by rld » Sat Jan 17, 2009 9:45 am
Let me preface this by saying that the current ACK implementation is nothing short of amazing. I spent a lot of time playing ACS and building adventures on it back in the day, and frequently ran into things that I wanted to do that ACS simply didn't have the functionality to implement. ACK has countless features (macros, animated mosaics, etc.) that already put it light-years beyond what ACS was capable of.
That aside, of course we can all think of new features we'd like to see in a future ACK release. Here are a few I would like:
o Wider range of hit points for the player and for creatures.
Currently, these are capped at 255. I would like to see these go from byte to word fields, allowing ranges of 0-65535, although it might be easier to cap values at 9999 in order to make displaying them easier.
o Weapons with multiple dice rolls for damage.
Instead of defining a weapon to do a random number of damage points from 1 to X, weapon damage could be defined using the 'dice' system, with multiple random 'rolls' added together. So, a weapon might do 3d6 of damage, which would range from 3 (1+1+1) to 18 (6+6+6). As seen in a million and one RPGs, of course. But this gives you a 'bell curve' distribution of damage, which makes weapons a bit more predictable.
This would actually be backwards compatible with the current system; if you have a weapon that does 1-20 damage, that is equivalent to '1d20'.
o Armor that absorbs percentile damage.
Along with the current system for armor (absorb X points of damage Y percent of the time), it would be useful to have armor that absorbs X *percent* of damage *all* of the time. This would be cumulative for multiple pieces, so if a player had
shield absorbs 20%
helmet absorbs 10%
the damage taken would be calculated as (damage X 0.80 X 0.90)
o Creatures that are only vulnerable to particular weapons.
ACS had a setting for weapons that said if they were 'magical' or not. Creatures could then be set to be only vulnerable to magical weapons if desired.
A more general mechanism would have creature settings such as:
Unaffected by weapons (invulnerable)
Affected by all weapons (default)
Affected only by weapon X
Weapons could then have a 'counts as' setting similar to vehicles to allow certain types of weapons to be grouped together when checking the setting above.
Anyway, just thought I would throw these in. It's always lots of fun thinking up new features when you don't actually have to implement or test them yourself. :)
Let me preface this by saying that the current ACK implementation is nothing short of amazing. I spent a lot of time playing ACS and building adventures on it back in the day, and frequently ran into things that I wanted to do that ACS simply didn't have the functionality to implement. ACK has countless features (macros, animated mosaics, etc.) that already put it light-years beyond what ACS was capable of.
That aside, of course we can all think of new features we'd like to see in a future ACK release. Here are a few I would like:
o Wider range of hit points for the player and for creatures.
Currently, these are capped at 255. I would like to see these go from byte to word fields, allowing ranges of 0-65535, although it might be easier to cap values at 9999 in order to make displaying them easier.
o Weapons with multiple dice rolls for damage.
Instead of defining a weapon to do a random number of damage points from 1 to X, weapon damage could be defined using the 'dice' system, with multiple random 'rolls' added together. So, a weapon might do 3d6 of damage, which would range from 3 (1+1+1) to 18 (6+6+6). As seen in a million and one RPGs, of course. But this gives you a 'bell curve' distribution of damage, which makes weapons a bit more predictable.
This would actually be backwards compatible with the current system; if you have a weapon that does 1-20 damage, that is equivalent to '1d20'.
o Armor that absorbs percentile damage.
Along with the current system for armor (absorb X points of damage Y percent of the time), it would be useful to have armor that absorbs X *percent* of damage *all* of the time. This would be cumulative for multiple pieces, so if a player had
shield absorbs 20%
helmet absorbs 10%
the damage taken would be calculated as (damage X 0.80 X 0.90)
o Creatures that are only vulnerable to particular weapons.
ACS had a setting for weapons that said if they were 'magical' or not. Creatures could then be set to be only vulnerable to magical weapons if desired.
A more general mechanism would have creature settings such as:
Unaffected by weapons (invulnerable)
Affected by all weapons (default)
Affected only by weapon X
Weapons could then have a 'counts as' setting similar to vehicles to allow certain types of weapons to be grouped together when checking the setting above.
Anyway, just thought I would throw these in. It's always lots of fun thinking up new features when you don't actually have to implement or test them yourself. :)