Reply to: Note 41469 posted by Rhuli > I've been trying to think of ways to improve or come up with a 2.0 version > of Aarchaeology. I don't think adding 50 more items is the way to go, though. > Any additional ideas are welcome. I think Aarchaeology 2.0 can be more aarchaeological than getting random loot. How about this: Players can visit the Professor to get a "rumour" of where a possible dig site might be. This would be a sort of hint at an area, located somewhere on one of the continents. Players can then go to that area, pick a room, and 'dig'/'excavate' or some sort of special command. If it's the wrong room, it could give some sort of hint to say you find traces or something indicating the site is north/south /east/west, maybe also a graduated response indicating whether it's much farther north, or close by, etc. When you find the right room, you get a random aarch piece. Command should be time-limited, maybe you can dig/excavate one time a day. So overall, it'll be kinda a daily thing - you first find the professor to get a zone (I use area loosely to mean a general part of a continent), and then you kind of try to hunt down the specific room, having to think about where to dig next carefully since you only get 1 try a day. Players will also have to keep track of where they've been digging. On the whole, I think most if not all of the above can be implemented via mobprogs so Lasher doesn't need to code much (though maybe custom commands in every room of every continent might be an issue, not sure). Most of the work will be having to coming up/writing customised hints as to areas of the continents though.
Re: Aarchaeology 2.0 +
Saturday, March 9, 2019 @ 00:57