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Re: Camps

Posted: Thu May 26, 2005 5:59 pm
by faedyne
ahlmea wrote:I would love to be to fish or hunt for food as well. Imagine having a new HP bar (hungerpoints) that needs to be restored for regen to be at full rate, and when you're drained, you move at a slower rate and penalty on actions go up.

Perhaps some people would find this cumbersome, but imagine the realism! *claps hands* :)


As for the kami/karavan altar healing services, I think that's a great idea.
Ryzom isn't too realistic... hunger is exactly the kind of cumbersome system that a game like Ryzom avoids.
mmatto wrote:I have played games where food works like a healing potion. Thats just stupid IMO.

We could have some food, herbs etc. Those would double regeneration rate for short while but increased rate would apply only when you sit down.

So, no effect on the current combat balance at all, but much help to that solo guy out there.

Also, maybe Kami/Karavan altars could sell healing service.
This sounds perfect.

although food working like healing potions doesn't strike me as too stupid, it would need something to counter-balance it's advantage over spells.

Re: Camps

Posted: Thu May 26, 2005 6:07 pm
by helbreat
starwars galaxies cracked the camp skill ;P it was a great one

it was only usable by certain professions on there and you needed a certain lvl to be able to craft the camps and successfully use one but they increased regen times and higher lvl ones had a crafting station which incresaed your success rate at crafting and an electric fence to prevent mobs from coming in (field base)

but then swg also had houses you could put down anywhere aslong as the land wasnt alrdy owned or plot land (used for quests or had caves underground) would be nice to have an appartment out in the desert instead of in southgate road pyr =/ but id settle for a tent in the desert :D