| <<O>> Difference Topic LearntCommands (r1.14 - 22 Feb 2008 - FantoM) |
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| <<O>> Difference Topic LearntCommands (r1.13 - 08 Jun 2007 - FantoM) |
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| <<O>> Difference Topic LearntCommands (r1.12 - 12 Apr 2007 - FantoM) |
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| <<O>> Difference Topic LearntCommands (r1.11 - 11 Apr 2007 - FantoM) |
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Ranks Commands/Actions should be able to have more than one level, or rank. Perhaps not all will have this, but most should. |
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Aspects and Ranks Commands/Actions have an effect, one that is controlled by a varying number of factors - aka aspects. When a player learns an action they get a basic understanding of the overall process required to perform the action. Over time the player can spend time/exp/whatever learning more about the action and increasing their knowledge of the different aspects which make up the action. |
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| < < | Rank 1 of a command can be considered a very basic understanding of the command, rank 2 a better understanding and so on. |
| > > | For example one aspect of an attack action might be how fast the action can be performed, whilst another might be how big a weapon can be used. The player might spend time learning more about the 'how fast' aspect. |
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| < < | The higher the rank a player has for a command the more functionality the player should gain for the associated action. |
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Each aspect will have a number of ranks - we might decide to make this a constant number regardless of command/action? The learning of the action will advance all aspects to rank 1. Over time the player can choose to advance this. We probably want some checks & balances to stop all players maxing all aspects for all actions. Possibilities include
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| < < | For example having rank 1 in the "stab" command might mean you can use a dagger to stab, and you might not be very fast. Having rank 3 might allow you to stab with a larger weapon, or faster, or for less gp. |
| > > | The higher the rank a player has for an aspect the more functionality the player should gain for the associated action. |
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| < < | The addition of ranks to a command make it much easier to balance the introduction of player-to-player teaching of commands. |
| > > | For example having rank 1 in the "size of weapon" for the "stab" command might mean you can use a dagger to stab. Having rank 3 might allow you to stab with a sword. The addition of aspects and ranks to a command make it much easier to balance the introduction of player-to-player teaching of commands. |
| <<O>> Difference Topic LearntCommands (r1.10 - 04 Apr 2007 - FantoM) |
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| < < | Players also have the ability to learn new abilities. At this time the only examples of this are forage and study. This needs to be expanded, so much so that I believe it should completely replace the current concept of GuildCommands?. |
| > > | Players are also to learn new abilities. In the past these were known as GuildCommands?, but they have since grown to be anything that a player might learn to further his abilities. Examples include commands/spells that a guild or NPC might teach (stab/forage/heal/icestorm) as well as abilities such as critical-hits or dual wielding. The difference being that a command is something you consciously execute whilst an ability is (presumably) almost always in effect. |
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| < < | The VerbSystem? should be able to tie into triggernig these activites, but until it is available the current technique of using commands will suffice. |
| > > | This topic is concerned with those commands which are consciously triggered, but much applies to abilities as well. |
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What is a command and what is an ability In this context a command is the name given to the verb which initiates the use of an ability. The player probably knows of the existence of the ability before he obtains the command but until taught the rudimentaries is not able to perform it in any way. Being taught the rudimentaries of an ability equates to learning the command. In most cases the command is not something that the player starts with, it is something he learns while playing through any of a variety of techniques. |
| > > | The VerbSystem? should be able to tie into triggering these commands, but until it is available the current technique of using add_actions will suffice. |
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| < < | A ability will, in almost all circumstances, use one or more skills and may take some time to perform. |
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What is a command and what is an action In this context a command is the name given to the verb which initiates the action. The human controller probably knows of the existence of the action before his character obtains the command, but until taught the command is not able to perform it in any way. |
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| < < | In subsequent sections the words command and ability can be used interchangably. Even after the introduction of the VerbSystem? we will still have a verb which triggers use of the ability. That verb is likely to be identical to the command keyword. |
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A action will, in almost all circumstances, use one or more skills and may take some time to perform.
In subsequent sections the words command and action can be used interchangeably. Even after the introduction of the VerbSystem? we will still have a verb which triggers use of the action. That verb is likely to be identical to the command keyword.
Ranks Commands/Actions should be able to have more than one level, or rank. Perhaps not all will have this, but most should. Rank 1 of a command can be considered a very basic understanding of the command, rank 2 a better understanding and so on. The higher the rank a player has for a command the more functionality the player should gain for the associated action. For example having rank 1 in the "stab" command might mean you can use a dagger to stab, and you might not be very fast. Having rank 3 might allow you to stab with a larger weapon, or faster, or for less gp. The addition of ranks to a command make it much easier to balance the introduction of player-to-player teaching of commands. |
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I forsee several actual means of giving a command to a player
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I foresee several actual means of giving a command to a player
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I would rather think of these things as abilities. A command is what the player wants his character to do. An ability is something the character is capable of doing. The player might want his character to do a cool jump-kick, and if the character has any vague idea of what this is, he will try it, course, he fails if his dexterity is that of an elephant...
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Commands utilising this |
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I also think each command should function like a skill in having it advance with use.
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| < < | -- PumaN - 14 Jan 2003 What type of abilities could a player learn, this jump kick idea, anyone could learn that? is it just combat abilities you can learn, what about an ability to nurse your wounds? Would the current ability 'report' be classified as a ability thus we'd have to learn it? I'm not quite clear on abilities so far. Also, you can't get the study command unless you are a Druid, still. -- MarcMitchell - 15 Jan 2003 Abilities would be everything that is currently a guild command (tho maybe not gpose), as well as other commands like 'fix' or 'juggle' which might be taught to you by NPCs. The study command not being available to non-druids is a known issue and I'm still part way through a quest to make it available (A quest that I think you suggested actually). -- FantoM - 15 Jan 2003 What if we switched to system where every command was learned....lets say someone wanted to be a thief....they put stat points into Dex, go to the thief guild were they learn a few basic Thief skills. They then have to go in search of more advanced skills. Inorder for this to work though, you'd have to make stats un advancable...so people wouldn't be able to master every learned skill. -- DonaldKincannon - 18 Jan 2003 I'd like to remove the advancing stats concept. It makes rearrange more important and will produce a wider variety of players. Also would make possible magic items which increased stats while worn. We'd need to change TheDeath tho. |
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| < < | Aren't we already suggesting that every command (excepting basic commands like get/kill) is taught? The question for me is how you learn them - I like the idea of some being taught by guilds, some taught by specilist NPCs, some taught by players, etc. |
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| < < | -- FantoM - 19 Jan 2003 |
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| <<O>> Difference Topic LearntCommands (r1.9 - 20 Jun 2004 - FantoM) |
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| <<O>> Difference Topic LearntCommands (r1.8 - 14 Jun 2004 - ProdigY) |
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| <<O>> Difference Topic LearntCommands (r1.7 - 19 Jan 2003 - FantoM) |
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| > > | I'd like to remove the advancing stats concept. It makes rearrange more important and will produce a wider variety of players. Also would make possible magic items which increased stats while worn. We'd need to change TheDeath tho. Aren't we already suggesting that every command (excepting basic commands like get/kill) is taught? The question for me is how you learn them - I like the idea of some being taught by guilds, some taught by specilist NPCs, some taught by players, etc. -- FantoM - 19 Jan 2003 |
| <<O>> Difference Topic LearntCommands (r1.6 - 17 Jan 2003 - DonaldKincannon) |
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| > > | What if we switched to system where every command was learned....lets say someone wanted to be a thief....they put stat points into Dex, go to the thief guild were they learn a few basic Thief skills. They then have to go in search of more advanced skills. Inorder for this to work though, you'd have to make stats un advancable...so people wouldn't be able to master every learned skill. -- DonaldKincannon - 18 Jan 2003 |
| <<O>> Difference Topic LearntCommands (r1.5 - 14 Jan 2003 - FantoM) |
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| > > | Abilities would be everything that is currently a guild command (tho maybe not gpose), as well as other commands like 'fix' or 'juggle' which might be taught to you by NPCs. The study command not being available to non-druids is a known issue and I'm still part way through a quest to make it available (A quest that I think you suggested actually). -- FantoM - 15 Jan 2003 |
| <<O>> Difference Topic LearntCommands (r1.4 - 14 Jan 2003 - MarcMitchell) |
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| > > | What type of abilities could a player learn, this jump kick idea, anyone could learn that? is it just combat abilities you can learn, what about an ability to nurse your wounds? Would the current ability 'report' be classified as a ability thus we'd have to learn it? I'm not quite clear on abilities so far. Also, you can't get the study command unless you are a Druid, still. -- MarcMitchell - 15 Jan 2003 |
| <<O>> Difference Topic LearntCommands (r1.3 - 13 Jan 2003 - FantoM) |
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| < < | All players start the game with a basic set of commands - kill, get, drop, etc. |
| > > | All players start the game with a basic set of commands - kill, get, drop, etc - that trigger the execution of activities that all players know how to perform, and which will never fail under normal circumstances.. |
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| < < | Players also have the ability to learn extra commands. At this time the only examples of this are the forage and study commands. This needs to be expanded, so much so that I believe it should completely replace the current concept of GuildCommands? and possibly even standard commands like kill. |
| > > | Players also have the ability to learn new abilities. At this time the only examples of this are forage and study. This needs to be expanded, so much so that I believe it should completely replace the current concept of GuildCommands?. |
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| < < | The VerbSystem? should be able to tie into these commands and act as the means of using a command, but until it is available the current technique will suffice. |
| > > | The VerbSystem? should be able to tie into triggernig these activites, but until it is available the current technique of using commands will suffice. |
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What is a command In this context a command is the name given to any action a player can perform. A command is not something that the player starts with, it is something he learns while playing through any of a variety of techniques. |
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What is a command and what is an ability In this context a command is the name given to the verb which initiates the use of an ability. The player probably knows of the existence of the ability before he obtains the command but until taught the rudimentaries is not able to perform it in any way. Being taught the rudimentaries of an ability equates to learning the command. In most cases the command is not something that the player starts with, it is something he learns while playing through any of a variety of techniques. |
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| < < | A command will, in almost all circumstances, use one or more skills and may take some time to perform. |
| > > | A ability will, in almost all circumstances, use one or more skills and may take some time to perform. In subsequent sections the words command and ability can be used interchangably. Even after the introduction of the VerbSystem? we will still have a verb which triggers use of the ability. That verb is likely to be identical to the command keyword. |
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| < < | Commands can be given to a player as long as the player met the requirements for learning the command. The requirements will usually be minimum bonus levels for the utilised skills and possibly guild membership. |
| > > | Commands can be given to a player as long as the player met the base requirements for learning the command. The requirements will usually be minimum bonus levels for the utilised skills and possibly guild membership. |
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| < < | -- FantoM - 13 Jan 2003 |
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| <<O>> Difference Topic LearntCommands (r1.2 - 13 Jan 2003 - PumaN) |
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| > > | I would rather think of these things as abilities. A command is what the player wants his character to do. An ability is something the character is capable of doing. The player might want his character to do a cool jump-kick, and if the character has any vague idea of what this is, he will try it, course, he fails if his dexterity is that of an elephant... I also think each command should function like a skill in having it advance with use. -- PumaN - 14 Jan 2003 |
| <<O>> Difference Topic LearntCommands (r1.1 - 13 Jan 2003 - FantoM) |
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Related Topics: VerbSystem?, GuildCommands?
All players start the game with a basic set of commands - kill, get, drop, etc.
Players also have the ability to learn extra commands. At this time the only examples of this are the forage and study commands. This needs to be expanded, so much so that I believe it should completely replace the current concept of GuildCommands? and possibly even standard commands like kill.
The VerbSystem? should be able to tie into these commands and act as the means of using a command, but until it is available the current technique will suffice.
What is a command In this context a command is the name given to any action a player can perform. A command is not something that the player starts with, it is something he learns while playing through any of a variety of techniques. A command will, in almost all circumstances, use one or more skills and may take some time to perform. Obtaining commands Commands can be given to a player as long as the player met the requirements for learning the command. The requirements will usually be minimum bonus levels for the utilised skills and possibly guild membership. I forsee several actual means of giving a command to a player
Using commands Issues for discussion
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