Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Wed Dec 17, 2008 12:37 pm 
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Joined: Tue Mar 18, 2008 3:22 pm
Posts: 1049
SK Character: Ain
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AIN - does this apply in always requiring something like a mana or hp burn in order for the script to fire? Would specific requirements - such as, for instance, a script requiring a character be of a specific race with no religion? Are limitations such as these considered enough of a "price"?


Yes to the former questions in regards to always having a mana or hp burn, and "no", to that a script that reqires a character to be of a specific race/class/religion aren't considered enough of a "price".

I wouldn't say such items that were changed are "useless" - they'll be likely used by the same people who really needed them before. If you needed pe regenerated by an item, you will still probably seek out that item that regenerates pe, despite that it now takes up a small portion of some other pool. Scripts weren't, to my understanding, meant to be crutches that dramatically change a portion of the game. You want better regen? That's what an inn or bonanza is for. You want to have the possibility of getting a mana/pe/health boost in a crunch, and don't know if you can rely on a refresh/energize/cure spell? That's what a script is for.


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PostPosted: Fri Dec 19, 2008 9:38 pm 
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Joined: Tue May 31, 2005 9:16 am
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SK Character: NA - Inactive
Ain wrote:
Quote:
AIN - does this apply in always requiring something like a mana or hp burn in order for the script to fire? Would specific requirements - such as, for instance, a script requiring a character be of a specific race with no religion? Are limitations such as these considered enough of a "price"?


Yes to the former questions in regards to always having a mana or hp burn, and "no", to that a script that reqires a character to be of a specific race/class/religion aren't considered enough of a "price".



For the sake of maintaining some creativity and interest, I really hope the building imms would be given the freedom to keep their scripts unique, including in the consideration of what that "price" should be. There are script items out there that already greatly limited in who can use them, they shouldn't be reduced to a bland, across-the-board standard of a minimum required hp/mana/pe drain.

Note: I strongly favor ALL beneficial scripts having some kind of limitation or drawback. But once again, the more cookie-cutter you make the rules & methods, the more cookie-cutter of a model you reduce the game to.


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PostPosted: Sat Dec 20, 2008 12:06 am 
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Joined: Wed Feb 27, 2002 4:00 pm
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The drawback doesn't HAVE to be hp/mana, but it has to be a real drawback that would apply to any class that can use the item. I'm okay for unique scripts, but that's generally not the kind of item that we've been talking about in this thread. Most of them were already generic regeneration items.


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