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New Classes/Races

 
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Wizzy



Joined: 14 Jun 2004
Posts: 26

PostPosted: Mon Jun 14, 2004 5:44 pm    Post subject: New Classes/Races Reply with quote

hi - it's Kaine, aka Dokken. anyway - i'm wondering how hard it is to code a new class or race. to me there just isn't enough diversity in this catagory. It might add to some of this "storytelling" or whatever you want to call it. It just seems everything's been tried and done - so it would be nice to mix things up a bit. i'd even come up with some ideas if you need it - or design something completely.

but i'd think new skills would have to be added - maybe that's too much work?
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Gareth
Admin 2


Joined: 26 Mar 2003
Posts: 525

PostPosted: Tue Jun 15, 2004 11:54 am    Post subject: Reply with quote

Some muds (or the admins thereof) do like to spend their time making new classes and races by rearranging all the different spells and skills in different orders at different levels, and maybe copying the code for a spell and just giving it a new name (after all, how many spells are there that you cast and they do damage to the target?). Doing this is reasonably straightforward.

What I want to do is continue along the lines that I've started with such things as the Cleric Temples and the remort classes, where what you choose has a far more radical effect on the style of gameplay than just a shuffling of spells.

As for ideas, the file of logged ideas (that the 'idea' command saves to) contains 879 ideas at the moment, not including ones that have been decided against or implemented already. So keep the ideas coming in, by all means, and if they're good they might get done - but don't be under the misconception that it's a shallow ideas pool that's holding things up. :/
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