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AdvancementProp 31 Jan 2003 - 12:45 - r1.3 TWikiGuest
Stat training Well, I found my old proposal for stat training. It was originally posted on the in-game idea board, and later on the previous incarnation of this board ...  
AlchemyRecipies 03 Feb 2006 - 14:07 - r1.2 AureleaGu
This has been chosen as a starting point for the overhaul of the Alchemy system. As long as it is designed flexibly it should support the other discussions that are ...  
AlchemySystem 21 Jun 2007 - 17:03 - r1.33 ProdigY
TOC Alchemy Okay so I feel that we need to keep moving things forward and inputting new ideas, so here is what I would refer to as an 'official' proposal. Old page ...  
AlchemySystemLog 21 Jun 2007 - 16:57 - NEW ProdigY
TOC Work AlchemyRecipies This has been chosen as a starting point Discussions How does the Alchemy System stand currently? What does it consist of and how does it ...  
AlignMent 27 Jan 2011 - 04:40 - r1.8 FirE
Instead of having a single positive/negative alignment for "good/evil" we should have some key values that change in a similar fashion, in total they make up your ...  
AreaInfo 03 May 2006 - 21:57 - NEW PumaN
TOC Overview Some commands, like forage now, and hunt, mine, chop, plant in the future, require information about the terrain so that different sites will give different ...  
BaseMaterials 07 Mar 2003 - 22:29 - NEW PumaN
groups: metal, organic, stone, wood, and magic Stone: stone, gems, and clay Main.PumaN 08 Mar 2003  
BodyAllocationDaemon 11 Mar 2005 - 13:06 - r1.8 FreD
Reconstructing this. I'm pondering the all sorts of uses for it. Some things to ponder: Should you be able to slice off each segment individually and in that case ...  
CalendarUnits 20 Nov 2003 - 14:51 - r1.7 FreD
Time days hours minutes seconds reallife year 226 3616 231424 5785600 66.96 days day 1 16 1024 25600 7.11 hours hour 1 64 1600 26.67 minutes minute 1 25 25 seconds ...  
ChangingRooms 20 Nov 2003 - 14:46 - r1.9 FreD
I've been thinking about how to code weather and night/day so I thought I'd better write them down before I forget Weather At this time we are going for world-wide ...  
CharacterAdvancement 14 Jun 2004 - 16:16 - r1.7 ProdigY
Fully fledged skill advance idea: Each skill is a leaf, on branches, on the skill tree (like now). To get access to individual branches you need to learn them (similar ...  
CodeSchematics 02 Mar 2003 - 11:40 - r1.2 PumaN
Main.PumaN 02 Mar 2003 move fun:  
ConcealedObjects 15 Mar 2005 - 06:47 - r1.14 LuCid
NB. For this topic the word "player" encompases player characters and non-player-characters. TOC See also: VagueDescriptions, maybe these should be combined? Main ...  
CraftingSystem 31 Jul 2006 - 10:06 - r1.15 PelemoN
Crafting Crafting is what we call the process where users can create/alter objects inside the game. Ie, the miner digging for ore, the smelter extracting metal, the ...  
DarkForest 11 Sep 2003 - 22:16 - r1.5 DevonScarfe
Name: Dark Forest Builder: Ren Level: 10-30 Summary It's basically a forest which is full of animals and hunters. Nothing special. Map 39-40-41-42 31-32-33-34-35-36 ...  
DesignDiscussionLogs 18 Apr 2003 - 02:36 - r1.3 FantoM
TOC Vague descriptions Puma : Was thinking to write something about the problems of descriptions as you wrote about gems... Elffy : ok back to the descriptions and ...  
DevonScarfe 02 Sep 2003 - 06:10 - NEW DevonScarfe
Main.DevonScarfe 02 Sep 2003  
DynamicWorld 20 Feb 2003 - 22:53 - r1.4 FantoM
What's a dynamic world? Main.EmbeR 20 Feb 2003 A dynamic world is opposite to a StaticWorld. A StaticWorld is where something is set down, and then never changes ...  
ElffyGridProp 17 Jan 2003 - 23:53 - r1.2 PumaN
Proposal originally dreamed up and recorded by Elffy. World D Objectives GRID/MAPPING MOVEMENT DOMAIN/REALM/KINGDOM/FEATURES TERRAIN FLORA/POPULATION FAUNA/POPULATION ...  
ExampleProposaL 21 Jun 2004 - 02:43 - NEW ProdigY
THIS AREA DOES NOT EXIST, IT'S A PROPOSAL TEMPLATE Click on edit to copy the contents of the page to your own proposal. Domain: DOM EXAMPLE Creator: Main.PumaN (Puma ...  
FishingProp 06 Mar 2004 - 12:45 - r1.18 PumaN
third version. TOC Fishing The idea is to create a module that every room that is a fish spot will inherit. Then every neccessary setting is set in those rooms that ...  
FloraCultivated 07 May 2003 - 22:48 - r1.4 FantoM
I was thinking one day that players could grow herbs or eating/summoning animales (for druids). They could have a space behind their house(when that goes inplay) to ...  
FloraObject 13 Apr 2006 - 21:12 - r1.9 AureleaGu
get seeds seeds may be gathered seeds may be purchased or traded germinate seeds seeds may be germinated naturally seeds may be germinated by players or NPCs watch ...  
FollowHuntTrack 15 Jun 2004 - 13:19 - r1.3 ProdigY
Summarized from discussion on old bulletin board Main.PumaN 20 Jan 2003 Follow / Hunting / Tracking Definitions: Following Walking together with someone else Hunting ...  
GameTime 03 Mar 2004 - 20:35 - r1.7 AarDvark
I think getting from one place to another should take longer. It's ridiculous how someone can go from login to the other side of the mud using a predefined path in ...  
GardensForplayers 24 Apr 2003 - 16:51 - r1.2 ElffyB
This topic has been moved to FloraCultivated  
GridWorlds 19 Jan 2003 - 10:45 - r1.8 FantoM
Currently our world is made up of areas with hard-coded links between each room and adding a new area involves linking exits with an existing area. The disadvantage ...  
GuildBoxes 21 Jun 2004 - 03:41 - r1.2 ProdigY
(Brought online from the ideas board) 'box status' A user-friendly guild box solution. All it would have to be is query obj's value and set that cost to your box status ...  
HarbourTower 09 Sep 2003 - 23:51 - r1.13 DevonScarfe
This area has been approved, domain tolnedra harbourtower The design for the Harbour Tower in the south west corner of Tolnedra. Setting: Think we could remake the ...  
HauntedMansion 10 Sep 2003 - 00:13 - r1.10 DevonScarfe
This project has been approved, domain dom builder klepto one THE HAUNTED MANSION This area in question will be suitable for low level players. It's basically not ...  
HousingProp 05 Jul 2004 - 15:36 - r1.5 ProdigY
ROUGH DRAFT Housing Prop We wish to implement a way of players obtaining their own space in which to live. The space will be either a space that you own, a space ...  
InvenTory 14 Jun 2004 - 15:42 - r1.3 ProdigY
Summary of the discussion about new inventory management system from old bulletin board. Main.PumaN 18 Jan 2003 Contributors: Main.PumaN, Main.ElffyB, Main.FantoM ...  
LearntCommands 22 Feb 2008 - 12:09 - r1.14 FantoM
Related Topics: VerbSystem, Guilds.GuildCommands All players start the game with a basic set of commands kill, get, drop, etc that trigger the execution of activities ...  
LearntCommandsAislin 08 Jun 2007 - 01:55 - NEW FantoM
The content below was copied from the wizard twiki It comes from an earlier discussion relating to how we should rework calm. With the new approach to aspects and ...  
LearntCommandsBackstab 13 Jun 2007 - 10:12 - r1.5 FantoM
See Also: LearntCommands This topic discusses the command Backstab. From the action help: Backstabbing someone involves sneaking up behind them and sticking a pointy ...  
LearntCommandsDion 28 Jan 2010 - 05:28 - r1.6 FirE
See Also: LearntCommands This topic discusses the command Dion. From the action help: Dion is a defensive faith-based ritual. It hardens the target's skin, providing ...  
LearntCommandsDisarm 23 Feb 2008 - 05:38 - r1.2 FantoM
See Also: LearntCommands This topic discusses the command Disarm. From the action help: Disarming an opponent is the act of forcing them to drop what they are holding ...  
LearntCommandsFlash 24 Apr 2007 - 12:07 - r1.2 FantoM
See Also: LearntCommands This topic discusses the command Flash. From the action help: Flash is a miscellaneous power. It summons a ball of lightning that follows ...  
LearntCommandsNertos 14 Apr 2011 - 01:17 - r1.4 FirE
This topic discusses the command Nertos. From the action help: Nertos is an miscellaneous ritual. It has the effect of increasing the target's physical abilities for ...  
LearntCommandsSlash 22 Feb 2008 - 12:14 - NEW FantoM
See Also: LearntCommands This topic discusses the command Slash. From the action help: Slash is a special form of attach used in (or when starting) combat. It takes ...  
LearntCommandsStab 25 Jan 2010 - 08:15 - r1.5 FirE
See Also: LearntCommands This topic discusses the command Stab. From the action help: Stabbing someone requires you to wield a pointed weapon and thrust it in the ...  
LibrarySequences 08 Mar 2003 - 11:37 - NEW PumaN
Main.PumaN 08 Mar 2003 library generator.png:  
MajorContinents 03 Mar 2003 - 11:50 - r1.6 PumaN
Not sure what is supposed to go in here. But I put this here in the meanwhile... TolnedraHistory brief history line of Tolnedra StandardUnits currency/calendar/weights ...  
MarriageAccounts 13 Dec 2003 - 21:55 - r1.15 DevonScarfe
This is where the discussion of married couples bank accounts will be. Proposal The banking system will be changed for registered married couples. The obvious effect ...  
MarryingOthers 08 Sep 2003 - 21:16 - r1.10 DevonScarfe
Presently all a marriage in TG consists of is a special chat line. A few ideas I thought of to take them further: joining bank accounts always in a party when on together ...  
MudLib 18 Jul 2003 - 07:06 - r1.3 PumaN
CodeSchematics StackObjects SaveAbility Main.PumaN 02 Mar 2003  
NewFeatures 16 Aug 2005 - 18:07 - r1.18 TigeR
Many feature requests or ideas start out as something small and grow into other things. This page is for listing those ideas so that they are not lost and have the ...  
NewbieSchool 03 Mar 2004 - 19:59 - r1.11 AarDvark
The Newbie School is an area that new players pass through when the enter the mud. As a result of http://tharsisgate.dyndns.org/bboard/index.php?act ST&f 3&t 7 discussions ...  
NewbieSchool2 08 Sep 2003 - 05:51 - r1.3 FantoM
I have made this new page so that it is not mixed with the incredibally long section ( NewbieSchool ). I will require some assistance on this area of course, but theoretically ...  
NosFeratu 19 Feb 2004 - 02:25 - r1.3 FantoM
-- Main.MaliceMally 10 Feb 2004 Concept This area will be primarily vampiric with the likes of a few humans in the town I will be showing you, there will also be ...  
ObjectLibrary 22 Feb 2005 - 13:22 - r1.26 FreD
LibrarySequences VagueDescriptions Object Library The need for the object library arises naturally out of some of the other systems we are planning. Mainly CraftingSystem ...  
ObjectModifiers 24 Feb 2003 - 05:04 - r1.5 PumaN
Related topics: ObjectLibrary The advantage of a modified-based system is that fewer static numbers are placed all over the lib. The sword of Huffintot doesn't have ...  
OshiuS 08 Apr 2004 - 01:50 - r1.11 AarDvark
Oshius is on ReefIsland. History of Oshius Four friends (last names Harn, Creen, Strarr, and Weems) find a mountain island (Mt. Franal) which has a large reef right ...  
OverallDesign 07 Mar 2003 - 10:19 - r1.4 PumaN
Tharsis Gate has never before had a overall design goal. It's a construction built on hip-hap whims of wizards. Only some basic premises exist, simple rules for what ...  
OwnerShip 25 Feb 2003 - 13:17 - r1.3 FantoM
A system for marking objects with owners. Objects become owned under certain circumstances, and the ownership declares what others can do to this object. For example ...  
PetsAndFamiliars 25 Jun 2003 - 20:24 - NEW PumaN
Pets (by Ranma, May 8 2003) Pet's require Food Shelter Care (Medicinal, special treats, love) Discipline Pets should Assist against mobs Assist in certain skills ...  
PhysicalWellbeing 08 Feb 2003 - 15:38 - NEW PumaN
Physical wellbeing means your overall health level. This optional system could include some fun things. StaMina Generated from the other physical attributes 1 Tiredness ...  
PirateShip 26 Sep 2003 - 03:45 - r1.11 BlazE
Sunken Pirate ship, named "Broken Soul" A small pirate ship with the name Broken Soul has been washed up near Reef island. It is inhabited by the pirate ghost Captain ...  
PlayerRunShops 23 Sep 2004 - 21:20 - r1.18 FantoM
Appended from Bulletin Board: Someone needs to define what a player run shop is and can do, but here are my thoughts on major issues that need resolution. 1 can you ...  
PoisonS 20 Feb 2006 - 16:11 - r1.2 AureleaGu
"Alchemy needs to be expanded to include poisons (applied to weapons perhaps) and status effects, things such as blindness, paralyzation, poisoned, berserk, etc. Currently ...  
PotionS 23 Apr 2006 - 04:06 - NEW AureleaGu
Possible potions that could made: overall max hp or gp boost (temporary) hp and/or gp heal cure poison cure hangover glowing potion (acts like a torch) explosive potion ...  
PreTitles 05 Nov 2004 - 03:31 - r1.5 DevonScarfe
( Just a note : I thought we had something on this topic elsewhere on the Twiki, so if anyone can find it please link to it. ) The concept of Pre titles has come up ...  
ProPerty 12 Sep 2003 - 05:29 - r1.6 FantoM
This is a discussion on anything pertaining to players "owning" anything on the MUD. I think we should add Wills to the game so that if a character dies or is erased ...  
QuestCheatPreventIdea 19 Jan 2003 - 03:11 - r1.3 FantoM
Quest idea outline I. Logging a. I think perhaps that quests, instead of being logged to one large file, should be logged to individual files so reviewing the dates ...  
RaffleSystem 09 Jun 2005 - 00:36 - r1.2 FantoM
Requirements Some guy/place that sells raffle tickets Y Multiple raffles must be supported at any time Y Variable price per raffle Y Different durations per raffle ...  
RecordingBodyShape 01 Mar 2005 - 09:13 - r1.27 FantoM
As part of the building of an object library for the mud we need to gather details about the state of things already in play. The tool /players/fantom/obj/recorder ...  
ReefIsland 10 Oct 2003 - 04:39 - r1.29 EmbeR
This area has been approved The town being built is named OshiuS, for reference. PirateShip is also on the island, somewhere. This area will be a new island accessable ...  
RulerBackBoneProp 16 Feb 2003 - 11:38 - r1.3 FantoM
Balance Proposal Elffy 4-14-2001 Problem: Mobs become too easy for high level chars to defeat, in retaliation mobs get upgraded. This alienates lower levels from ...  
RunescapeSmithing 12 Apr 2003 - 00:28 - NEW ElffyB
Runescape can be played from http://www.runescape.com through a custom java app. I SUGGEST EVERYONE PLAY IT TO SEE THE CRAFTING STUFF AVAILABLE. It started as a mud ...  
SaveAbility 18 Jul 2003 - 12:17 - r1.2 FantoM
The ability to do a complete save of anything, possibly extending to the main-method of saving/editing rooms. Overview of methods: Each base item (rooms, players, ...  
SinkingBoats 15 Mar 2005 - 06:40 - NEW LuCid
Noone put anything for this, so i'm just going to brainstorm some ideas. You have to forfeight all heavy equipment and weaponry to be able to swim. You need to be ...  
SkillTests 29 Sep 2003 - 22:40 - NEW PumaN
Sometimes you want to test certain 'abilities' rather than a skill directly. This should be done through a standardised/simplified interface. Two main functions, defined ...  
SmallAreas 21 Jun 2004 - 02:43 - r1.25 ProdigY
Feel free to add ideas for small areas to this page. NosFeratu ISNEW{days "1"} by Malice (Main.MaliceMally) DarkForest ISNEW{days "3"} by Ren (Main.RenAkiyama) proposed ...  
StaMina 22 Nov 2004 - 02:29 - r1.29 FantoM
Discussion about Stamina from old bulletin board, 9-26 Feb 2002, cursive text being answers to quotes. Main.PumaN 19 Jan 2003 Stamina Main.PumaN To prevent a player ...  
StackObjects 10 May 2003 - 09:36 - r1.3 PumaN
Stack objects are such things that can be split into parts, but that not normally have one object for each unit. Much like stacks of coins work at the moment. They ...  
StandardUnits 05 Mar 2003 - 18:04 - r1.4 ElffyB
Was thinking we could freely brainstorm about this. Code of each can go under the topics or if discussion gets lengthy. Are there other kinds of units? WeightUnits ...  
SystemDependancies 08 Mar 2003 - 13:31 - r1.5 PumaN
A list of systems dependancy on eachother. Some things will have to be coded before others. Others stand independant. This will become complex... (some systems are ...  
TalkingMobs 15 Mar 2005 - 06:35 - r1.5 LuCid
Yeah, couldn't find a place for this to go so I just made a new topic. Anyways. I was thinking that we should make a modual or something for monsters to chat with ...  
TharsisGateStrengths 25 Nov 2003 - 03:11 - r1.6 FreD
List things you think are good about Tharsis Gate! Interesting flexible skill-system classlessness (in theory, not in practice really) alchemy Chat/discussion environment ...  
TharsisGateWeaknesses 14 Nov 2004 - 20:47 - r1.11 PumaN
List things you aren't happy with in Tharsis Gate! skill-balance Skill system is not used to full potential (Ranma) stat maximums (bedlam) exp formula static areas ...  
TheClans 16 Nov 2004 - 02:49 - r1.27 FantoM
-- Main.ProdigY 12 Nov 2004 TOC Overview Current Clans consist of a sash and chat line, which for 500,000 coins is pretty much pointless. Clans should be given reason ...  
TheClansPicts 04 Nov 2004 - 18:41 - r1.3 LuCid
-- Main.LuCid 09 Mar 2004 I'd want Picts to be in the Slums somewhere and all the rooms would be indoors, because Poeun is the owner, and he's a thief PK. The design ...  
TheDeath 16 Nov 2004 - 02:55 - r1.23 FantoM
Death is what occurs when your characters body, for any reason, cease to function. Usually it involves damage that cuts your hp below 0. The handling of death balances ...  
TheWorld 13 Apr 2004 - 08:26 - r1.13 PumaN
This topic is to cover the high level design of the world of Tharsis Gate. This includes things such as: A map of the continents. The climate and seasons, length of ...  
TolnedraHistory 12 Mar 2003 - 04:15 - r1.4 EmbeR
A rough outline of the history of Tolnedra: (missing a timeline though) Starts as a small fisher/hunter community Forms into fisher village of minor importance. After ...  
TrustingOthers 20 Feb 2003 - 02:29 - r1.4 PumaN
Trust As more complexity is added, we will come to situations where you will have to choose whether you want to accept what someone else is doing to you. Example ...  
VagueDescriptions 04 Jul 2004 - 17:53 - r1.10 PumaN
See also: DesignDiscussionLogs See also: ConcealedObjects for a description of what will be implemented to support this discussion. See also: ObjectKnowledge We should ...  
VehicleObj 17 Sep 2004 - 03:05 - r1.2 PumaN
Firstly, when developing a new vehicle system, i recognise that there should be a vast amount of different types of vehicle. This, to me, poses many problems in coding ...  
WarfS 06 Oct 2003 - 00:12 - r1.4 DevonScarfe
OK...check OshiuS if you need a map of where these warves are. One is west, and one is east. It's simple. There will be 2 warves, east and west. These warves have ...  
WaterSystem 27 Jul 2006 - 23:42 - r1.20 FantoM
Right now water rooms are still under development. Add your suggestions you think how water rooms should/shouldn't operate. Some things to think about: Level/pressure ...  
WebChanges 16 Aug 2001 - 19:58 - NEW PeterThoeny
INCLUDE{" TWIKIWEB .WebChanges"}  
WebHome 09 Feb 2010 - 22:55 - r1.55 FantoM
Welcome to the Tharsis.Design web. This is a collaboration area for working on the design of elements of Tharsis Gate. OverallDesign ISNEW{days "2"} The goals we ...  
WebIndex 24 Nov 2001 - 11:41 - r1.2 PeterThoeny
SEARCH{"\. " scope "topic" regex "on" nosearch "on"} See also the faster WebTopicList  
WebNotify 14 Jul 2006 - 01:32 - r1.16 FantoM
NOTIFYTOPIC is a subscription service to be automatically notified by email when topics change in the Tharsis.Design web. This is a convenient service, so you do ...  
WebPreferences 07 Jan 2003 - 11:20 - r1.4 FantoM
Tharsis.Design Web Preferences The following settings are web preferences of the Tharsis.Design web. These preferences overwrite the site-level preferences in TWIKIWEB ...  
WebSearch 08 Aug 2001 - 05:26 - NEW PeterThoeny
INCLUDE{" TWIKIWEB .WebSearch"}  
WebStatistics 09 Mar 2017 - 06:13 - r1.574 Main.guest
Statistics for Tharsis.Design Web Month: Topic views: Topic saves: File uploads: Most popular topic views: Top contributors for topic save and uploads: Mar 2017 1788 ...  
WebTopicList 24 Nov 2001 - 11:40 - NEW PeterThoeny
TOPICLIST{" $name "} See also the verbose WebIndex.  
WorldHistory 20 Jun 2007 - 20:47 - r1.3 AureleaGu
This content was originally provided by Amish. TOC Creation In the beginning all was Chaos and without substance. After time immeasurable there came to the Chaos a ...  

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