Great Idea! (few but monumental)

Any new ideas that you'd like to see in the next version of ToME 2.x.x post here

Moderator: Moderator

Do you think being able to change classes is a good idea?

Yes
4
14%
No
14
48%
Maybe - depends
8
28%
Get a life
1
3%
I'd rather have a beer
2
7%
 
Total votes: 29

Message
Author
MageMuch
Higher
Posts: 51
Joined: Tue Apr 15, 2003 11:55 pm
Location: Upstate, NY
Contact:

Great Idea! (few but monumental)

#1 Post by MageMuch »

I'm sure most of you are familiar with Final Fantasy Tactics and more recently Final Fantasy 11. Well what about something similar with TOME? Make it posible to change Classes!

And what about items that will let you change races/classes or maybe that turn you undead or make you a lost soul?!

Tell me what you really think you won't hurt my feelings. 8)

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

#2 Post by darkgod »

THere is no point, the class only serves as a skill template
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

MageMuch
Higher
Posts: 51
Joined: Tue Apr 15, 2003 11:55 pm
Location: Upstate, NY
Contact:

#3 Post by MageMuch »

darkgod wrote:THere is no point, the class only serves as a skill template
I disagree. You could keep the same items. Say if you were a level ten warrior you could switch classes to a monkand have the ability to level barehanded combat, which would start at level 0, but you'd be gaining exp as a level 10 character, like in DnD. Also you could have prerequisites and prestige classes, like an assassin for rogues

But you're the expert! (don't want to anger the gods. :D )
Last edited by MageMuch on Thu Nov 27, 2003 2:28 am, edited 2 times in total.

Rali
Higher
Posts: 71
Joined: Fri Jul 26, 2002 12:55 am
Location: Nebraska

#4 Post by Rali »

The closest thing I can imagine that would work with the current skill system is to add guilds... so a paladin would take training from the temple and the fighters' guild, and maybe drop by somewhere else for magic item training. But I think at this point that would be a ridiculous amount of work. Is any of this possible in a module?

boucman
Wyrmic
Posts: 245
Joined: Tue Jul 22, 2003 11:47 am

#5 Post by boucman »

MageMuch, I don't really see what you mean...

so far classes only influence
1) starting equipement, but your equipement shouldn't change in mid-game

2) skill modifiers (and a few starting points here and there)

3) your title is different :)
what would changing class do in game term ?

when my swordmaster decides to become a geomance, he'd sudently see his modifiers change, but not his skill value ?

or is the new skill value calculated with the new modifier, his combat sudently droping... what for skills where I invested points, but that I have a 0.0 modifier now ? what about skills gained via FF, loremaster quest, god quests ?


basically, with the little effect of the class choice, I don't see the point in allowing a change.

Or you would have to add more class specific stuff.... but I don't think that's the way things are going right now.
Toome the world is Tome

MageMuch
Higher
Posts: 51
Joined: Tue Apr 15, 2003 11:55 pm
Location: Upstate, NY
Contact:

#6 Post by MageMuch »

I don't know alot about the actual programming and such in the game (obvioiusly). But maybe like the skills you actually have access to. Say you had a monk for a while and you found a really good weapon you wanted to use you could switch classes to a warrior. Here's what would happen: You'd be able to take points from bare handed combat and relocate them to weaponmastery, with a penalty, but I think you'd have to make it permanent - or say be able to move points back at the same penalty and keep any points you actually put on weapon mastery. If this makes any sense let me know bc I have no idea what I'm saying. Just brain storming. Maybe a quest or something would give you like the ability to relocate skill points?

Also what about the idea or being able to change races.

Basically what I'm trying to do is make a character more in depth - have more personality. :D

Rali
Higher
Posts: 71
Joined: Fri Jul 26, 2002 12:55 am
Location: Nebraska

#7 Post by Rali »

Sounds like this could lead back into the discussion about getting (very very small) skill advances for using your skills, like a sorcerer getting rudimentary combat skill through the experience of fighting for a long time, etc.

jschultz
Wyrmic
Posts: 252
Joined: Fri Oct 31, 2003 9:08 am
Location: Finland

#8 Post by jschultz »

Rali wrote:The closest thing I can imagine that would work with the current skill system is to add guilds... so a paladin would take training from the temple and the fighters' guild, and maybe drop by somewhere else for magic item training.
Fumblefingers give you extra skill points in random school.
Beastmaster quests give you extra skill points in Monster-lore.
God quests give you extra skill points in Prayer.

Do you mean adding a guild and quests for each skill?

I think too many skill points from outside leveling up the character is not good.
I also feel there are too many skills for this, you can't make the quests variable enough.

LogrusMage
Sher'Tul
Posts: 1198
Joined: Sat Sep 21, 2002 12:10 am
Location: Shadow Earth
Contact:

still trying to get an alchemy splash...

#9 Post by LogrusMage »

i don't really see a point in doing so with all the skills, but perhaps one could be added for alchemy? perhaps just add points, not learning-curve, so non-alchemists would still have a really long, tedious time of getting high levels, but perhaps we could get a bit of basic alchemy... i'v been wanting to play alchemy since i started in ToME, i think it looks really interesting, but i'v tried an alchemist a few times, and found them so underpowered as to be totally unplayable.
Those who fight monsters should look to it that they do not become monsters;
When you gaze into the abyss, the abyss gazes also into you.
--Friedrich Nietzsche

Circon
Thalore
Posts: 145
Joined: Sat Mar 08, 2003 4:35 pm

Re: still trying to get an alchemy splash...

#10 Post by Circon »

LogrusMage wrote:i'v been wanting to play alchemy since i started in ToME, i think it looks really interesting, but i'v tried an alchemist a few times, and found them so underpowered as to be totally unplayable.
I can't believe what I'm hearing.

UNDERPOWERED?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????

Neil
Sher'Tul Godslayer
Posts: 2438
Joined: Sat Dec 14, 2002 7:18 pm
Location: California (or sometimes Erebor)
Contact:

#11 Post by Neil »

No need for an attitude. I think people on the forums tend to forget just how hard this game is.

How many alchemists have you won with, Circon? :-)

LogrusMage
Sher'Tul
Posts: 1198
Joined: Sat Sep 21, 2002 12:10 am
Location: Shadow Earth
Contact:

#12 Post by LogrusMage »

for that matter, has anyone won with an alchemist? their only real advantage is better eq. they get a heck of a startup boost if you play your cards right, but it doesn't take long for nearly any other class to far outstrip them on power level...
Those who fight monsters should look to it that they do not become monsters;
When you gaze into the abyss, the abyss gazes also into you.
--Friedrich Nietzsche

Maylith
Sher'Tul Godslayer
Posts: 3427
Joined: Tue Jun 10, 2003 1:50 pm
Location: Virginia, USA

#13 Post by Maylith »

LogrusMage wrote:for that matter, has anyone won with an alchemist?
Easy enough to find out. :) Oook shows 4 Alchemist winners. There are probably more that were never posted.

boucman
Wyrmic
Posts: 245
Joined: Tue Jul 22, 2003 11:47 am

#14 Post by boucman »

yes, but if you look at their weapons, you'll see that thei are too heavily equiped... IIRC at least one version of TOME allowed ego to stack, thus allowing the *perfect* weapon to be created (protects from everything, uber to hit and so on)

if Alchemist were caped to be able to create only realistic weapons, that would be more true

they would still have endless amo for every staff though...
Toome the world is Tome

jschultz
Wyrmic
Posts: 252
Joined: Fri Oct 31, 2003 9:08 am
Location: Finland

#15 Post by jschultz »

LogrusMage wrote:their only real advantage is better eq.
In some versions, alchemists do not need any other advantages.
One sample from the ladder:

e) The Ring 'The Aura of Mansa' (+0,+0) [+19](600%) (+30 to speed) {!*}
It increases your stealth, infravision, ability to tunnel, speed, attack
speed and ability to score critical hits by 30. It increases your
hit points by 600%. It makes you invisible. It allows you to sense
the presence of orcs, trolls, dragons, spiders, demons, undead, evil
beings, animals, thunderlords, good beings and non-living things.
It cannot be harmed by acid, cold, lightning or fire.
You made it yourself.

Enough said.

Post Reply