Return-Path: quinn@bga.com Received: from mail1.realtime.net (mail1.realtime.net [205.238.128.217]) by eniac.vv.com (8.8.3/8.7.1) with SMTP id PAA08871 for ; Sun, 5 Apr 1998 15:22:19 -0400 (EDT) Received: (qmail 15734 invoked from network); 5 Apr 1998 19:22:18 -0000 Received: from zoom.realtime.net (HELO zoom.bga.com) (root@205.238.128.40) by mail1.realtime.net with SMTP; 5 Apr 1998 19:22:18 -0000 Received: from casper.bga.com (casper.realtime.com [205.238.128.161]) by zoom.bga.com (8.6.12/8.6.12) with SMTP id OAA10757 for ; Sun, 5 Apr 1998 14:22:16 -0500 Message-Id: <199804051922.OAA10757@zoom.bga.com> Date: Sun, 5 Apr 1998 14:22:15 -0400 From: "Quinn@GhostWheel" To: quinn@netsville.com Subject: GhostWheel Message(s) 687 - 745 from *ideas (#504) X-Mail-Agent: GhostWheel (casper.bga.com 6969) X-UIDL: 0673390f76caea95b38ba43d59464ee9 Status: RO X-Mozilla-Status: 8001 Message 687 from *ideas (#504): Date: Sun Mar 15 21:47:51 1998 CST From: Kynwal (#20497) To: *ideas (#504) Subject: Ammo replicator Since all the ammo dropping/selling people are on vacation, how about a pay rep unit to get shells/arrows/gel bullets/bullets/rocks etc? Tough to be shotgun toting punk warrior ventriloquist when you have an unloaded shotgun/gryopistol/bow. -------------------------- Message 688 from *ideas (#504): Date: Sun Mar 15 21:49:43 1998 CST From: Williker (#20481) To: *ideas (#504) Damn fine idea, my man. -------------------------- Message 689 from *ideas (#504): Date: Sun Mar 15 21:59:22 1998 CST From: Kynwal (#20497) To: *ideas (#504) Subject: Oops See 1762 on *chat -------------------------- Message 690 from *ideas (#504): Date: Sun Mar 15 22:01:30 1998 CST From: Rathe (#14172) To: *ideas (#504) here here. Ammo replicators! -------------------------- Message 691 from *ideas (#504): Date: Sun Mar 15 22:03:13 1998 CST From: Smoke (#12541) To: *ideas (#504) Subject: re: ammo reps If there are going to be ammo rep's then make ones that sell shotguns too. -------------------------- Message 692 from *ideas (#504): Date: Sun Mar 15 22:03:46 1998 CST From: Kynwal (#20497) To: *ideas (#504) Subject: Re shotguns for sale Naw, make ammo plentiful, guns scarce. -------------------------- Message 693 from *ideas (#504): Date: Sun Mar 15 22:03:51 1998 CST From: Rathe (#14172) To: *ideas (#504) Nah, just ammo. We don't want everyone with 5k owning a shotgun. Bad bad scary :P -------------------------- Message 694 from *ideas (#504): Date: Sun Mar 15 22:04:29 1998 CST From: Williker (#20481) To: *ideas (#504) Yeah and stuff. More ammo! no more guns! -------------------------- Message 695 from *ideas (#504): Date: Sun Mar 15 22:04:31 1998 CST From: Moonheart (#20495) To: *ideas (#504) Subject: re: ammo reps long knives bows arrows throwing daggers sledge hammers chain saws -------------------------- Message 696 from *ideas (#504): Date: Sun Mar 15 22:05:53 1998 CST From: Moonheart (#20495) To: *ideas (#504) Subject: Slisssh But cut down the number of slisssh they make making crystals to easy. H -------------------------- Message 697 from *ideas (#504): Date: Sun Mar 15 22:05:55 1998 CST From: Smoke (#12541) To: *ideas (#504) Subject: forget it Why should ammo be plentiful for those who have guns? They should both be scarce, or both avalible. l -------------------------- Message 698 from *ideas (#504): Date: Sun Mar 15 22:07:07 1998 CST From: Smoke (#12541) To: *ideas (#504) Subject: slisssh I agree with Moon, get rid of the slisssh nest. -------------------------- Message 699 from *ideas (#504): Date: Sun Mar 15 22:07:55 1998 CST From: Toraxyn (#19315) To: *ideas (#504) Subject: nooooooo Sledges and Chainsaws should NEVER be replicateable... too powerful... Bows and arrows are incredibly sucky, and LKs are pretty standard already, so... -------------------------- Message 700 from *ideas (#504): Date: Sun Mar 15 22:08:06 1998 CST From: Sterno (#21938) To: *ideas (#504) Subject: Smoke's Gotta agree with Smoke... if every shmuck with a shotgun has near unlimited ammo, the rest of us poor saps are gonna get splattered. -------------------------- Message 701 from *ideas (#504): Date: Sun Mar 15 22:09:09 1998 CST From: Kynwal (#20497) To: *ideas (#504) Subject: Rep shotguns More shotguns can be found, just not in a rep unit. -------------------------- Message 702 from *ideas (#504): Date: Sun Mar 15 22:09:14 1998 CST From: Toraxyn (#19315) To: *ideas (#504) I personally don't like the idea of either shotguns or shells being replicator material... It's not fun to be shot repeatedly and those who want to can find ammo easily enough as it is. -------------------------- Message 703 from *ideas (#504): Date: Sun Mar 15 22:10:22 1998 CST From: Kynwal (#20497) To: *ideas (#504) Subject: Ammo No more is being released, the people who did that are not on staff to do it. -------------------------- Message 704 from *ideas (#504): Date: Sun Mar 15 22:10:52 1998 CST From: Smoke (#12541) To: *ideas (#504) Subject: I agree No weapons should be rep more then what already is. I like beating on ppl and looting, what fun will I have if you can buy stuff? -------------------------- Message 705 from *ideas (#504): Date: Sun Mar 15 22:11:07 1998 CST From: Moonheart (#20495) To: *ideas (#504) Subject: Send laywers, guns and money.... Guns let someone with much lower skill levels take out much stronger players .that has it's good sides and it's bad sides ...but right now the strong players are the ones with the guns so it don't matter much. H -------------------------- Message 706 from *ideas (#504): Date: Sun Mar 15 22:16:58 1998 CST From: Rathe (#14172) To: *ideas (#504) Subject: Guns and replicators and such I have enough ammo right now, total, to kill you a bit over 200 times.. I don't think it'd matter much if I could get the stuff in reps *chuckle* As for making guns available in reps... I want you all to sit back, relax, and ponder for a while what it'd mean if every twink on the block had a shotgun. Anyone remember the incident with Madman? Well what if every time he was killed he could go grab another shotgun? Not a happy fun thing... Don't make sledges/chainsaws replicatable. As tor said, too powerful LKs/bows/throwing daggers/arrows: Make em replicatable. Take NPC long knife and bow makers out of the picture (sorry Timber ;) @whee --$elf --$elf -------------------------- Message 707 from *ideas (#504): Date: Mon Mar 16 01:23:15 1998 CST From: Anubis (#22578) To: *ideas (#504) Subject: "Electech Someway to boost electech. Even only if it is by one point. -------------------------- Message 708 from *ideas (#504): Date: Mon Mar 16 05:52:44 1998 CST From: Tarla (#18104) To: *ideas (#504) Subject: Slisssh?? IMO, which probably means little but I'm gonna give it anyway, Removing the slisssh nest from play is a bad idea. There are few enough hunting grounds for low power folks as it is. However I DO agree that the Slisssh are a little over proliferic (is that a word?) and it might be advisable to cut back on the number of them that spawn... or perhaps make the re-spawn time longer. -------------------------- Message 709 from *ideas (#504): Date: Mon Mar 16 06:02:21 1998 CST From: Seraph (#16551) To: *ideas (#504) Subject: Slisssh option. Instead of removing some, how about giving them another exit somewhere from which they can spill out into the tunnels? Preferably somewhere more towards the north of that metaroom complex. -------------------------- Message 710 from *ideas (#504): Date: Mon Mar 16 13:33:33 1998 CST From: Williker (#20481) To: *ideas (#504) You know what would be really cool? If you left the slisssh alone. :P -------------------------- Message 711 from *ideas (#504): Date: Mon Mar 16 13:39:40 1998 CST From: Smoke (#12541) To: *ideas (#504) Subject: slisssh nest. In my opinion it takes away from the game. People hunt in the slisssh nest and no place else, it would be cool of the slisssh had away of escaping the nest to other places about GW as Dee suggested. Plus, hunting is a way of interacting with other players. There seems to be an unwritten law that if someone is already hunting there you have to wait. Hunting should be dangerous, not a place where you can run macros or scripts while you play another alt. -------------------------- Message 712 from *ideas (#504): Date: Mon Mar 16 13:53:29 1998 CST From: Dante (#10660) To: *ideas (#504) Subject: Rathe has died against slissssh. Thats all I'm gonna say I've died too, I'm sure a few people have. You can't script there, last I checked no one was stupid enough too since most people can be hit my about 24 slisssh. I think my limit is around 17 or so. On second hand I don't mind making two exits out of the slisssh nest, which that in fact would be a good idea. But I can almost guarantee that would just have people hunting in pairs, but still it's a good idea and that way I'd imagine that it wouldn't be as dangerpous. rather then fighting 30 slisssh you'd fight 15. So theres checks and balances to the idea. -------------------------- Message 713 from *ideas (#504): Date: Mon Mar 16 13:55:14 1998 CST From: Rathe (#14172) To: *ideas (#504) ...And who has been macro/scripting ? -------------------------- Message 714 from *ideas (#504): Date: Mon Mar 16 13:55:29 1998 CST From: Kynwal (#20497) To: *ideas (#504) Subject: Slisssh The only real answer to exits is to have many exits spread all over. So they are scattered around the area, like the wheel is now. -------------------------- Message 715 from *ideas (#504): Date: Mon Mar 16 13:57:37 1998 CST From: Kynwal (#20497) To: *ideas (#504) Subject: Oh yeah The lair needs to be unlinked for PC's to have access to. -------------------------- Message 716 from *ideas (#504): Date: Mon Mar 16 14:07:06 1998 CST From: Akane (#14270) To: *ideas (#504) Subject: Re: Electech Idear a few posts ago I created a 'generic shortable door', but since I got vacationed, was never released into any of my work. Ake -------------------------- Message 717 from *ideas (#504): Date: Mon Mar 16 16:31:26 1998 CST From: Seraph (#16551) To: *ideas (#504) Subject: Erm... Player's can't get into the slisssh spawning chamber. You can -SEE- into it, but you can't go in there. And, well, hunting in pairs, I s'pose, is better than nothing? Also slows up the amount people will take in. -------------------------- Message 718 from *ideas (#504): Date: Mon Mar 16 16:32:08 1998 CST From: Mercury (#16576) To: *ideas (#504) Also being able to kill a slisssh in one strike helps things. -------------------------- Message 719 from *ideas (#504): Date: Mon Mar 16 16:38:03 1998 CST From: Sterno (#21938) To: *ideas (#504) No attacking others while you are blocking a doorway unless they initiate the attack or with ranged weapons. Exclude spells, since they require heavy concentration and people could run by. -------------------------- Message 720 from *ideas (#504): Date: Tue Mar 17 08:14:45 1998 CST From: Quinn (#2) To: *ideas (#504) Subject: ammo Ammo will always be very rare. There will not be ammo replicators. Use the ammo you've got wisely, and beef up your melee skills. -------------------------- Message 721 from *ideas (#504): Date: Tue Mar 17 16:10:27 1998 CST From: Williker (#20481) To: *ideas (#504) Subject: Limb how about somekind of nifty think like razorclaws for classless people? Like, maybe.. dental implants. ;) -------------------------- Message 722 from *ideas (#504): Date: Tue Mar 17 16:12:18 1998 CST From: Toraxyn (#19315) To: *ideas (#504) That was the _worst_ idea i've ever heard. Worse than the rationale for teeth parry that someone who shall remain nameless mailed me... :) -------------------------- Message 723 from *ideas (#504): Date: Tue Mar 17 16:13:19 1998 CST From: Williker (#20481) To: *ideas (#504) Subject: Heh! REally Tor? Thanks! I try.. -------------------------- Message 724 from *ideas (#504): Date: Tue Mar 17 16:14:07 1998 CST From: Akane (#14270) To: *ideas (#504) Subject: Razorclaws The idea was done by Darby.. They were EXACTLY like the ones of Cybersphere, in message, damage, etc. They used to be for Submariners, but when she left, the only members who had them were submariners, like two or three of them Ake -------------------------- Message 725 from *ideas (#504): Date: Tue Mar 17 16:14:50 1998 CST From: Akane (#14270) To: *ideas (#504) Subject: My bad. Four Submariners. -------------------------- Message 726 from *ideas (#504): Date: Tue Mar 17 16:16:49 1998 CST From: Williker (#20481) To: *ideas (#504) Subject: Hrmm. Then we really need somekind of swordsmen-type class... -------------------------- Message 727 from *ideas (#504): Date: Tue Mar 17 16:18:05 1998 CST From: Akane (#14270) To: *ideas (#504) Subject: Re: Last Spar like the rest of them to get swordsman rank ;) -------------------------- Message 728 from *ideas (#504): Date: Tue Mar 17 16:19:10 1998 CST From: Williker (#20481) To: *ideas (#504) I do spar. :P I'm talking about a class with somekind of bonus or something. -------------------------- Message 729 from *ideas (#504): Date: Wed Mar 18 16:56:21 1998 CST From: Rathe (#14172) To: *ideas (#504) Bring back @refuse so we can @refuse mail and such. -------------------------- Message 730 from *ideas (#504): Date: Wed Mar 18 16:56:38 1998 CST From: Toraxyn (#19315) To: *ideas (#504) Recycle *SB. 'nuff said. -------------------------- Message 731 from *ideas (#504): Date: Wed Mar 18 16:58:41 1998 CST From: Red_Fang (#5907) To: *ideas (#504) I second that.. Too tempting to just spout out yer feelings on subjects.. *winks* Ya know.. another idea is.. Maybe we should rethink the giving women the vote... Oops.. just kidding :) -------------------------- Message 732 from *ideas (#504): Date: Wed Mar 18 16:59:45 1998 CST From: Moonheart (#20495) To: *ideas (#504) Subject: Recycle *sb .. it's always been more trouble then it's worth ...just casues fights that never eend.. H -------------------------- Message 733 from *ideas (#504): Date: Wed Mar 18 17:00:07 1998 CST From: Toraxyn (#19315) To: *ideas (#504) Kick Red very hard in the groin before he spreads *grin* -------------------------- Message 734 from *ideas (#504): Date: Fri Mar 20 05:44:36 1998 CST From: Dante (#10660) To: *ideas (#504) Subject: Replicators. Make a IC note in them. Like with a few of the other texts in the game so players can make notes for their pasts which can be read at a distance. Where as normal notes cannot be. -------------------------- Message 735 from *ideas (#504): Date: Fri Mar 20 10:41:34 1998 CST From: Nomar (#17488) To: *ideas (#504) Subject: GPS Units Make the screen's bigger by a few more spaces. It would me a lot easier to move around. And I think it would be cool if some shuttles were put on the subway system. -------------------------- Message 736 from *ideas (#504): Date: Fri Mar 20 17:33:38 1998 CST From: Skywalker (#6644) To: *ideas (#504) Subject: medbay It might be interesting if only people with an "X" amount of medic could properly operate the medical bay in the infirmary...and people with less than that would end up injuring their patients. Just an idea. -------------------------- Message 737 from *ideas (#504): Date: Sat Mar 21 14:44:20 1998 CST From: Sater (#4919) To: *ideas (#504) Subject: Lockpick I think lockpick should be a coded skill because it makes the game realistic. I know it hgas been posted before but I"m nagging again. Ok if you you think that if lockpick was coded ppl can break into more stuff and the game won't be fun anymore right? Problem solved. You can have ppl buy locks that are harder to pick and need a higher skill. Well that's all folks -------------------------- Message 738 from *ideas (#504): Date: Sat Mar 21 14:53:51 1998 CST From: Rathe (#14172) To: *ideas (#504) I dunno about all you but I don't like the idea of a newbie who's sparred lockpick for a couple weeks getting their hands on all my shit... -------------------------- Message 739 from *ideas (#504): Date: Sat Mar 21 14:57:23 1998 CST From: Elendil (#2237) To: *ideas (#504) Subject: new postboard concept How about a mailing list where we can send all of our new thoughts or suggestions, "ideas" if you will, for public consumption? Like, say, "thoughts" or 'musings' or 'concepts'. Oh, and one for very calm, collected, OOC ruminations about which Religion is the real one. -- Boba -------------------------- Message 740 from *ideas (#504): Date: Sat Mar 21 14:58:10 1998 CST From: Sater (#4919) To: *ideas (#504) Subject: re- Rathe's That's life buddy SO BE IT and STOP YOUR WHINING :) -------------------------- Message 741 from *ideas (#504): Date: Sat Mar 21 15:01:28 1998 CST From: Calvin (#20232) To: *ideas (#504) Subject: Lockpick and the like Alright. If lockpick IS released mainstream (meaning that instead of just a few GM-made items, all locks become pickable), here are my few meager suggestions: Keep replicatable normal bags, tents, et cetera. Make them easy to pick. Make it possible to purchase and/or find more expensive containers.. 'safes', portable tents harder to pick, et cetera.. Make normal doors the hardest to pick, and keep lockpick away from keypad type doors. Thatisall $elf -------------------------- Message 742 from *ideas (#504): Date: Sat Mar 21 15:09:13 1998 CST From: Elendil (#2237) To: *ideas (#504) Subject: Locpk picking Dark Ages Unfortunately, the horrific Cataclysm that scoured the earth with atomic fire and created GW as we know it killed, thourgh er through an amazing coincidence, every single thief in the world knowledgeable in the art of lockpicking. This, combined with staggering advances in materials technology that rendered the material used for tents and bags immune to cutting implements of any kind, made thievery nearly extinct. Instead, a utopian society sprang up wherein individuals were forced to instead directly slaughter the owner of whaterver they desired. Until a knowledgeable individual from Beyond, a Savior if you will, returns returns with the proper knowledge, Lockpicking as a skill will remain as much a mystery to the citizens of GW as hygiene and table manners. -- Ye Olde Talespinner -------------------------- Message 743 from *ideas (#504): Date: Sat Mar 21 18:09:26 1998 CST From: Devon (#23970) To: *ideas (#504) Subject: Dragon colors. It was nice when their eyes color was in a note accessible at all times rather then a book ;P Maybe we can put it back in the game files? -------------------------- Message 744 from *ideas (#504): Date: Sat Mar 21 18:11:49 1998 CST From: Jessica_Rabbit (#5512) To: *ideas (#504) Subject: Re: Dragon Eyes Actually, how would non-riders know that green meant curiosity or yellow allarm/aggrevation? No..it is something that would only be learned by being told or living among dragons for some time. Sorry *hugs* DBabe/Yj -------------------------- Message 745 from *ideas (#504): Date: Sat Mar 21 18:12:31 1998 CST From: Kzin (#5800) To: *ideas (#504) Subject: Heh WEll, since the game help files are actually -ooc- info...well.... --------------------------