Herbs
Posted: Sun Jun 24, 2007 5:19 pm
This was started in the ABR thread here:
http://www.alandfaraway.org/phpbbforum/ ... highlight=
http://nwvault.ign.com/View.php?view=NW ... tail&id=45
http://nwvault.ign.com/View.php?view=NW ... tail&id=35
Cipher, tonight I will download those plants and see how many variations there are. If they look worthwhile I'll add them to the ACC suggestion thread and let GF know.
What was Dorn working on? Herb prices? qualities?
I imagine that the complete list of Alfa herbs was done for ALFA NWN1, no? Where could I get a hold of it?
Cipher - do you think a spawn system can be created for herb placeables? do spawns work for placeables or only for creatures?
My idea is to have dynamic herbs on all the servers. For example, we would initially place one belladona plant - after a certain amount of server time it would spawn a second plant nearby - and so on. We would need a "check total amount of X herb in the area before spawning" to set a total limit on how many herbs could spawn in one area.
If a player picks all the herbs in an area then there would no longer be any to spawn/grow - until a druid type planted a new herb seed (spawn point) there to begin the growth process. Thus the druids would have an active role in seeding the forests to maintain the local flora - and they would have more reason to actively police the abuse of overpicking/deforestation.
Perhaps we could have a "seed" in the inventory with a spawn property. When you dropped it nothing would show on the ground (not the usual BAG) but a spawn point would be created there and within time a plant would eventually be spawned. Maybe with a skill check to see if the planting of the seed was successful. Of course this would have to be a druid ONLY thing to prevent farming.
Would something like this be possible?
Perhaps both the harvesting and the planting should be limited by class to nature types - or is there a skill/knowledge check we might be able to use?
Ideas, comments, criticisms anyone?
Aelred
http://www.alandfaraway.org/phpbbforum/ ... highlight=
http://nwvault.ign.com/View.php?view=NW ... tail&id=45
http://nwvault.ign.com/View.php?view=NW ... tail&id=35
Cipher, tonight I will download those plants and see how many variations there are. If they look worthwhile I'll add them to the ACC suggestion thread and let GF know.
What was Dorn working on? Herb prices? qualities?
I imagine that the complete list of Alfa herbs was done for ALFA NWN1, no? Where could I get a hold of it?
Cipher - do you think a spawn system can be created for herb placeables? do spawns work for placeables or only for creatures?
My idea is to have dynamic herbs on all the servers. For example, we would initially place one belladona plant - after a certain amount of server time it would spawn a second plant nearby - and so on. We would need a "check total amount of X herb in the area before spawning" to set a total limit on how many herbs could spawn in one area.
If a player picks all the herbs in an area then there would no longer be any to spawn/grow - until a druid type planted a new herb seed (spawn point) there to begin the growth process. Thus the druids would have an active role in seeding the forests to maintain the local flora - and they would have more reason to actively police the abuse of overpicking/deforestation.
Perhaps we could have a "seed" in the inventory with a spawn property. When you dropped it nothing would show on the ground (not the usual BAG) but a spawn point would be created there and within time a plant would eventually be spawned. Maybe with a skill check to see if the planting of the seed was successful. Of course this would have to be a druid ONLY thing to prevent farming.
Would something like this be possible?
Perhaps both the harvesting and the planting should be limited by class to nature types - or is there a skill/knowledge check we might be able to use?
Ideas, comments, criticisms anyone?
Aelred