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#215, "Accost (Skill idea enclosed) Immortal response would be sweet!"
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I thought this would be a fun skill to add to the game, check it out:
================================================================= Accost Syntax: accost (victim) accost agressive accost passive Using this skill a concealed thief or assassin can halt his victim by threatening them with their weapon. Depending on the state of the victim, the assailant can remain hidden, or be forced into the open. (Using a dagger would keep you hidden, as you'd slide behind them and put it to their neck, while using a sword might force you to face them.) After the initial amount of lag on both individuals, the victim can attempt to exit the the room, possibly causing a battle, or can listen to whatever the attacker wishes to say/do.
If the assailant is choosing to be agressive towards his accosted victim, he will attempt to trip them up as they try to leave. If he chooses a passive approach, he will not pursue the victim.
==================================================================
Basically, I picture someone popping out of a dark alley and holding a dagger to someone, saying "Who hired you?", or "Give me your gold." all the while remaining hidden. It would be a nice option for thieves. It certainly sounds cool to me. Anyone else?
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 Just to drop another couple of pennies in the pot.,
Cassman,
21-Mar-02 05:47 PM, #9
 Makin 'em beg for mercy - other idea, Zulg shoot me dow...,
Vulpis (Guest),
20-Mar-02 06:27 PM, #3
  Solomon: Post removed:,
Valguarnera ,
21-Mar-02 01:22 AM, #4
 RE: Solomon: Post removed:,
Solomon (Guest),
21-Mar-02 03:05 AM, #5
  RE: Solomon: Post removed:,
ArChaos,
21-Mar-02 03:27 AM, #7
 RE: Solomon: Post removed:,
ArChaos,
21-Mar-02 03:23 AM, #6
 clarifcation, and groveling,
Vulpis (Guest),
21-Mar-02 04:37 PM, #8
  RE: clarifcation, and groveling,
Valguarnera ,
21-Mar-02 06:01 PM, #10
 Just looking to implement some over the top drama n/t,
Vulpis (Guest),
21-Mar-02 07:24 PM, #11
 Like ooze?,
(NOT Pro),
23-Mar-02 08:07 AM, #12
 Re: Immortal response would be sweet!,
Zulghinlour,
20-Mar-02 02:09 PM, #1
 RE: Re: Immortal response would be sweet!,
Solomon (Guest),
20-Mar-02 03:20 PM, #2
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#217, "Makin 'em beg for mercy - other idea, Zulg shoot me dow..."
In response to Reply #0
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***(ideas for new RP opportunities) I would more like the similar idea (and much less abuseable) of:
Have a new auto in the auto list... (of autoloot ect...) Autokill on/off (default on) With autokill off, At the end of the PK, if the last hit was not overkill by a certian amount, leave the victim incapacitated.
(at a point just above the current unable to say anything - I dissagree with this but thats another story)
At this point, only enableing speach(no yells), and wear/remove/give/drop, the victim may make death bed speaches, beg for mercy, the attacker may give an ultimatium, ect, for a full game hour, then put them at 1 HP. Or, the attacker may dispatch them by attacking again.
I know that may not be incredibly realistic (from a RL view), but imagine the RP of it...
Paladins standing over the defeated foe, either demanding a turn from the dark ways of the victim, or saying a prayer before dispatching them, hoping for an ending of their ways.
Theives (non evil) demanding a certian item, saying no offence bud, just need to feed my family, ect....
Anti-Paladins and the like, demanding that the victim curse / blashpheme thier gods, Or just plain gloat.
Also giving the victim a chance to roleplay more....
"Never! Never will I give up my fight! I will kill gnomes for Floofi till my last breath on Thera!!! End me now you who are unclean in Floofi's eyes!"
"PLEASE!! Anything I will do anything! here, take this and this, and I will tell you the secrets of the Floofi cult!!! just don't kill me!"
And possibly also enable suicide, a bleeding man can only take so much abuse...
This would SO much enhance roleplay, encourage talking between opposing sides, enable conversations that would never otherwise happen.
Adding a bit more dynamic conversation to a PK situation where normally we don't have enough time to do so would be wonderful. Even the all PK types would love it, and bring them more into the fold of RP.
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Valguarnera | Thu 21-Mar-02 01:22 AM |
Member since 04th Mar 2003
6904 posts
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#218, "Solomon: Post removed:"
In response to Reply #3
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Please don't mention other MUDs, for good or for ill, in a way that can be construed as an advertisement or flame. It's a line we don't want to go near.
As for your point: Yes, we don't implement features just because they work for a different MUD. If I had to pick a short list of reasons why I enjoy CF so much, that would be near the top, personally. Derivative MUDs tend to nosedive- if the features are available somewhere else, and all you're doing is copying instead of innovating, there's little reason to play your MUD- just play the original. It's probably been around longer and had more time to achieve proper balance and a good playerbase.
Copying is faster, but it isn't better.
Also, as a consequence of us doing this for a long time- we are unique, and the things that may be good for other MUDs may not be good for us. Personally, anything remotely resembling what was posted sets off my tingly game balance sense. We don't want a HuggyMUD where all the players hit each other with padded pillows, and no one dies or loses CON or gets their feelings hurt. If we move towards a non-lethal option like this, it'll be very gingerly, and in a limited way. I like the concept, (and we've discussed various ways to do this previously amongst ourselves) but it's difficult to do correctly, and what was posted can be abused in various ways.
To Vulpis: If the idea you've posted is, indeed, lifted detail-by-detail from somewhere else, please don't do that. It's one thing to present a general concept you like, but if the specifics of the above are taken from elsewhere.... we don't want a reputation as scavengers.
valguarnera@carrionfields.com
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#224, "RE: Solomon: Post removed:"
In response to Reply #4
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Shooting down the idea from that other mud (and that wasn't advertisement or a flame, ya need to lighten up, lichy) is fine. I'm saying that my idea for the "accost" skill IS original, useful, can be balanced in a short time, and has both an RP and PK value. Look guys, I wouldn't waste my damned breath here so much if I didn't love the game. I'd just like to see *something* of mine used. This, particularly, sounds worthy.
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ArChaos | Thu 21-Mar-02 03:27 AM |
Member since 04th Mar 2003
352 posts
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#225, "RE: Solomon: Post removed:"
In response to Reply #5
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This, particularly, sounds worthy.
I'm glad you agree with yourself, personally i consider it to be horrid.
-opinion
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ArChaos | Thu 21-Mar-02 03:23 AM |
Member since 04th Mar 2003
352 posts
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#223, "RE: Solomon: Post removed:"
In response to Reply #4
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I've made this suggestion about 3 years ago (haven't bothered in a while) but i assumed the orc skill overrun was this ability (but i've yet to see it in use.)
I don't know which "other" mud he refers to but it sounds very similar to the suggestions i repeatedly made on CF forums long ago..
-the cat sat on the mat.
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#220, "clarifcation, and groveling"
In response to Reply #4
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To Vulpis: If the idea you've posted is, indeed, lifted detail-by-detail from somewhere else, please don't do that. It's one thing to present a general concept you like, but if the specifics of the above are taken from elsewhere.... we don't want a reputation as scavengers.
YIPE! I'll go hide!
Um, what other MUD? There are others?
No seriously, I haven't played any other mud in several years (3+). and even then none of them for more than a few days to see what it was like.
Other than that I have gone to the homepages of MUDs "above" CF in the listing/ranking since you have put that in, and determined (in my opinion) that each one of them is ranked higher due to "easy rewards", ie, an easy non-competitive, I feel good about myself life for characters. After all who would want to spend all that time ranking to "hero" when no one is trying to stop you? Then it would be a worthless prize.
Sorry this became a cause for crazyness!
No it is not lifted from another mud, I dunno what solomon posted, didn't see it. Doubt if I would be familiar with even the name of any other muds that were or were not mentioned, much less what they have implemented.
It was a variation on solomon's idea of talking/demanding during a fight. I can see that a lagging/forcing the fight BEFORE the fight would change things drasticly, so I took the idea to the end of the fight, when the "outcome" was allready decided (keeping game balance/not messing with anything). Therefore, it would not change anything as far as PK.
I still like the idea, or something similar that would be acceptable, there is much too little conversation before/during/after pk, giving explanation as to each of the char's motives. Just kill and carry on... So perhaps someone can think of something else. I just don't want all the RP to be going on in just the shrines, inner cabals, and the Inn. I'll keep my nose out of it. :\
Once again I applogize, didn't mean to offend. Just an idea. I'm not up on all the inter-MUD relations/rivalries, so I don't know what MUD all ready has something like this.
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Valguarnera | Thu 21-Mar-02 06:01 PM |
Member since 04th Mar 2003
6904 posts
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#221, "RE: clarifcation, and groveling"
In response to Reply #8
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No problem. I'm not familiar with the MUD in question, but Solomon thought it closely resembled what was there. Hence all my "if"s.
valguarnera@carrionfields.com
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#222, "Just looking to implement some over the top drama n/t"
In response to Reply #10
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#219, "Like ooze?"
In response to Reply #4
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Kidding.
I really like his idea.
Mostly because I came up with it myself some time back.
The mercy part that is.
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Zulghinlour | Wed 20-Mar-02 02:09 PM |
Member since 04th Mar 2003
9792 posts
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#226, "Re: Immortal response would be sweet!"
In response to Reply #0
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So it's a non-combat lagging skill.
Tell me this doesn't sound ripe for abuse.
I don't see this happening either.
So long, and thanks for all the fish!
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#227, "RE: Re: Immortal response would be sweet!"
In response to Reply #1
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>So it's a non-combat lagging skill.
>Tell me this doesn't sound ripe for abuse.
--Well, I figured that would be a problem. I'd consider it more like blackjack. But, it could only succeed (without initiating combat) if the victim is unaware. This means their adrenalin must be normal, and they cannot see the assailant. I guess the lag isn't necessary, but I wanted something to clear the commands of the victim, in case they're spamming directions. The intention of the skill is not to start a fight, but to offer an alternative to a blackjack. Hell, if it fails, the echo could be that the thief just "misses" his mark, and the other person will either see him being suspicious or not see anything at all. So, win or lose, no fights would occur unless the mark decides to get away (if the thief isn't bluffing).
>I don't see this happening either.
--Are you sure? I really liked this idea. 
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