From quinn@fazigu.org Sat Apr 27 12:13:44 2002 Return-path: Envelope-to: quinn@localhost Received: from requiem ([127.0.0.1] helo=localhost ident=quinn) by requiem with esmtp (Exim 3.35 #1 (Debian)) id 171UpU-00024W-01 for ; Sat, 27 Apr 2002 12:13:44 -0400 Delivered-To: quinn@netsville.com Received: from requiem [127.0.0.1] by localhost with POP3 (fetchmail-5.9.11) for quinn@localhost (single-drop); Sat, 27 Apr 2002 12:13:44 -0400 (EDT) Received: (qmail 19715 invoked from network); 27 Apr 2002 16:14:08 -0000 Received: from exprod5mx6.psmtp.com (HELO psmtp.com) (64.75.1.146) by univac.netsville.com with SMTP; 27 Apr 2002 16:14:08 -0000 Received: from source ([66.100.224.110]) by exprod5mx6.postini.com ([64.75.1.251]) with SMTP; Sat, 27 Apr 2002 12:14:06 EDT Received: (qmail 7682 invoked from network); 27 Apr 2002 16:14:05 -0000 Received: from localhost (HELO moo.ghostmoo.org) (127.0.0.1) by localhost with SMTP; 27 Apr 2002 16:14:05 -0000 Date: Sat, 27 Apr 2002 11:14:05 -0400 From: "Quinn@Ghostwheel" To: quinn@netsville.com Subject: Ghostwheel Message(s) 1838 - 1865 from *ideas (#504) X-Mail-Agent: Ghostwheel (moo.ghostmoo.org 6969) Message-Id: Status: RO Content-Length: 16521 Lines: 475 Message 1838 from *ideas (#504): Date: Tue Feb 26 20:39:07 2002 CST From: Vertemis (#23360) To: *ideas (#504) Subject: Slisssh poo Slisssh poo should degrade into nothingnesss after a time. -------------------------- Message 1839 from *ideas (#504): Date: Wed Feb 27 18:18:51 2002 CST From: Devon (#23970) To: *ideas (#504) A verb to empty your hands of weapons. Like emptyh*ands. -------------------------- Message 1840 from *ideas (#504): Date: Thu Feb 28 14:12:18 2002 CST From: Devon (#23970) To: *ideas (#504) Subject: Guests requesting characters. We need to create a way for guests to ask for characters without actually needing to mail Quinn offline. That and @request doesn't even say anything about how to request a character without having a matching connect site. -------------------------- Message 1841 from *ideas (#504): Date: Thu Feb 28 14:15:47 2002 CST From: Devon (#23970) To: *ideas (#504) Subject: Newbie chargen seperated room by room. It would be nice if a step by step chargen, much like the info files, could be created to seperate room by room information. So a new player could walk through areas of chargen, and check out recombs, and it would display all the information needed for recombs. As a side note, this would also allow a creation of character templates. A template would be sort of like a recomb cat getting dodge of 100, shock of 20, unarmed of 300, claw and flail of 250. Something along those lines I feel this game desperately needs, even with the potential bonus procession. Quinn, would understand being a native lambdamooer, the 'enrol' mage/allrounder/fighter personalities that are designed for caps there, would be a similar process here. -------------------------- Message 1842 from *ideas (#504): Date: Fri Mar 1 20:12:44 2002 CST From: Vertemis (#23360) To: *ideas (#504) Subject: Soulmechs Autonav! -------------------------- Message 1843 from *ideas (#504): Date: Fri Mar 1 20:32:03 2002 CST From: Devon (#23970) To: *ideas (#504) Subject: @reroll? Whats the deal, a newbie starts with 320 stats, and a @reroll sets you to 275? Can we stick to the 320/5 = 64 all at start? ;p -------------------------- Message 1844 from *ideas (#504): Date: Sat Mar 2 11:27:00 2002 CST From: Yalindra (#13170) To: *ideas (#504) Subject: Fighting styles I know this has been tossed around before, but I don't think it ever came to fruition. Just something I thought would be neat, would be some form of customizable unarmed combat messages to be able to represent various martial arts or other styles of unarmed combat. Now, obviously, to avoid twinkishness, it would probably be best to have the player submit their desired messages for GM-approval, before they are set. Why do I think this is neat? Beyond the ability to further customize our characters, it allows people who fight with a different style of unarmed combat to be able to use it when employing the coded combat system. It would also avoid having an IC martial-artist appear to use street-fighting moves when fighting codedly, which I find detracts a little from IC/suspension of disbelief. It's not a huge issue, just something that I wouldn't mind seeing if it was feasible to implement and not more trouble than it's worth. -------------------------- Message 1845 from *ideas (#504): Date: Thu Mar 7 12:44:19 2002 CST From: Dante (#10660) To: *ideas (#504) Subject: Heads up silly GM's! I spoke with Quinn about the template based system, and he came up with an idea of his own. Essentially, a room with 'clothing', when wearing the 'warrior' clothing, and then looking in the mirror, you would be allowed to view your stats based on the clothing you wear. In addition, other 'clothing' would be available, but in order to create this system, you, the GM's at large need to come up with an 'average' template for a couple different types of personalities! Upon accepting the 'clothes' the newbie would 'walk' into the mirror, ala Alice through the looking glass and accept their new form. *grin* Sounds like a really good idea to me! So, converse, discuss, etc. -------------------------- Message 1846 from *ideas (#504): Date: Thu Mar 7 13:09:39 2002 CST From: Skarr (#24528) To: *ideas (#504) Subject: Examples. Races Submariner Healer 125 medic, 200 trident, 200 blunt, 200 armed, 75 melee. Swordsman 75 medic, 300 trident, 200 bladed, 100 blunt, 250 armed, 100 melee. Warrior 75 medic, 250 trident, 250 blunt, 250 armed, 100 melee. Brawler 75 medic, 150 bladed, 150 trident, 250 brawl, 175 unarmed, 125 armed, 100 melee. Recomb Healer 75 medic, 200 bladed, 200 blunt, 175 armed, 75 melee. Swordsman 25 medic, 300 bladed, 200 claw, 200 armed, 150 unarmed, 100 melee. Warrior 25 medic, 300 claw, 200 bladed, 200 blunt, 200 armed, 200 unarmed, 100 melee. Brawler 25 medic, 300 claw, 300 flail, 150 bladed, 200 unarmed, 100 armed, 100 melee. Human Mage 50 medic, 200 bladed, 150 blunt, 125 armed, 50 melee, 100 focus. Warrior 50 medic, 300 bladed, 100 blunt, 225 armed, 100 melee. Brawler 50 medic, 250 bladed, 300 brawl, 200 unarmed, 125 armed, 100 melee. Swordsman 50 medic, 350 bladed, 150 blunt, 250 armed, 100 melee. Medic 100 medic, 200 bladed, 200 blunt, 175 armed, 75 melee. All templates can get 150 dodge, and 25 shock. Next post on attributes. -------------------------- Message 1847 from *ideas (#504): Date: Thu Mar 7 13:15:12 2002 CST From: Devon (#23970) To: *ideas (#504) Subject: Example #2. Bases Agility 55 Dexterity 55 Endurance 55 Quickness 55 Strength 55 Willpower 55 Healer +15 willpower, +5 dexterity Swordsman +10 agility, +5 quickness, +5 dexterity. Warrior +5 strength, +5 agility, +5 quickness, +5 dexterity. Brawler +10 agility, +10 strength. Mage +15 willpower, +5 quickness. -------------------------- Message 1848 from *ideas (#504): Date: Thu Mar 7 18:19:20 2002 CST From: Dante (#10660) To: *ideas (#504) Subject: Oh, a point Akea brought up. Will old players be 'raised' to the appropriate level? No, unless they want to start over statwise, I don't think it'd make sense to level up stuff which isn't upto par 'template' wise, even if other stuff is lower/higher. -------------------------- Message 1849 from *ideas (#504): Date: Thu Mar 7 21:39:14 2002 CST From: DragonBabe (#5288) To: *ideas (#504) Subject: Re: 1844 Woo! I like this idea! Someone could do like 'dirty infighting' and have bite/kick/scratch/pull hair msg!! -------------------------- Message 1852 from *ideas (#504): Date: Sun Mar 10 12:48:15 2002 CST From: Yalindra (#13170) To: *ideas (#504) Subject: Re: Devon's character template suggestions I can't offer much of an opinion on the stat side of things, though I admit I'm jealous that I didn't get to start with that many points :) Just a couple of suggestions to add - a template for a submariner mage, since the Touched (I think, maybe I'm wrong) and other subbie mages have existed for a while now. It might also be helpful to have templates for characters that aren't entirely combat-oriented. Now, obviously, 90% of the point of coded stats is to interact in the combat engine, but I've seen that Quinn has been adding skills like Tailor, Tinker and whatnot, so it might be a good idea to plan for future non-combat-oriented chars on a coded level. So a template like Human Technologist (has modest to low combat skills, but has some nice Electech/Hack and MechTech/Tinker...and appropriate attribute bonuses to dexterity and willpower (or whatever is appropriate - this is merely an example.) Another neat idea for people who don't really want/need coded stats (someone who wants to play a child, an artist, musician, bard, etc.) would be to turn coded stats points into character points. I forget how many character points newbies get to start, but I imagine newbies would appreciate the character point boost to purchase some higher-level uncoded skills to start (or a Room, Appearance appropriate Advantages). If lockpick is to be implemented in the future, it might be handy to have a Thief-type template, too. A Crystal Hunter template might be an interesting one, as well - perhaps they can do something special with all those smokestones, cosmorocks and the like that are running around. :) Just my two cents. -------------------------- Message 1853 from *ideas (#504): Date: Wed Mar 13 19:19:38 2002 CST From: Urak (#28599) To: *ideas (#504) Subject: armor I think there should be a leather cloak in the armory at Jizo. just a suggestion, -------------------------- Message 1854 from *ideas (#504): Date: Sat Mar 16 15:29:23 2002 CST From: Clayson (#17237) To: *ideas (#504) Subject: My Rant. Why should none combat players get a special advantage? It's sort of like if you are gay, it's a life style, not a race. This is my opinion. You want the game to work, get people on here who want to GM, not those who are control freaks irl and this is an outlet for them. Armor and advanced weapons should be easer to obtain then a virtual blowjob to an admin. Create groups and conflict. Offer more advantages to wasteland dwellers and less to mages. I have been on here for I think 6 years, I have never had a piece of armor, well except when I stole Rathe's and he called me a bitch for a week till I gave it back. It's impossible to get ahead here less you kiss ass, and that is not right. You have to make it possible for every character to move forward. Nobody new is going to play here less there is a carrot swinging in front of his or her face. By the way, I have to agree with Mr. Bill, let us trade slisssh poo for points, and the rocks, or at least make them weapons. I'm not sure what you are striving for Quinn with this moo, maybe you're the control freak. I don't know. But Dante posting else moo is not going to fix this place. There has to be more then cyber sex. -------------------------- Message 1855 from *ideas (#504): Date: Sat Mar 16 19:26:03 2002 CST From: Nny (#25135) To: *ideas (#504) Subject: Hrm I can't decide if you need more YJ or less. -------------------------- Message 1856 from *ideas (#504): Date: Sat Mar 16 23:16:58 2002 CST From: Urak (#28599) To: *ideas (#504) Subject: eating crystals We all know you have to eat a bunch of crystals to boost atts. I think it would be cool if there was a counter on each character that kept track of how many crystals they have eaten, but instead of eating to all at once make it so overtime your character will gain atts once they get to a certain limit. Just an idea but I think it would be cool. U -------------------------- Message 1857 from *ideas (#504): Date: Sun Mar 17 08:32:48 2002 CST From: Dante (#10660) To: *ideas (#504) Just ask an older player Urak. Most of us know the basic formula. -------------------------- Message 1858 from *ideas (#504): Date: Sun Mar 17 10:09:34 2002 CST From: Dexter (#14882) To: *ideas (#504) The only thing I can agree with Clayson about is having all the potential available like cosmorocks, smokestones, slisssh droppings, etc and not being able to use it. The rocks are supposed to be used somewhere but I have no idea in what amount. Slisssh droppings are useful but only to a handful of people, beyond that they're something neat to collect and see who has the most. It'd be cool to have a hard coded skill like chemistry where folks can mix and match these raw materials into useful items. Mix some slisssh droppings and smokestones into m-80s. Stuff like that. Ghostwheel simply needs more people, not more alts. People who are willing to roleplay with others (and follow through rather than give well-intentioned lip service) regardless of how much an asshole the OOC person is or if that person is just new without any connections to the people and players on Ghostwheel. If there's more people then there'll be more interaction, more roleplay, greater distribution of toys and factions, adversaries and whatnot to get the game moving on its own. Since Ghostwheel's IC population is quite small at the moment, most people being OOC and/or @hidden with tags like "If you see this then @quit" (great way to keep people coming to Ghostwheel!!!!!!!! Kudos!!!!!!!! Oh, I'm not getting the joke WINKY EMOTICON), I'd think the best way to get people here and doing anything ICly is to make more toys available through crystal eating replicators so those who hunt because there's nothing to do will have a sense of accomplishment after getting all those crystals besides endlessly boosting stats. I'm not suggesting getting everything available through replicators, there'd have to be some items/objects that are considered the holy grail if found at random or awarded through some GM plot. Maybe there could be hard coded quests where someone could get a katana, which isn't owned by the player, from some AHaB who requires a particular recipe to forge one. When I'm talking about hard coded quests I'm not talking about the big boss monster always hanging around one area but being a scavenger hunt of sorts that gets people to go to other places besides the wheel. Why should non-combatants get a special advantage? Because they provide a useful service that other people would use. Medics are considered non-combatants in the military and they're considered highly useful. Computer hackers would be considered highly useful if there were computers to dick around with. If items broke on Ghostwheel then I'm sure someone with the Tinker skill would be highly useful. They'd be providing a service that the combatants don't have the time or energy to invest into those particular skills. Finally why should there be more GMs on Ghostwheel? Isn't the Ghostcore a GM enough? If people came here and roleplayed they'd get their own stories going with the Teks and Geos simply adding on to pre-existing areas and staying in-theme. -------------------------- Message 1859 from *ideas (#504): Date: Mon Mar 18 16:00:16 2002 CST From: Nny (#25135) To: *ideas (#504) Subject: re: @tags Almost as clever as @tags requesting fellatio. -------------------------- Message 1860 from *ideas (#504): Date: Mon Mar 18 16:02:11 2002 CST From: Dexter (#14882) To: *ideas (#504) oooooh, zing. -------------------------- Message 1861 from *ideas (#504): Date: Wed Mar 20 13:16:00 2002 CST From: Dexter (#14882) To: *ideas (#504) Have comsorocks do a check while they're in someone's inventory (even if in a bag in player's inventory) and cause radiation damage (fatigue amount X number of rocks) to the holder unless they're properly protected (radsuit). -------------------------- Message 1862 from *ideas (#504): Date: Thu Mar 21 21:14:25 2002 CST From: Khyber (#12460) To: *ideas (#504) Subject: slisssh Can we somehow change the name of slisssh droppings to 'bug shit' or something? Its kind of annoying having to type 'kill second slisssh' when they come into the room after the 'bug doodie'. This only happens when there is more than one slisssh in the room tho. -------------------------- Message 1863 from *ideas (#504): Date: Fri Mar 22 15:48:17 2002 CST From: Nny (#25135) To: *ideas (#504) Subject: re: YJ I mean Yukon Jack, not Yjezra, btw. -------------------------- Message 1864 from *ideas (#504): Date: Fri Mar 22 22:18:38 2002 CST From: Clayson (#17237) To: *ideas (#504) Subject: Rahte I knew what you meant Rathe, and yes I can always use more YJ. But since I had to go back in rehab after visiting you, I don't think that is a good idea. It's sad, even I as a drunk can see the problems on this moo, but you can't. Love ya Rahte, but you are a GM here, make it work. After all you volunteered. -------------------------- Message 1865 from *ideas (#504): Date: Sat Mar 23 18:10:16 2002 CST From: dragonmonkey (#33258) To: *ideas (#504) Khyber has a point, it'd be helpful if there was code that checked to see if an item was a valid combatant instead of just a child of $thing. Please note that collecting slisssh droppings is a delightful pastime. --------------------------