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Gameplay | Topic subject | Multiple Languages | Topic
URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=3335 |
3335, Multiple Languages
Posted by Pro on Wed 31-Dec-69 07:00 PM
It's been talked about before, I know. I've had a few ideas of late though, on the subject of different languages.
On some muds they have languages for their various races, or cities. When spoke in the presence of a non-speaker it would look something like the cabal affect, 'Garble'.
Orc says 'Xhy dekp mupl!'
Whereas a orcish speaker would hear;
Orc says 'You kiss elfs!'
I've always liked the idea of languages specific to race, with practice slots being able to be spent to learn new ones. I think the garbles text is a turn off to many people so I came up with this.
Non-native speaker hears;
Elf says something in elven. Elf says something to otherelf in elven. Elf whispers in elven to otherelf.
Fluent Speaker hears;
In elven, elf says "I'd rather kiss an orc." In elven, elf says to you "I'm ready to bake some cookies."
As far as percentages go, a failed transllation could go;
Elf says something to you in elven but you can't quite make it out.
I can see uses over cabal channels, as well.
cb 'Gnomes will rule the world! Death to all others!
Pro says something in gnomish.
Languages could be toggled like; speak common, speak giant-kin, speak drow, speak gnome, speak Seantryn, speak Hamsah,
Native languages would be set to 100% with other languages being learned as normal practice. With both a chance of failure speaking, and a chance of failure translating.
That's all.
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3339, I suggested this...
Posted by Vladamir on Wed 31-Dec-69 07:00 PM
And was told it's just not something they want to do.
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