Posted: Posted June 9th, 2017
Edited June 9th, 2017 by Moonray
Some NIFE requests and questions (and questions that are requests). Apologies if I have already asked any of this or if it's already being worked on, we've had a lot of discussions on NIFE that I have somewhat lost track.
Might also be worth having Ghowilo's input on some of this as I feel it'll be relevant for his planned game.
1. In the test game combat was mostly ok but there was one major issue I had with it. It seemed like you could just move rooms mid-combat (might have only been true if it was the opponents turn to attack). I really. REALLY. Think this is a bad idea. Combat should lock you in the current room until combat is disengaged (either by one of the participants dying or fleeing).
2. I've been messing with the elements plugin. It's not quite as intuitive as the rest of the panels. For example it's not immediately obvious that elements are being pulled from traits. Perhaps allow us to add traits from the elements panel, instead of forcing me to navigate between the two panels to work on them.
3. How would I make an "Amulet of Fire Resistance"? Or body armour that makes me immune to bullets? All of the interactions for Elements seem to be exclusively between Item Traits and Character Traits, but the only way to apply a character trait is through the host panel? Is there a way for items to apply character traits while held? Or is there a way to make item traits interact with item traits somehow? Basically I just don't see a way for PvP to make any good use out of this feature without the host direct intervening (and the whole point of NIFE was to make the host less of a micromamager and more of a gamemaster).
4. On a similar topic it occurred to me that one could be holding four Iron Helmets and gaining defence bonuses from all four, which makes no sense unless you have four heads. Could we get an equip plugin (or just addition to the combat plugin). In an ideal world I'd like for the host to be able to define what the equipment slots are (because each game is doubtless going to have different slots it wants to use) and then on an item state whether it is equipable & what slot it would occupy (perhaps allow them to usable multiple slots so that you could have rings go into any of four slots or multiple shield generators at once, etc).
5. Building from that, have any item that is not equipped not provide it's stat bonuses or be usable in combat. Also useful for weapons because then you can be carrying different models of gun/sword but only one is usable at that moment unless you swap which is in the "right hand" slot (as an example)... But also in addition to that (lol this is getting convoluted) have a way to set items as always usable. EG, healing potions need to be usable even when not equipped, and some games might want spells/abilities to be usable as attack options without them being equipped.
6. Did we change how sneak works yet?
7.A. Stealing... This is a tricky one. There's a few issues with the current version. The most obvious is games with lots or infinite auto actions make stealing OP. The next is the menu gets really messy when it shows every item, for large games this will make it annoying (I realise this is my fault after I asked you to get rid of the original system that straight up showed the inventory). It's also a bit weird to be able to see a list of every item in the game... The final one is duplicate items. If you see Xhin attacking with a Plasma Rifle, you know he has one so you want to steal it, but then in the menu there's like ten Plasma Rifles, how do you know which to try and steal?
7.B. My initial proposal is we rethink how this works. I think a system sorta like what Elder Scroll does would be sorta neat if possible: players would get an Attempt Theft auto action that they can initiate on other characters, if this fails on a player then that player gets notified in their journal. If it succeeds you then get one-off access to their inventory and can attempt to loot any ONE item in the inventory. To get another loot you need to attempt theft again. This removes my original criticism of instantly knowing a player's inventory by putting the risk-chance on the initial attempt, but also really simplifies the process. It gets rid of the massive list AND avoids confusion with duplicate items... Also some way for hosts to limit the number of times an attempt can be made per round.
8. Just a random additional though but could sub-items be a thing? They just inherit their stats from a parent-item, so if you want to adjust the stats of all identical Plasma Rifles you just need to edit one instead of ten... Similarly if one of those plasma rifles gets damaged allow us to detach it from the parent so it can be given unique stats.
9. Currencies (not just gold). Say you kill a Skeleton, he might drop 10 gold but also 2 bones. Regular merchants might use the gold, but there might be a special skeleton merchant out there who uses the bone currency. Also allow spells to use currency as "fuel". Using the same example maybe you have a skeleton class who can cast skeleton specific spells but they cost bones to use instead of mana. (I know currency and shops are on the todo list).
10. Summon auto-actions. Auto actions that let you summon minions. Have them require items (spells, robot fabricator, etc). This could also tie into the above request for currencies, you could have a robot fabricator that consumes a metal currency every time you summon a robot.
11. Elements icons don't seem to be visible outside of the hosting panel? Seems a bit pointless being able to give them fancy icons if players don't get to see them in the profile (like if you have an item that uses the fire element, it doesn't use the icon).
12. Skills that you can level up. Basically every time I use a sword, it would increase my skill with a sword. Every time I fire a gun it increases my skill with guns. Every time I use a fireball spell it increases my fire magic skill. Include some way to define how much each item/spell/ability would increase said skill so that better weapons and skills increase it more than weaker ones. Let hosts create the skills for their game as each game would need different ones. The host could use this for a variety of things. Locking certain auto-actions behind a skill level, locking certain items and spells behind skill levels so you can't just pick up the best item in the game and use it straight away. Could also tie in with my thoughts for the stealing revamp, where successful theft increases the skill which in turn increases your chance as success (but give the host full control of the chances of success and skill increase, etc).
You'll note a lot of this is heavily RPG game focused which is why I am gonna @Ghowilo in a reply for his thoughts and if he has any additional requests.
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