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« on: February 25, 2008, 05:56:00 pm »
Thanks, Mord, that was exactly what I wanted to say myself.
It's easy to suggest a total upheaval of the existing system, if you are not the one being stuck with doing all the grunt work with adapting loads of things in the Mud to it. Everything in 4D is so intertwined, that every changes affects scores of other things in the code, the zones and the Webpage. That's our main quality, but also our main curse.
So when you suggest changes, please be a bit realistic and suggest things that can be added on TOP of our current system, not things that basically mean a totally different Mud.
For instance I think we are stuck with our basic 8 Classes and 8 Races, since they are mentioned in so many places in the zones and quests that it would be next to hopeless to dig them all up and change them. But it would be quite possible to add some extra Classes or Races strictly as Remort choices.
Personally I'd like to see a Class system that offers an alternative to the GM option, by specializing in one of the existing Classes. Thieves could develop into Assassins, Rangers into BountyHunters, warriors into Bladedancers, Mages into MoonMages, etc. Each of the Specialist Classes could get a number of individual and powerful skills/spells (or subskills, if that is easier to code), designed to make them equally good as a GM, but much more individual. Many of the ideas Tocharaeh had in a post on the old Forum could easily be adapted to such a system, and so could Virisin's idea about specialized Trainers.
Likewise we might offer Vampirism and Lycantropism, or advanced Races like Dragon or Sphinx as remort options.