I have been doing a great deal of thinking (oh dear) mainly about the stat system, the minigames, the missing factory rooms, powers for scrabs and the village. Some of these ideas will be covered here.
I started off thinking about the stats we've previously considered giving to mudokons (strength) and sligs (moolah). It occured to me after thought that neither species currently benefits from their rewards and have been trying to think of ways to benefit this.
Firstly I propose removing 'stength' and replacing it with 'Spirit points' for mudokons, which will effect their possessing abilities; more on this later.
ROOM CHANGES
Since the Station only exists to allow mudokons to train strength, I think we should remove it, such it's such a leech of map space, in terms of the room itself, the train exterior and the train interior which would be needed.
So we remove the station and use it's space to build an armoury, which we place beside the slig bunks. The armoury can be tiny, say just four by five map squares, and the sligs can buy upgrades for their guns there, based on the fact that sligs' guns are now fatal.
GUN UPGRADES:
First every creature will be assigned a hitpoint level; this is the number of times they must be shot before they die. These stats don't have to be written down; they're just there.
Slogs (and vykkers) have 1 hp
Mudokons, paramites and glukkons have 2 hp
Sligs, scrabs and elums have 3 hp
So a slog must be shot once and then it dies, a mudokon twice, and so on. When a creature dies their hp returns to full.
Guns can be upgraded in terms of...
Range and Power. These stats start at level 1 and can be raised to level 3. Upgrading a stat to level 2 costs 20 moolah, upgrading to 3 costs a further 30 moolah (so 50 moolah to go straight from one to three). These stats are upgraded seperately, so it costs 100 moolah to get both stats to level 3.
At level 1 RANGE a gun's range is 2 squares; so they can shoot creatures standing in the square in front of them and the square beyond that.
At level 2 it's range is three squares.
At level 3 it's range is four squares.
At level 1 POWER a gun does 1 hp of damage, so kills slogs in one shot and everything else in more.
At level 2 it does 2 hp of damage, now killing mudokons, paramites and glukkons in one shot and sligs and scrabs in two.
At level 3 it will kill anything in a single shot.
At 12 midnight (dream-time) both these stats reduce by 1, so if they have level 3 range they'll have level 2 the next morning (because let's face it; no slig maintains their guns properly).
MORE FACTORY CHANGES
I think we should put the door from the hatchery to the stockyards as originally shown on the map, by turning one of the cages on the north-west wall of the stockyards into an entry point like the one from the meat storage room.
The Mudokon Bunks is rediculously huge, far bigger than it needs to be. I suggest we remove half-to-two-thirds of it, and use the map space for a laboratory, to go between the hatchery and the cafeteria. Munch's Master earlier volunteered to design this space, and I will willingly do so if he has changed his mind. I also plan to draw a design for the executive office based on Dripik's picture and the room as it currently exists in the dream.
SPIRIT POINTS
Spirit points will be the reward stats for mudokons, and will effect their abilities to possess other players. They will be upgraded in three different ways in the mudokon village.
One of these will be at a bar, a la Alf's Rehab and Teas. Mudokons, when scrubbing the factory, will rarely find moolah when scrubbing the factory, which can be used to buy brew in Alf's. Drinking brew will give a mudokon more spirit points, depending on the type of brew they buy (this I will explain in another post).
The next way of gaining Spirit Points is by finding spooce, which will rarely appear in the wilderness, and when it does appear will disappear again quickly, and taking it to a mill in the village. Sligs can also collect spooce and place it in the lab for moolah.
The final way will be by operating a Storm Circle in the village; a device which can only be used by four mudokons together. Again, this will be explained in my post about the village.
SPIRIT POINT BENEFITS
Mudokons start with 0 points. Every midnight (Furcadia Time) they will drop by 1 point. They can have an absolute maximum of 100.
15 points: mudokons can possess sligs.
40 points: mudokons can possess scrabs and paramites.
50 points: mudokons can possess glukkons.
80 points: mudokons can possess slogs.
90 points: mudokons can possess elums.
(100 points: mudokons can possess vykkers.)
SCRABS
Pressing F3 when playing as a scrab will charge Shred Power.
Pressing F3 when Shred Power is charged will activate Shred Attack, which will kill any other player in a neighboring square.
SLOGS
When playing as a slog, pressing F3 will make the slog lunge forward one square. Any players in the way will be injured as if shot. Slogs will be able to use this to move through gates and fences in the same way as elum can (but moving only 1 square instead of 2).
Paramites will also need a power to make them worth playing.
I have ideas for three minigames, but I dont know much about the possibilities furcadia presents, or if my ideas are any good. I'm considering a multiplayer game played by sligs in the factory's shooting range (behind the gambling room), a multiplayer fighting game for animals and mudokons in the stockards (Scrab Wrestling) and a single-player whack-a-mole style game for the village, played by mudokons, based in towers, with (if possible) highscore records.
I'll try and make a design for the Executive Office soon, and get the rest of my ideas posted. Hope this is all do-able Aji.
Last edited by Splat; 07-08-2008 at 01:43 PM..
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