Skin selector developed by XJONX.

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 rough draft
eusair
Posted: Jan 14 2007, 07:00 PM


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Group: Catalyst
Posts: 393
Member No.: 1
Joined: 26-January 05



Level 1 Forger
Requirements: 1000 intelligence, lvl 150, 860 prot, 500 mp
Abilities: apoc(1),
Limitations: max armour ratio 1/1.5, total enc <=2000
Properties: max prot 1333


Level 2 Forger
Requirements: 1200 intelligence, lvl 175, 1200 prot, 750 mp
Abilities: apoc(2),
Limitations: max armour ratio 1/2, total enc <=3500
Properties: max prot 1600


Level 3 Forger
Requirements: 1500 intelligence, lvl 200, 1500 prot, 1000 mp
Abilities: apoc(3),
Limitations: max armour ratio 1/2.5, total enc <=5000
Properties: max prot 1866


Level 4 Forger
Requirements: 1800 intelligence, lvl 225, 1900 prot, 1250 mp
Abilities: apoc(4),
Limitations: max armour ratio 1/3.2, total enc <=7000
Properties: max prot 2133


Level 5 Forger
Requirements: 2000 intelligence, lvl 250. 2100 prot, 1500 mp
Abilities: apoc(5),
Limitations: max armour ratio 1/4.2, total enc <=10000
Properties: max prot 2399


max_prot = 1333*(1+(0.2*(forger_lv-1))
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-numbers used are, of course, adjustable. each lvl should take longer to reach and the demands should be greater as level increases
-no limit to the number of lvls that could be added on
-armour would be upgradable as lvl increases
-forging would require gold, metals, gems?, mp and sage items
-remove adepts entirely. replace them with 'Sage Points':

Item Name ...... Sage Points ...... Forger Level

Amber Stone ....... 400 ....... 1-5+
Ivory Horn ....... 500 ......... 1-5+
Fossil Wood ...... 700 ....... 1-5+
Ruby ....... 1000 ....... 2-5+
Sacred Mud ....... 1500 ....... 2-5+
Holy Cup ....... 2000 ....... 2-5+
Elf Blood ....... 3500 ....... 3-5+
Magic Light ....... 5000 ....... 3-5+
Club of Power ....... 7000 ....... 4-5+
Old Tree Leaf ....... 10000 ....... 4-5+
Purified Water ....... 15000 ....... 5+
Gold Spice ....... 20000 ....... 5+

-sage items (pts) required for any custom armour would be determined by armour ratio
-obtain sage points with mana at the training beach (forgers only).
-sage pts/mana varies according to forger level and creature:

Forger Lvl .... Avg Sage Pts/mana (vs Cayne) .... vs Gargantua .... vs Apocalypse .... vs Kaolor .... vs Weapon X
1 .... 0.2 .... 0.4 .... 0.6 .... 0.8 .... 1
2 .... 0.4 .... 0.8 .... 1.2 .... 1.6 .... 2
3 .... 0.6 .... 1.2 .... 1.8 .... 2.4 .... 3
4 .... 0.8 .... 1.6 .... 2.4 .... 3.2 .... 4
5 .... 1 .... 2 .... 3 .... 4 .... 5

-----------------------------------------------------------

-reduce gold earnings based on forger lvl:

(X * (1 + (Y * 0.9)))/(Y + 1)

where

X = avg gold/mana earned at previous forger lvl or before forging
Y = forger level


Forger Level ....... Avg Gold/Mana (vs Cayne) ..... vs Gargantua ..... vs Apocalypse ...... vs Kaolor ....... vs Weapon X

0 ........ 2017.5 ...... . 1817.5 ........ 1517.5 ...... 1217.5 ....... 1017.5
1 ........ 1916.63 ......... 1635.84 .......... 1365.84 ....... 1095.84 ......... 915.84
2 .......... 1788.85 ..... 1472.35 ....... 1229.35 ....... 986.34 ........ 824.35
3 ........ 1654.69 ....... 1325.21 ...... 1106.51 ....... 887.8 ........ 742.01
4 ......... 1522.31 ....... 1192.77 ........ 995.95 ...... 799.11 ........ 667.9
5 ......... 1395.45 ...... 1073.58 ....... 896.45 ....... 719.29 ....... 601.2









all the numbers i gave are adjustable and i expected that they would need to be. the ones i chose are merely a representation of how i see the whole system working. regarding implementation, i would personally choose to arrange it such that the best forgers fall into lvls 3 and 4.

what i believe is the strongest asset to this whole system is its flexibility. all the variables can be adjusted to conform better with the game. i don't know about you, but i've already imagined potential alternatives ways to develop this idea along the same lines. also, the infinite ability to add additional levels and creatures.

i heard that it is quite possible that adpets will never be removed from the game. although i personally feel that they should be, there is still room for them (and golems) in this plan. sage pts would merely become the alternative to using adepts/golems that people have been looking for.

i figure that actual implementation would start to work itself out. imo, the most important thing is to keep some sort of regulations on forging, so i figure that current forgers would have to be evaluated and a fair way to modify their current armour would have to be devised. that range i was talking about would be reduced at this point. i think the actual amt of protection received from isn't important, so reducing all forgers' protection

the amt of protection possible should decrease somewhat (or remain constant) as level increases. this would keep the difference between a lvl 1 and a lvl 5+ at a reasonble amt. the incentive to lvl will always exist as long as their is more protection around the corner. the question is how quickly you want people to lvl up. i feel that each lvl should take longer to reach. as i said, i'd like all current forgers not to exceed lvl 3 or 4. however, if implementation would be eaiser if this was started using 10 lvls instead of 5, so be it.

one person said to me that the max armour ratio (prot/enc) was not even a necessary component. this is very true. however, i like the idea that armour would be upgradeable. i still need to give that more thought.

i think the reduction of gold earnings based on forger lvl is a must. i doubt the formula i gave is the best one, but it does produce the kind of results (trends) i was looking for.

one of my favorite aspects in the required intelligence and mp, both of which makes sense as necessary characteristics of a good forger. having to have a certain amt of intelligence would give intel another importance (which i think it needs in ML). mp would have to be donated, much like in the town magic tower. a certain number of magic points would be needed, along with gold, metals, sage pts, etc. to create sage items or upgrading. this could create some, imo, good conflicts with magic food maker and town mp donating. not to mention the thousands of mp reloads everyone is sitting on.




one alternative possibility to modifying current creatures:

-rather than add sage pts to current creatures, create new creatures specially designed for forgers to train against
-creatures available would depend on forger lvl
-forger would have a choice between creatures that vary in amt of gold/exp/sage points awarded
-unable to fight against regular creatures (unless, perhaps, prot is 860 or less)



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