Flare shouldn't provide light underwater

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Emetivore
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Flare shouldn't provide light underwater

#1 Post by Emetivore »

It would be neat if Flare (the fire arrow) didn't work as a light source underwater. Alternately, it could have the duration reduced to one turn (like a flash).
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Final Master
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Re: Flare shouldn't provide light underwater

#2 Post by Final Master »

I actually really like that idea alot.
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eliotn
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Re: Flare shouldn't provide light underwater

#3 Post by eliotn »

This would provide too much special case complexity. But it would be nice if flare lit a larger area, but only temporarily.

bricks
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Re: Flare shouldn't provide light underwater

#4 Post by bricks »

I'm on the side of "too situational." However! Since "zero gravity" zones have special mechanics, why not underwater? It could reduce light radius, increase certain resistances (fire, light, acid?), and reduce range on all abilities to 75% (rounding up). Perhaps any non-lantern light source would flicker out after only a turn, like eliotn said.

In general, some more zone-wide effects would be cool. Spells cast while in Zigur might occasionally fail, non-undead NPCs that die in predominantly undead zones may be raised as zombies, equilibrium may gain a fixed increase (like a sustained skill) while in areas like the Mark of the Spellblaze. The Prides could all get a special effect that is geared towards the appropriate theme. Areas like the Rhaloren Camp and the Crpyt of Kryl'Feijan could have a global "vimsense" effect (all living things can detect each other telepathically over a short distance).
Sorry about all the parentheses (sometimes I like to clarify things).

Emetivore
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Re: Flare shouldn't provide light underwater

#5 Post by Emetivore »

Great ideas! Anything that adds depth and/or realism to the game is a (+) if you ask me.
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