Changes between Initial Version and Version 1 of PlanningWiki/ElementsResistances

01/19/14 02:46:33 (7 years ago)



  • PlanningWiki/ElementsResistances

    v1 v1  
     1== Heading == 
     3The whole glorious Angband elemental system (or more romantically, GF-types - seriously, where does that come from?) 
     5=== Restructure === 
     7 * Make object and player resistances ints rather than flags, and probably allow one for each GF-type (Nick) 
     9=== Post-restructure === 
     11 * Here are some ideas and issues - some of them I'm closer to sure about than others (Nick) 
     12    * Make force push monsters and the player around as in O 
     13    * Make plasma a mix of fire and electricity and unresistable 
     14    * The stat-swap effect of nexus could be replaced by essentially a few (5?) random gain one lose one effects 
     15    * The stat-swap could go to chaos, or to a new wacky-physical-effects type (involving mutation, maybe?) 
     16    * Nexus could randomly summon stuff (motivation - it's a dimensional disruption) 
     17    * Implement temporary or permanent effects - toxic or acidic clouds, etc 
     18    * Is acid really a basic element (chemists' heads explode)?  What if we only had three, or two? 
     19    * Should we consider some sort of Sil-like (or other) treatment of light and dark? 
     20    * Disenchantment should have a magic-dispelling effect 
     21    * Maybe introduce storm from O - another combination resistable/unresistable effect like ice 
     22    * Work out the relationship between RShards and cutting - should there be a pCut?