 256 from *ideas (#504): Date: Sun May 18 02:50:07 1997 CDT From: Rathe (#14172) To: *ideas (#504) Subject: Hmm Maybe this is the advantage that should be given to crystal hunters? As per Harrison's bitching... --Rathe -------------------------- Message 257 from *ideas (#504): Date: Mon May 19 00:32:03 1997 CDT From: Nigel (#7159) To: *ideas (#504) Subject: useable thing Would whoever made the generic useable thing add it to the replicator in the OOC Earth lounge? I try to avoid the replicator in the R/T lounge whenever possible. :) -------------------------- Message 258 from *ideas (#504): Date: Tue May 20 20:38:01 1997 CDT From: Jaelene (#20187) To: *ideas (#504) Subject: Name chang Can we get Toraxyn's name changed to Toraxymoron? -------------------------- Message 259 from *ideas (#504): Date: Fri May 23 20:16:25 1997 CDT From: Khyber (#12460) To: *ideas (#504) Subject: was wondering.. Is it possible to make it so you can gag OOC talk? would be nifty, or maybe we already can, I just need ta know. -------------------------- Message 260 from *ideas (#504): Date: Sat May 24 14:23:45 1997 CDT From: Callie (#10646) To: *ideas (#504) Subject: ... Just a question...is theere any reason for guests to have quota beyond that needed for the character itself? -------------------------- Message 261 from *ideas (#504): Date: Sat May 24 17:08:28 1997 CDT From: Akane (#14270) To: *ideas (#504) Subject: Languages I think.. we need some coded language FOs, like: Japanese German Spanish French Icelandic Basically, make it so people who have the FO can understand it, and those who don't, see the following: "Blah speaks rapidly in fluent japanese phrases" (or whatever) and you would have like.. only 1 language FO to a player. sounds like a cool idea.. dunno how hard it'd be to code. -Arcane Akane -------------------------- Message 262 from *ideas (#504): Date: Sat May 24 17:09:48 1997 CDT From: Akane (#14270) To: *ideas (#504) Subject: added to that last post it'd be more realistic than having you make up some words and claim them to be your IC language. ;) -------------------------- Message 263 from *ideas (#504): Date: Sat May 24 17:16:07 1997 CDT From: Nigel (#7159) To: *ideas (#504) Subject: ... I've seen language FOs on several MOos/Muds etc, so it is feasible. I don't agree with Akane's restriction of one language/person...completely unrealistic even in the real world. The best set-up I've seen keeps a databas of existing langauges and allows players to add unique languages to the database as restricted skills teachable only by them. -------------------------- Message 264 from *ideas (#504): Date: Sat May 24 20:30:12 1997 CDT From: Akane (#14270) To: *ideas (#504) Subject: re: languages Nigel's right on the more than one language thingy, I wasn't thinking ;) -------------------------- Message 265 from *ideas (#504): Date: Sun May 25 18:46:42 1997 CDT From: Jason_Ember (#20219) To: *ideas (#504) Subject: Language FOs I agree with Akane, there should be coded language FOs, I don't care how you get them as long as everyone gets at least one. -------------------------- Message 266 from *ideas (#504): Date: Tue May 27 10:31:14 1997 CDT From: Elendil (#2237) To: *ideas (#504) Subject: languages A ways back (read: 18 months?) I advocated adding coded languages (FO, or whatever) that utilized the 'gibber' command; if you didn't share the language that someone else was speaking in, you'd only receive a line of gibberish instead. Also, depending on the level (lv1 Russian vs. lv3 Russian) you could decode/understand more of the gibberish. Also, the FOs would also not work if either or both characters were @ooc. I still think it's a neat idea, especially since gibber has been added to insanity, leading to @ic situations like 'Hmm...is that guy shouting and swinging a chainsaw insane, or just just speaking Norwegian?' A question I often find myself asking. -------------------------- Message 267 from *ideas (#504): Date: Sun Jun 1 15:29:47 1997 CDT From: Devon (#13677) To: *ideas (#504) Subject: deaths I still think there should be a waiting period after you die, at least make the person walk from their home, no @go guest and then repeat te attack it's lame ;P -------------------------- Message 268 from *ideas (#504): Date: Sun Jun 1 15:31:24 1997 CDT From: Janus (#3597) To: *ideas (#504) Subject: stacked spells there should be also something so that spells can't be started until the current one is finished. Spells stacking is lame :) -------------------------- Message 269 from *ideas (#504): Date: Sun Jun 1 15:31:24 1997 CDT From: Khyber (#12460) To: *ideas (#504) Subject: Guest chamber.. should be unwarded, is lame for people who go in there.. -------------------------- Message 270 from *ideas (#504): Date: Wed Jun 4 23:11:52 1997 CDT From: Rathe (#14172) To: *ideas (#504) Subject: Languages We need coded languages, much like they have on CS. :) .NOW! MOVE IT WIZZEN! *cracks his whip* -------------------------- Message 271 from *ideas (#504): Date: Thu Jun 5 16:57:37 1997 CDT From: DewDrop (#11128) To: *ideas (#504) Subject: re:267 If I know the rules correctly, isn't using @go to quickly get back into a RP session illegal? Abuse of OOC privileges, etc. ?????? Dew -------------------------- Message 272 from *ideas (#504): Date: Fri Jun 6 01:18:04 1997 CDT From: Lise (#14877) To: *ideas (#504) Subject: here's one for the spamfilled A way to cut down on the page echo and origin messages. As great as they are, sometimes they're really long and really a apain in the ass to deal with... perhaps a nice wizzen or Quinn could deal with it? -------------------------- Message 273 from *ideas (#504): Date: Fri Jun 6 17:43:58 1997 CDT From: Nigel (#7159) To: *ideas (#504) Subject: last... You can set @options-display +brief_pages to reduce the spam :) -------------------------- Message 274 from *ideas (#504): Date: Sun Jun 8 03:08:41 1997 CDT From: Rathe (#14172) To: *ideas (#504) Subject: Controlled substances Belliflora weed, pot, acid.. This MOO needs droogs. With coded effects, mind you ;) Rathe -------------------------- Message 275 from *ideas (#504): Date: Sun Jun 8 03:12:24 1997 CDT From: Janus (#3597) To: *ideas (#504) Subject: re: Controlled substances Working on them. As well as medecines, poisons, diseases, combat drugs... All part of the wonderfull "cyberstuff", soon available in a store near you (read within 10 years :) Just need to get Quinn finish a major core change :) But your GMs-friends think about it, don't worry :) J. -------------------------- Message 276 from *ideas (#504): Date: Mon Jun 9 23:04:23 1997 CDT From: Kain (#12723) To: *ideas (#504) Subject: Controllable Substances Just a kind of reminder that controllable substances go very wacky. Im a coder on moos and have tried it. I recomend not doig it cause it can mess up a LOT of things, and ALOT of people. One error will screw many things up. Drugs and such will seriously be hard to code, and I have a feeling screw up the moo. -------------------------- Message 277 from *ideas (#504): Date: Mon Jun 9 23:06:31 1997 CDT From: Rathe (#14172) To: *ideas (#504) Ah, but Janus can code ANYTHING. ANYTHING! And if he fucks up, Quinn'll just reload the db and take to Janus with a hot poker... Rathe -------------------------- Message 278 from *ideas (#504): Date: Tue Jun 10 17:03:13 1997 CDT From: Kain (#12723) To: *ideas (#504) Rathe are you a programmer. You know how to code that. It takes TONS of time, and tons of knowledge. Even if Janus is the best programmer it still will be hard to code, and have bugs no matter what. Last words on this situation. -------------------------- Message 279 from *ideas (#504): Date: Tue Jun 10 17:12:46 1997 CDT From: Janus (#3597) To: *ideas (#504) Subject: re: Controllable Substances Well dude, I dunno what you tried to code but I don't see what can be messed up. Are yuou sure we are talking about the same thing? Don't worry about db corrution... it's not like if I was going to (or could for that matter) change the server code or write the built-in functions warpers :) -------------------------- Message 280 from *ideas (#504): Date: Wed Jun 11 20:41:06 1997 CDT From: Mortis (#15950) To: *ideas (#504) Subject: clothing How about making it so you can tease other peoples clothes.. might be fun *chuckles* -------------------------- Message 281 from *ideas (#504): Date: Sat Jun 14 01:52:14 1997 CDT From: Rathe (#14172) To: *ideas (#504) Subject: Sacrifices to the eagle, and rebirth People take death way to light here.. What we need are altars at each of the points of power.. During each "incarnation" you have to place 1000 crystals on the altar in order to survive your next death. If you don't pay the sacrifice, next time you die is permanent. I won't go into details, but the way some chars just take death lightly, then come waltzing back in as if nothing happened 10 mins later is ANNOYING. Low level chars can just @reroll and come back for att damage, but the sacrifice system would make it expensive to die ;) Down with att lost! Sacrifices alllll the way! Rathe -------------------------- Message 282 from *ideas (#504): Date: Sat Jun 14 01:56:14 1997 CDT From: Rathe (#14172) To: *ideas (#504) Subject: Ammendment to the last post Maybe also a sacrifice system for getting rid of pkills.. Offer the eagle x amount of crys per pkill in return for lifting it from your conscience.. Rathe -------------------------- Message 283 from *ideas (#504): Date: Sat Jun 14 10:03:31 1997 CDT From: Devon (#13677) To: *ideas (#504) Subject: no offense. but not everyone has the time to go running around killing everything, this is also an RP MOO just because player A is a spar monkey and spends most of their time here, player b with barely any fighting skills can be killed in one shot, and will never get 1k so that idea is a bad one. I had an idea a while back of players being held in midrealm, the more times you die, the longer the wait, but basically it'd stop the players who get killed and have instant bloodlust and return a second later to knock the crap out of you. CS I know it's hated, but at least it has a good idea, there you wait 10 minutes till your clone is awakened, letting you calm down for one thing, when your killed or at least when I have been I was mostly in a bad mood afterwords. But I can't blame the person no one likes their character dying, and it's usually best that you tyake a few moments to relax. Okay I've spammed enough thats all I have to say ;) --Devon. -------------------------- Message 284 from *ideas (#504): Date: Sat Jun 14 10:07:58 1997 CDT From: Mortis (#15950) To: *ideas (#504) Subject: Natural armor for recombs I think they should be giving natural armor depending on what they are. -------------------------- Message 285 from *ideas (#504): Date: Sat Jun 14 10:09:17 1997 CDT From: Devon (#13677) To: *ideas (#504) Subject: for bionics and player killings. I'm not sure but something like empathy will prolly be used to determine how many implants a person can get. I had an idea everyone's empathy or whatever would be equal to start with, but with each player kill it would get reduced, thus player killsers wouldn't be able to get as many implants as said little goody two shoes who would never kill anyone, hope this makes sense, but I'm still half asleep so if anyone doesn't I'll reexplain it ;) -------------------------- Message 286 from *ideas (#504): Date: Sat Jun 14 12:11:29 1997 CDT From: Rathe (#14172) To: *ideas (#504) Subject: ..... Anything. I still like the idea of getting rid of pkilsl via sacrifices, perhaps a crystal sacrifice could also make it so you didn't have to wait in the midrealm or some such? I like the idea of a wait for each death, increasing every time.. We definitely need a replacement for the att loss system :P Rathe -------------------------- Message 287 from *ideas (#504): Date: Sat Jun 14 15:50:17 1997 CDT From: Janus (#3597) To: *ideas (#504) Subject: re: for bionics Nope, won't use empaty. The malus will be on focus. Check *bionic (public readable/writable for now) -------------------------- Message 288 from *ideas (#504): Date: Sat Jun 14 18:11:54 1997 CDT From: Rathe (#14172) To: *ideas (#504) Subject: Fists should disarm.. Rathe -------------------------- Message 289 from *ideas (#504): Date: Sat Jun 14 18:17:05 1997 CDT From: Rathe (#14172) To: *ideas (#504) Subject: Part Deux called shot to groin should make the hit person drop all wielded weapons... heh ;) Rathe -------------------------- Message 290 from *ideas (#504): Date: Sat Jun 14 19:23:56 1997 CDT From: Zealot (#14400) To: *ideas (#504) Subject: How about @gag working on OOC comments as well. -------------------------- Message 291 from *ideas (#504): Date: Sat Jun 14 19:24:35 1997 CDT From: Rathe (#14172) To: *ideas (#504) Subject: @whee An OOC chat channel besides the one on communicators -------------------------- Message 292 from *ideas (#504): Date: Sat Jun 14 20:16:31 1997 CDT From: Yshar (#12217) To: *ideas (#504) Subject: Ixitar Think the Ixitar should be made a Player Class. I think the race has great RP potential. -------------------------- Message 293 from *ideas (#504): Date: Sun Jun 15 16:48:24 1997 CDT From: Rathe (#14172) To: *ideas (#504) Subject: Power would be cool to make it for every certain amount of power you got you could trade in for some pot... Rathe -------------------------- Message 294 from *ideas (#504): Date: Sun Jun 15 16:49:38 1997 CDT From: Jayren (#10514) To: *ideas (#504) not on this moo. i like my moo drug free thank you ver much. -------------------------- Message 295 from *ideas (#504): Date: Sun Jun 15 16:50:18 1997 CDT From: Rathe (#14172) To: *ideas (#504) Subject: hehe ;) Clarifying: Pot == potential. -------------------------- Message 296 from *ideas (#504): Date: Mon Jun 16 10:52:35 1997 CDT From: Jaelene (#20187) To: *ideas (#504) Subject: Tor's idea really since the %[dblunt] stuff doesn't work anymore how coding the PEC info onto a bioscanner ?? -------------------------- Message 297 from *ideas (#504): Date: Mon Jun 16 16:25:11 1997 CDT From: Mercury (#16576) To: *ideas (#504) I like the misinterpereted version of Rathe's post better. -------------------------- Message 298 from *ideas (#504): Date: Mon Jun 16 18:18:16 1997 CDT From: Yalindra (#13170) To: *ideas (#504) Subject: Regarding Quinn's new RP-Stat things :) A few new ones he should put in: TWI - Denotes a player who is a known twink. IDL / MLW - characters that are known to idle or multiworld TAR - this char is a known target for abuse :) NEW - newbies...avoid at all costs (well, most of em :) ) WHI - characters that are known to whine after being killed, looted, insulted, etc. Just 'cause I was bored... :) -------------------------- Message 299 from *ideas (#504): Date: Mon Jun 16 18:19:59 1997 CDT From: Jaelene (#20187) To: *ideas (#504) Subject: ooh ooh I got one :) SPM - SPAR MONKEYS!!!!!!! :) -------------------------- Message 300 from *ideas (#504): Date: Mon Jun 16 18:48:32 1997 CDT From: Lise (#14877) To: *ideas (#504) Subject: You forgot one... OOC (in the Pc part:) Players that are always always ooc... or who go off on 40 min ooc tangents.. -------------------------- Message 301 from *ideas (#504): Date: Mon Jun 16 20:05:49 1997 CDT From: Yggidrasil (#10625) To: Quinn (#2) and *ideas (#504) Subject: player kills. Should also be checked for when a character rerolls, if a player dies for good, or rerolls in that way would you still need to seek forgiveness, or shouldn't it go away? -------------------------- Message 302 from *ideas (#504): Date: Mon Jun 16 20:21:33 1997 CDT From: Yggidrasil (#10625) To: *ideas (#504) Subject: something reverse of 'forgive' that lists who has killed you in the past, like @murderers or something ;) -------------------------- Message 303 from *ideas (#504): Date: Mon Jun 16 21:58:38 1997 CDT From: Cronus (#8131) To: *ideas (#504) Subject: Area spells -------------------------- Message 304 from *ideas (#504): Date: Mon Jun 16 22:15:02 1997 CDT From: Rathe (#14172) To: *ideas (#504) Subject: Area spells They exist.. I beleive soulcurse is one of them. Rathe -------------------------- Message 305 from *ideas (#504): Date: Tue Jun 17 10:55:17 1997 CDT From: Devon (#13677) To: *ideas (#504) Subject: new mailing list *want-ads Alloq the players to sell their stuff, and or say what they're looking for, maybe it'll help get rid of most hoarding as it is. -------------------------- Message 306 from *ideas (#504): Date: Tue Jun 17 11:39:43 1997 CDT From: Janus (#3597) To: *ideas (#504) Subject: *trade (re: new mailing list *want-ads) Created. If it sound ok with you, deal made/found through this mailling list are subject to a 10% of the deal value as "transaction fee" . I will let that list open as long as merchants NPC are not coded/inserted in game. Messages have a lifelength of 1 IC mounth (1 week or so OOC) The fun raised by the list will be used by the "mechant trust" to fund some projects/quest/plots. As always comments/suggestions/etc... are welcome J. -------------------------- Message 307 from *ideas (#504): Date: Tue Jun 17 21:32:31 1997 CDT From: Rathe (#14172) To: *ideas (#504) Subject: Question, Only place I can think of sticking it.. Do chars ICly know they gain power by killing? If so, do they feel the transfer of power? Is it a highlander thing, or more subtle? Rathe -------------------------- Message 308 from *ideas (#504): Date: Thu Jun 19 14:22:38 1997 CDT From: Akeashar (#20348) To: *ideas (#504) Subject: I thought the PEC was OOC so.... get whoever owns the pec to: @ooc @go pec @zone OOC viola? or is the PEC IC? -------------------------- Message 309 from *ideas (#504): Date: Thu Jun 19 18:41:54 1997 CDT From: DemonWolf (#13247) To: *ideas (#504) Subject: Wolf Recombs and other recombs I was just thinking would it be possible for say a _verb_ or what ever they are called to be programmed to let a wolf recomb howl and let it be heard in nearby rooms, (the same as for when ya hear someone speak in another room, but let this _verb_ (whatever) travel further) Is that possible for any recombs that have _natural_ loud wild calls. Just a thought... DemonWolf -------------------------- Message 310 from *ideas (#504): Date: Fri Jun 20 09:59:38 1997 CDT From: Mercury (#16576) To: *ideas (#504) a howl heard in other rooms? why not just say AWOOOOOOO! with the ! since that makes things more likely to be heard through exits. -------------------------- Message 311 from *ideas (#504): Date: Mon Jun 23 10:23:57 1997 CDT From: Mortis (#15950) To: *ideas (#504) Subject: generic wearable clothing.. how about making it so it can lock, like a regular container..just wondering.. -------------------------- Message 312 from *ideas (#504): Date: Mon Jun 23 10:44:26 1997 CDT From: Rathe (#14172) To: *ideas (#504) Subject: ... A padlock on your pocket? a key for your fly? I dun think so.. -------------------------- Message 313 from *ideas (#504): Date: Mon Jun 23 10:45:44 1997 CDT From: Jaelene (#20187) To: *ideas (#504) Subject: uhm sure chastity belt anyone?? -------------------------- Message 314 from *ideas (#504): Date: Mon Jun 23 10:46:19 1997 CDT From: Rathe (#14172) To: *ideas (#504) o O ( Mmmm. Iron undies ) -------------------------- Message 315 from *ideas (#504): Date: Mon Jun 23 10:47:27 1997 CDT From: Kzin (#5800) To: *ideas (#504) Subject: Feh . o O(Polymer underwear!) -------------------------- Message 316 from *ideas (#504): Date: Tue Jun 24 09:12:45 1997 CDT From: Mortis (#15950) To: *ideas (#504) Subject: Rideable players.. I think that use ridable players should be able to pick up stuff..I mean we're just like every one else..just..rideable.. -------------------------- Message 317 from *ideas (#504): Date: Tue Jun 24 10:16:44 1997 CDT From: Morrigan (#10469) To: *ideas (#504) Subject: Rideable players... That, coincidentally enough, is being worked on now. I hold the generic parent for rideable players, and am aware of the problem, since I have a kid of it myself. I'll be looking for those who are @kids of the generic to have a brief word with them, so if you're a rideable, hunt for me. :) -The Morrigan -------------------------- Message 318 from *ideas (#504): Date: Tue Jun 24 20:13:49 1997 CDT From: Coreen (#18717) To: *mages (#11664) and *ideas (#504) Subject: Probably been asked a million times before... Now that anyone who keeps glare is doing so by choice, maybe we can make it a touch more powerful? :) I think it would be very neat to have it work on low wp or low focus PCs as well as on NPCs.... The humor value of Mr. Sparmonkey with 35 willpower being glared away by a mage would make the painstaking (?) coding worthwhile.... Glare could always be renamed to 'fear' or 'mage-awe' or something... Just my two cents.. -------------------------- Message 319 from *ideas (#504): Date: Tue Jun 24 20:18:26 1997 CDT From: Khyber (#12460) To: *ideas (#504) Subject: hMm.. Add on to ghostwheel and make more beasties! -------------------------- Message 320 from *ideas (#504): Date: Wed Jun 25 10:07:00 1997 CDT From: Elendil (#2237) To: *ideas (#504) Subject: Can you feel it? Howzabout making Focus a parent stat and adding stats for each individual little spell class, just like we have for each individual weapon type. It seems unfair to me that all the poor mages are unable to experience the richness and variety that a wider set of magic stats offer, and trudge from day to day burdened by a single swollen stat that somewhat restricts personal specialization. The combination of spell-specific stats *and* the personal selection of spells would enable our bountiful crop of mages the true power and variation that is their birthright. love n cookies, Elendil -------------------------- Message 321 from *ideas (#504): Date: Thu Jun 26 19:11:39 1997 CDT From: Talen (#13245) To: *ideas (#504) Subject: Power.... I dont know if this would work, but I'm gonna suggest it anyways..... OK I dont totally get this power thing, but I understand it helps the characters ability to hit/dodge/etc (taking into account Stats) and if ya kill another player ya get there powers, and a nice PK indicating what ya done... (some might consider this a evil mark/deed whatever!) And I was thinking along the lines if ya this player going around getting all this _power_ plus the PK symbol, and another player happens to kill the first player, (which invokes the quickening power transferred) could it be possible for the first players PK symbol like return to the normal PC symbol (indicating he/she has no PKills power?) Dont know if any of that made any sense.... Talen (3rd Circle Mage) -------------------------- Message 322 from *ideas (#504): Date: Fri Jun 27 08:51:05 1997 CDT From: Quinn (#2) To: *ideas (#504) Subject: power Doesn't quite work that way. You're still a murderer, even if you were murdered. And while on the subject of power--watch your cheats. We know about them. They're going to horribly backfire one day all of a sudden and when they do I'll have instructed all GMs to ignore your mail and pages. -------------------------- Message 323 from *ideas (#504): Date: Fri Jun 27 15:27:03 1997 CDT From: Rathe (#14172) To: *ideas (#504) Coded soulbonds, and a Soulbond `telepathy' FO for soulbonded people.. -------------------------- Message 324 from *ideas (#504): Date: Sun Jun 29 11:04:28 1997 CDT From: Dauthi (#10660) To: *ideas (#504) Subject: idea! for mobility How about when your at 0 upper mobility you can't wield, and 0 lower mobility you can't walk? -------------------------- Message 325 from *ideas (#504): Date: Sun Jun 29 13:03:28 1997 CDT From: Janus (#3597) To: *ideas (#504) Subject: re: idea! for mobility Paralysis/restrain is in the work. Yeah maybe 0 upper mobility should be can't wield, take, drop, attack, etc... (can t cast?) and 0 lower can't run, dodge, etc... But then maybe not :) -------------------------- Message 326 from *ideas (#504): Date: Mon Jun 30 10:08:15 1997 CDT From: Dauthi (#10660) To: *ideas (#504) Subject: insanity if your insanity is too high you shouldn't know how to wield weapons your nuttier than a fruitcake so make it so you can't. -------------------------- Message 327 from *ideas (#504): Date: Mon Jun 30 18:00:02 1997 CDT From: Nomar (#17488) To: *ideas (#504) Subject: Banks maybe we could have banks to store our crystals and collect some interest. Or maybe just have it so we can collect some intrest on the crystals that we have -------------------------- Message 328 from *ideas (#504): Date: Tue Jul 1 22:31:42 1997 CDT From: Axelle (#9124) To: *ideas (#504) Subject: Nomar's post #327 That would make sense IF crystals were GW's form of currency. As it is, crystals are not to equated with coins or dollars etc. They are symbolic of life force. I think. Heh. -------------------------- Message 329 from *ideas (#504): Date: Tue Jul 1 22:34:23 1997 CDT From: Nigel (#7159) To: *ideas (#504) Subject: ... Actually, given the nature of crystals it would make more sense if they evaporated over time...their frail unstable essence evaporating into the ebbing tide of world-energy... -------------------------- Message 330 from *ideas (#504): Date: Wed Jul 2 00:02:13 1997 CDT From: Kzin (#5800) To: *ideas (#504) Subject: Nigel's_post Umm, I think not. Who says there is a ebbing tide? And since actual MONEY is not really in play, crystals are the best we got. Let's NOT have them 'dissipate' or any shite. -------------------------- Message 331 from *ideas (#504): Date: Wed Jul 2 00:16:55 1997 CDT From: Yshar (#12217) To: *ideas (#504) Subject: Crystals Actually, if you think about it, crystals are the most effiecent monitary system you can get. Think about it, they inflate and deflate in value with their own perpetuation. We don't need to over print them to supply need. And, they're backed by their own power to up atts. Not by gold or silver that shifts in value. Crystals...they're the perfect dollar. Yshar -------------------------- Message 332 from *ideas (#504): Date: Wed Jul 2 20:39:49 1997 CDT From: Kzin (#5800) To: *ideas (#504) Subject: Spells Damn, you can see thier spam through @gag! *NOOOOOO!O!!* -------------------------- Message 333 from *ideas (#504): Date: Thu Jul 3 00:42:59 1997 CDT From: Axelle (#9124) To: *ideas (#504) Subject: HEH Leave it to an AMERICAN to equate things with money. Damn Capitalist pigs! (joke) -------------------------- Message 334 from *ideas (#504): Date: Thu Jul 3 14:18:14 1997 CDT From: Kzin (#5800) To: *ideas (#504) Subject: Undersea I suggest something be done with it. And it's boring. -------------------------- Message 335 from *ideas (#504): Date: Fri Jul 4 01:57:29 1997 CDT From: Janus (#3597) To: *ideas (#504) Subject: coded advantages: languages? I'm considering coding a Language FO as well as a generic note/letter/book that would support "languages" encoding/decoding. Right now the languages are uncoded skills. I'm considering switching that to coded advantage. How much should be charged for each language? 3 CP for speaking and 2 CP for read/write? more? less? I'm not sure if keeping the language as skills with level would make sense since it would be hard to code in a realistic way the understanding/misunderstanding of people given the level of their skill... Suggestions? comments? J. -------------------------- Message 336 from *ideas (#504): Date: Sun Jul 6 00:41:50 1997 CDT From: Devon (#13677) To: *ideas (#504) Subject: fatigue on top of the crippling of mobility, mebbe high levele fatigue should check against endurance to see if someone can walk? something along those ideas would be much nifty. -------------------------- Message 337 from *ideas (#504): Date: Sun Jul 6 00:42:57 1997 CDT From: Akeashar (#20348) To: *ideas (#504) Subject: insanity make it so you can't wield a blade, or wear/remove/tease clothing if insane. -------------------------- Message 338 from *ideas (#504): Date: Sun Jul 6 00:45:32 1997 CDT From: Skywalker (#6644) To: *ideas (#504) So you're saying crazy people aren't allowed to strip-tease? ;) -------------------------- Message 339 from *ideas (#504): Date: Sun Jul 6 00:47:01 1997 CDT From: Akeashar (#20348) To: *ideas (#504) We can make an exception for Sky and Darci ;) -------------------------- Message 340 from *ideas (#504): Date: Sun Jul 6 02:26:04 1997 CDT From: Lise (#14877) To: *ideas (#504) Subject: stripping.. stripping and insan? What do they have to do with each other? Some of my best loony friends love to run around nekkid or withdraw their clothes.. or put on other gender clothes... or.... I think i went to far... HEhe -------------------------- Message 341 from *ideas (#504): Date: Sun Jul 6 02:38:15 1997 CDT From: Eponine (#3791) To: *ideas (#504) Subject: Stripping and insanity. I think it was for fatigue that not being able to strip was suggested for, not insanity. I think anyway... P'nine -------------------------- Message 342 from *ideas (#504): Date: Sun Jul 6 12:33:12 1997 CDT From: Mercury (#16576) To: *ideas (#504) How about all clothing gets torn off when insane. -------------------------- Message 343 from *ideas (#504): Date: Sun Jul 6 12:33:55 1997 CDT From: Kaitlyn (#17739) To: *ideas (#504) Subject: heheh you just wanna see nekkid people hanging around... -------------------------- Message 344 from *ideas (#504): Date: Sun Jul 6 12:38:36 1997 CDT From: Rathe (#14172) To: *ideas (#504) Subject: ... I wouldn't mind Mecury's idea, either.. -------------------------- Message 345 from *ideas (#504): Date: Sun Jul 6 21:10:55 1997 CDT From: Kzin (#5800) To: *ideas (#504) Subject: @mwho SOMEON please fix @Mwho, so it works with MORE than FIVE mages visibly online...five or 6. PLEASE -------------------------- Message 346 from *ideas (#504): Date: Mon Jul 7 03:03:02 1997 CDT From: Darius_Lee (#10280) To: *ideas (#504) Subject: something kooky What if the transports were program to randomly (every once in awhile) go to the wrong destination as some kind computer flux. WOuld be hilarious :) -------------------------- Message 347 from *ideas (#504): Date: Mon Jul 7 18:08:58 1997 CDT From: Elendil (#2237) To: *ideas (#504) Subject: cap'n crunch berries Howzabout setting the RP-stat on *who for people who're Adversaries to, say, ADV or something similarly expressive. That way we can distinguish between people who kill for a living, and people who are allowed to kill for a living. -E -------------------------- Message 348 from *ideas (#504): Date: Mon Jul 7 21:17:14 1997 CDT From: Jerry (#14882) To: *ideas (#504) Why not just have the person's class in @who? FUR for recombs SM for soulmechs SUB for submariners DR for dragonriders etc... -------------------------- Message 349 from *ideas (#504): Date: Wed Jul 9 14:47:38 1997 CDT From: Khyber (#12460) To: *ideas (#504) Subject: Axes... in all fairness, a broadsword seems stronger than an AXE, perhaps someone could up the power a bit on a axe? -------------------------- Message 350 from *ideas (#504): Date: Thu Jul 10 10:18:12 1997 CDT From: Elendil (#2237) To: Elendil (#2237), *ideas (#504), and *Chat (#5391) Subject: Sorrow over a grevious loss Good citizens of Ghostwheel, I am here today to address an issue that has many of you, I know, walking on the thinest of emotional ice: The destruction of Austin. Yes indeed, this pleasant, austere villa, nestled in the heart of the war ruin country, has been utterly destroyed. Naturally, this leaves us with many vital questions, such as... We'll never be able to take our children to pet Wendigos. Apparently completely exterminated by the destruction of Austin, these cute, caring and affectionate creatures exist only in our memories (or over our mantlepieces). *sniffle* The apparent utter obliteration of the major corporation headquarters based in Austin presumably has a great many people angered. Perhaps the only Recombs we have to look forward to are more and more mini- critters from Jizo. And where ever shall we continue to get our ever-increasing high-tech equipment? Alack alas. But I did not come here to spam you with such utterly trivial concerns. Indeed, a far more oppressive and horrible condition has resulted from the destruction of Austin: the death of Tuchong. Tuchong...a man of such intelligence and intensity as to make the elders among us seem like mewling babes. His incredible wisdom, deep compassion, and extreme sense of humor, lost for all time. In order to recognize the loss that we have all suffered upon his passing, I propose the immediate re-dedication of the now cruelly-named 'Austin Room' (nw from the R/T round room for you orientationally-challenged) to the 'Tuchong Memorial Lounge and Bingo Parlor'. This new facility would commemorate the tremendous impact that such a man/demi-god had upon all of us, while providing a reprieve from other bars where the barkeeps serve drinks with one hand and press a shotgun to your forehead with the other. Plus, Lawgiver would make a great implement for limbo contests. In this way, even though we are now forever restricted from visiting Tuchong's last resting place (unless you've a dragon) we can still nestle in the bounty of his wisdom, and ponder the wonder that is his Mobile with Dogs. Amen. 'Friends, morons, countrymen, lend me your sneers. I come here today to praise Tuchong, not to bury him.' -------------------------- Message 351 from *ideas (#504): Date: Fri Jul 11 23:06:18 1997 CDT From: Rathe (#14172) To: *ideas (#504) Subject: Suggestion When a Tek decides to monitor Oz or any other puppet in a public area, E should announce emself either by an ooc comment (cold be something as small as waving) or by making Oz wipe the bar down, et cetera ICly.. Spying tekken. Bah :P -------------------------- Message 352 from *ideas (#504): Date: Fri Jul 11 23:07:17 1997 CDT From: Rathe (#14172) To: *ideas (#504) Subject: Err Pardon my typing/spelling. I haven't had caffeine in 12 hours.. Nursing his mocha Rathe -------------------------- Message 353 from *ideas (#504): Date: Sat Jul 12 01:40:50 1997 CDT From: Kynwal (#1610) To: *ideas (#504) Subject: Rathe's post Two words for ya Rathifina. ;) 'Public Place' -------------------------- Message 354 from *ideas (#504): Date: Sat Jul 12 10:19:05 1997 CDT From: Menroth (#14123) To: *ideas (#504) Subject: Since austin was blown up with a nuke.. Why not make it like the tunnel leading to the nuclear reactor, you have to wear a rad suit or you die and your face peels off. -------------------------- Message 355 from *ideas (#504): Date: Sat Jul 12 10:26:15 1997 CDT From: Hank (#17472) To: *ideas (#504) Since according to the Dragonride text in the R/T Library and Game Advantages that telepathy is magical, why not rename the Game Advantage Telepathy to Soulbond? --------------------------