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PostPosted: Tue Nov 20, 2007 9:07 pm 
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Zones

-Progression zones

A zone where theres a consistent and predictable increase in difficulty every encounter you have, marking your progress as you go. People can compete to see who can stay in the game the longest without exiting to rest. Maybe a merit badge for being in first place?

-Haunted Haphazard Harbor of Herculian Horrors (I'm a fan of alliteration [sp?])

Standard zones with patrols for ghouls and ghosts with funny names.

Rigorous Mortis - A ghoul that seems ready to eat your brains then go out for a fun run, possibly a yuppie in life. Had the first name "Morty" too

Horror Movie victim - Every person ever killed in horror movies, and in terms of probability, not the good looking hero or heroine. They made it through, and now these undead look for revenge on all heroes and heroines.

Possible Quest: A daring rescue turns into embarassment as you accidently interrupt a filming crew in the middle of shooting. However, due to your distraction, the young male lead goes missing for real. It is up to the hero to figure out where he is and rescue him.

-Moonlighting (everyone can use the chips, right?)

Specifically, these would be areas in which time or PP [thus time also in the needed rest time] can be translated directly into chips without endangering yourself

Psions can hold a seance for the citizens of the city using up PP or time to gain chip.

Naturalists can lead nature walks in the forest, wowing costumers by summoning and controlling wildlife mysteriously

Gadgeteers can fix watches and program VCRs around the neighborhoods

Elementals can get a job digging ditches, which he or she is surprising proficent at... and without getting dirty either

(Perhaps add a quest where someone most either save a city official or find a way to purchase a business license in order to access these areas?)


Items

-Stop Watch

A literal "stop" watch. When clicked, it stops time for five minutes allowing you to rest for one turn. Maybe add different durations for higher level players.

-Red Balloon (was listening to the Goldfinger song earlier :P)

When equiped as an accessory, absorbs one full attack before being "popped" using up the item.

-Shark fin soup

Refined taste breeds a refined humanity, although in most cases it's just over indulgence. In this case you've seemed to have picked up great white shark fin soup covered in a quail and pheasent egg sauce with gold leaf setting.

You "feel" more intelligent, but it doesn't last long (+10 intelligence boost for 30 minutes)


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PostPosted: Tue Nov 20, 2007 9:09 pm 
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First post, so I'll start with congrats on the makings of an awesome game! :D


The 'having a job' thing could turn into a really fun mechanic, but I sure don't get up at 8am every morning for peanuts in RL; we demand a minimum wage! :)

I'm almost level 8 (elmental), and it seems like every level has included grinding chips at the casino. Maybe exp just comes too easily in comparison? I hate to throw 3-letter words around, but in KoL, having to save up for that next skill doesn't impact your stat gains, here you have no choice but to grind away before not getting the khit sicked out of you in the next area.

If the job thing does get expanded, it could be fun to have some choice (or mistakes) vs. responsibility there too. Say, you could call in running late (drunkenness penalties anyone?), or even sick 'o work for the day, but abusing that would get you fired. And who wants to go back to the gas station/flippin' burgers? :twisted:


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PostPosted: Tue Nov 20, 2007 9:41 pm 
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This goes inline with my previous idea like on page 4 or something with having hobbies or specific jobs for minor but distinguishing bonuses/intrinsics.

The narrative behind the job is that it pays the bills exactly. So all your benefits of having a job right now are exactly nullfied by your bills. Matter and antimatter.


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 Post subject: Casino
PostPosted: Wed Nov 21, 2007 2:23 pm 
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Like all casinos, the odds are stacked in favor of the house meaning that over time the player will lose money (except Rock, Paper, Scissors). Unlike the finer establishments in Las Vegas, the Wooden Nickel does not provide free drinks.

What if it did? If the game can keep track of how many chips a certain player has bet, there could be award of a free drink periodically. The drink could be like the high energy drinks award for playing the virtual reality games (thus encouraging more frequent gambling), or they could be "alcoholic" and induce an euphoric effect that would temporarily increase some hero attribute but reduce the probability of winning or successfully doing some other task as the player drinks more and more (similar to the white pill).


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PostPosted: Fri Nov 23, 2007 5:16 pm 
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Perhaps when you are training with the Mystic, only XP from pit monsters should go towards your level up XP. It doesn't make much sense to me that you can level up by fighting a bunch of weaker monsters. I understand that that's the point of requiring the Pit drops, but you can still buy the drops which kinda invalidates the point I think...Otherwise, I'm all for forcing a player to only train in the Pit to be able to advance with the Mystic.


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PostPosted: Fri Nov 23, 2007 7:44 pm 
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I agree. There should be seperate type of xp or something.

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PostPosted: Sat Nov 24, 2007 11:56 pm 
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Jesus wrote:
The Police Band -- Heroes chatting while patrolling, listening for trouble
This quote is from another thread, but it gave me an idea.

Time-limited quests. You see something pop up in the channel about a crime occuring somewhere, and if you go there within the next 10 minutes or so, you can do it. Maybe do this 5 times a day or so.
I'm not sure if that's the best way to describe it, but I stole it sort of from some free Korean 3D game I used to play. Sometimes there would be an announcement in chat about a certain monster showing up at some coordinates in 5 minutes.
So you would rush there and beat it up for big xp gains and above average money and item drops.
The problem I see is making it easily accessible to those listening to the police scanner, while making it less likely (but not impossible) for those not listening to it to stumble across it.

The best I can think of right now is to make Downtown into a big mazelike area with cross-streets and such, which could be used in other quests.

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PostPosted: Sun Nov 25, 2007 12:09 am 
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That sort of thing sounds like it would work better for a game that isn't turn-based. MUDs do those sorts of things, because if you're on, you can do it. With TH, if you burned your turns before it happened, you'd feel a little gyped.

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PostPosted: Sun Nov 25, 2007 2:20 am 
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A modification of that could be in line with one of the early quests, where you needed to wait until a certain ingame time before you could enter the Galleria or something.

Here's my idea: An informant NPC is implemented, like a shadier version of Rand. Every so often, he or she tells you that so-and-so villain will be at "the City of Lost Robots next Winsday, at around 9:30 PM" as an example. It has to be at least one or two days before. And then when Winsday rolls along, you have to adventure at that location at that game time (with a five minute window or so), and you basically get one shot at that villain. If you lose, he runs away and you need to wait until your informant can get their new hiding place.

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PostPosted: Sun Nov 25, 2007 1:48 pm 
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Yes, in game time would be brilliant. Now add in a short storyline for that villain and w00t, you've got another dynamic addition to ascension too.

I've been wondering...anyone have any ideas for combat? I think that's one department we've been lacking in...


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PostPosted: Sun Nov 25, 2007 2:26 pm 
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Just a variation of the Police Band here:

How about if a bot was created? What I mean is, you know how Susan Novak sends you a message at the precise point in time with with item and such & such, well how about if an Officer Rand account was created, and at a specific point each day (or every other, or one day a week et al) he sent you a PM?

I mean in game time, like say... after you'd used 13 turns that day, he'd message. Or at 9.30pm another day. The PM could contain all the information needed, par example: "Oedipus Flex has been spotted lurking at the Wooden Nickel. We've been getting reports of him waiting for people to strike it lucky, then he strikes them lucky. Or unlucky, whatever. Anyway, I've got it from a reliable source that he'll be there from 10-11 tonight. You might want to get yourself down there, there's a reward for banging him up".

Failing that, save up and buy a television for your hideout. The News at Ten tends to have bulletins on supervillain sightings.


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PostPosted: Sun Nov 25, 2007 3:18 pm 
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A spare room that can be built into an additional hideout component. You pay a company, e.g. "Int. Dec. Inc." and they decorate your spare room by the next rollover while you're at work. Could be turned into:

generic room like:
    * a library (read books: +xp for a number of turns)
    * a workout room (use different equipment to gain stats)
    * a common room (rest for PP and/or HP)

or maybe a class specific room like:
    * a laboratory (mix together a number of usables each day as an elementalist)
    * an artificial garden (spend time for a naturalist specific bonus)
    * a white room (meditate for a psion specific bonus)
    * a hobby room (build a number of usables each day as a gadgeteer)


Examples: use room (10 minutes)


You browse through the books in your library. Most of them are incredibly boring, but you happen to find an interesting booklet by accident. You gain a new perspective on life for a while, allowing to see you things from a different angle (60 minutes).

You browse through the books in your library. They are so incredibly boring that anything else will seem more interesting for a while. Effect: Increased Attention Span (+xp from combats).

You really don't feel like going through the boring books again today.


You spend a while using the equipment in your workout room. The short workout makes you stronger. Or... You pick a machine that looks interesting, but it falls apart as soon as you step on it. You learn quite a bit while figuring out how to put it back together. Or... You start to use one of the machines, but trip over it and spend a few minutes trying to keep your balance while tripping over the various equipment lying around. You learn to be less clumsy.

There's nothing more to gain from working out indoors today.


You take a nap on the sofa in your common room. It is surprisingly refreshing You gain X PP points. You gain X HP points. (perhaps a percentage of your total)

You try to take a nap on your sofa, but it just isn't the same as earlier today.


You spend a while mixing, freezing and heating substances on with your lab equipment. You end up with <an usable item>.

The equipment is still hot from the previous usage. Looks like it will cool off by the time you get back from work tomorrow.


You spend a while in your ugly artificial garden. You emerge with a newfound appreciation for nature.

There's only so much ugly a person can endure in a day.


You spend some time expanding your mind in the white room. You find out things about yourself man was never meant to know.

You think about expanding your mind some more, but you're afraid it'll explode. Try again another day.


As soon as you step into your hobby room, you get hit with a brilliant idea. You wake up ten minutes later to find an interesting gizmo lying at your feet. You feel dazed by the experience. Effect: Blinded With Science.

You step in your hobby room to see if you can get any more bright ideas. Nope, you got nothing.


Last edited by Starker on Tue Nov 27, 2007 7:34 pm, edited 1 time in total.

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PostPosted: Sun Nov 25, 2007 4:25 pm 
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Items

We need a way to group lots of pearls together. Then we could sew them on the fishnet stockings and get Tacky Streetwalker Stockings. (Or Second-Rate Showgirl Stockings or something.) Higher level than the fishnets, great pearl-type bonuses, level limit on wearing them, and a suitably amusing penalty of some sort.

Would also like to be able to combine the pearls and the e-rings to make higher-level earrings. Humongous level limits, of course.

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PostPosted: Sun Nov 25, 2007 5:26 pm 
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I love the idea of time-based quests! Just little random things every now and then would be great for keeping you on your toes and keeping the game interesting.

I also like refurnishing your apartment. I always like seeing a set of options where you can only take one and you have to fore-go the benefits of the other options.


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PostPosted: Mon Nov 26, 2007 2:05 pm 
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Rombo wrote:
Just a variation of the Police Band here:


How about a possible computer program that works like this.

"Your watch beeps alarming you that a villain is in The City Of Lost Robots. If you get there quick you may catch him before he leaves."

There would be decent rewards for defeating villains. This message might happen only a few time a day, but some may be very difficult to defeat, or have little amount of time to get there and get the right adventure.

Or maybe:

"Your watch beeps alarming you that a villain is on the loose tonight." Then you would have to find him and defeat him. If you get in the right zone you could get this message. "Your watch beeps telling you that a villain is very close by." If you take too long the villain may either leave for good or you could get this message. "Your watch beeps telling you that the villain has escaped into a different zone." These could have even better rewards, but may require a good deal of luck to defeat.


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PostPosted: Mon Nov 26, 2007 2:27 pm 
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You ideas are like beautiful mushrooms sprouting from my ...
anyways, I would agree that having it based on ingame time is better.
I like this last one in that it's almost a cross between ultrarares and semirares from kol because you don't know where you're supposed to be looking, but if you look there, you should find them.

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PostPosted: Tue Nov 27, 2007 3:45 pm 
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Hmm, here's an idea...
In the Shiloh Sanatarium, you meet some crazy professor who you help to create a portal to another world where crime is good, under some lame exc. The professor, who was actually bad, escapes into this world and you have to find and stop him from recreating his portal to bring all the baddies into your world. After you fight your evil side from the other world (can anyone say final boss?), you are able to stop him, but you have to sacrifice your talisman for it, thus an ascension like thing is created


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PostPosted: Tue Nov 27, 2007 3:56 pm 
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Me147258369 wrote:
but you have to sacrifice your talisman for it
Because your anti-self has an anti-talisman, and you need to counteract it.
And he attacks with acid, so you'll need some DUMS. :S

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PostPosted: Wed Nov 28, 2007 10:53 pm 
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Pondering my three+ hours of The Sweats effect, I wonder: On the subject of Hideout additions, how about a simple Bathroom? A shower to get rid of some effects, a first-aid kit to get rid of some others. Perhaps it costs twice as long as a normal turn to get one effect removed. (10-7 minutes, instead of 5-3.5 minutes).

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PostPosted: Wed Nov 28, 2007 10:55 pm 
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2.5 minutes is the current minimum :wink:

Personally, I would put it at a flat amount that doesn't change with level. I may be a totally awesome Gadgeteer, but stitching up a wound is still gonna take time, and my showers won't be any faster.

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PostPosted: Wed Nov 28, 2007 11:59 pm 
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What if you had gadgets that supported showering you? Or were you an Elementalist, rain/water? Or if you were a Naturalist, water anyways? And if you were a Psion. Hm. Create an illusion of showering!


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PostPosted: Thu Nov 29, 2007 2:05 pm 
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Yubi Shines wrote:
Pondering my three+ hours of The Sweats effect, I wonder: On the subject of Hideout additions, how about a simple Bathroom? A shower to get rid of some effects, a first-aid kit to get rid of some others. Perhaps it costs twice as long as a normal turn to get one effect removed. (10-7 minutes, instead of 5-3.5 minutes).


I like the idea. However, would it be balanced. 3 hours of a bad effect, could be far worse than 10 minutes used. It would have to be say 1 minute of showering per 10 minute of effect or something. If you get really dirty it should take longer to get everything off in the shower right?


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PostPosted: Thu Nov 29, 2007 2:09 pm 
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How about a feature in the auction house showing what items are pending. Right now it has one for items bought and items sold, but not for what is up for bidding. You can click through each category and see this, but that is tedious if you are selling a lot of excess "stuff".


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PostPosted: Sat Dec 01, 2007 5:05 pm 
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your character is working a job right? shouldn't we see a bit of profit? as in 1000 chips or so every week? That would be cool

what about avatars that reflect what we are wearing?


but what i would really like to see is variable skill trees for each class
(the game Ragnarok for example)
that way you can make your own character build


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PostPosted: Sat Dec 01, 2007 5:09 pm 
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Presumably that income goes towards rent and food and electricity. :P

The idea of branched-out skill trees I approve of, though.

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PostPosted: Sat Dec 01, 2007 5:35 pm 
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kl055 wrote:
your character is working a job right? shouldn't we see a bit of profit? as in 1000 chips or so every week? That would be cool


As Yubi says, it is assumed that your income goes to support your basic living expenses. Unless you want to start paying rent, utilities, food, transportation costs, and all the rest.

In any case, I don't care what the argument for realism is, there's no way accounts are going to be able to get free money just for existing. That's quite bad for the game. Besides, if you all get the same money, it will just cause the prices to inflate until and you'd only have the same purchasing power as before.

And finally, a thousand chips a week? From a dead-end, miserable, minimum wage job? Are you crazy? Assuming a chip is anything close to the American dollar, you'd be lucky to bring home 300/week. It's pretty irrelevant to the argument here, but it sounds like you may have some crazy expectations from the working world, and I'd rather get that disillusionment over with for you now. :)


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PostPosted: Sun Dec 02, 2007 12:59 am 
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Location: in ur kitchn eatn ur f00dz
Reputation.

Bagging Baddies: You get a minimal amount of reputation for killing people and/or things. People like pickpockets, thugs, and crazy ravers get you more, while fish, demons, and crocodiles get you less.
Quests: You get lotsa reputation points for quests. More for Zion, less for Dank and Rusty Mystery, etc.
Eventually, you could get items or optional quests or additional one-time patrols.

There's a 48 hour rule on the forums regarding spoiling any new content. Yes, this includes thinly veiled parody names wit the exact stats.

My apologies, I'd apparently forgotten.


Last edited by Siligero on Sun Dec 02, 2007 10:35 am, edited 1 time in total.

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PostPosted: Sun Dec 02, 2007 9:33 am 
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Siligero wrote:

There's a 48 hour rule on the forums regarding spoiling any new content. Yes, this includes thinly veiled parody names wit the exact stats.


I love how you for cold shoulders took the new * pants and made it the opposite and for Frostbite you just changed * gloves name lol.

Witty? Yes. Against the rules? Yes.

EDIT: I forgotz! Me wuvs u!


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PostPosted: Sun Dec 02, 2007 4:24 pm 
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As I stated in the wishlist thread, I'd like to see some items that are class-specific. It's a little boring seeing everyone in the game wearing all of the same gear.


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PostPosted: Mon Dec 03, 2007 2:39 am 
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garcia1001, in a private message wrote:
I was thinking how about at the University, we could acquire skills by taking courses there? For example, we pay X amount of chips to enrol in a course. We would need to spend Y minutes for Z amount of days in class, so to speak. At the end of the course we would end up with an additional skill.

There could be useful skills like coffee-making or whatever. Also there could be chip sink skills.



Edit: Adding one of my own: Gadgeteers totally need the ability to weld their vehicles. Maor Road Warrior plz.

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PostPosted: Mon Dec 03, 2007 4:41 pm 
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Ryme wrote:
kl055 wrote:
your character is working a job right? shouldn't we see a bit of profit? as in 1000 chips or so every week? That would be cool


As Yubi says, it is assumed that your income goes to support your basic living expenses. Unless you want to start paying rent, utilities, food, transportation costs, and all the rest.

In any case, I don't care what the argument for realism is, there's no way accounts are going to be able to get free money just for existing. That's quite bad for the game. Besides, if you all get the same money, it will just cause the prices to inflate until and you'd only have the same purchasing power as before.

And finally, a thousand chips a week? From a dead-end, miserable, minimum wage job? Are you crazy? Assuming a chip is anything close to the American dollar, you'd be lucky to bring home 300/week. It's pretty irrelevant to the argument here, but it sounds like you may have some crazy expectations from the working world, and I'd rather get that disillusionment over with for you now. :)



ok, i get how it's bad for the economy. but who says i work minimum wage =P



anyway, you should really check out ragnarok (the mechanics are great, graphics, not so much)
http://iro.ragnarokonline.com/game/jobintro.asp
click on a character and go to the skill tree
you only get 50 skill points to distribute and skills take 1 point to upgrade, which leads to lots of variation between characters of the same class

right now, i find that TH is too much like kol. Maybe stat points should be distributable too?


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PostPosted: Mon Dec 03, 2007 11:11 pm 
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Ryme wrote:
As Yubi says, it is assumed that your income goes to support your basic living expenses. Unless you want to start paying rent, utilities, food, transportation costs, and all the rest.
Personally, I think it would be neat to spend my adventuring income improving my mild-mannered life. Perhaps spending some of my vigilante income getting a nicer place.

Which could open up the ever exciting IRS Audit quest chain :D

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PostPosted: Tue Dec 04, 2007 1:20 am 
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Cristiona wrote:
*snip*
Which could open up the ever exciting IRS Audit quest chain :D


There could also be a hardcore version of it where you tell IRS jokes to the auditors.


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PostPosted: Tue Dec 04, 2007 5:04 pm 
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While wearing hot pants and a shield of zion, and then using a lack of pies, and getting the oink message, you should get a random adventure that gets you a talisman or item called

"Ear Elephant"
Some call it Ear Elephant. Some call it Elephant's Ear. You think its irrelevant.

And it would have irrelevant effects.

Note: Items listed above could be changed, erased, added, whatever, etc.

Pocket Vanity Graph Generator
This could be gotten by using a deterministic coin while wielding a Pocket Van De Graf Generator. It would occasionally deal damage or heal you by making you feel good about yourself. Something like 2 damage against attacker, and +2 hp/pp per turn

Another idea is the ability to become another users sidekick, and gaining special skills, effects, xp, or whatever. The problem with it is that it can be easily abused.


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PostPosted: Tue Dec 04, 2007 11:32 pm 
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Needle & Thread

User loses X hit points.

Removes effect: Needs stitches


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PostPosted: Wed Dec 05, 2007 12:32 am 
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I'd personally enjoy a whole area where the heroes fights figments of their imaginations. Abandoned carnival house of illusions, hallucinogenic brain gas, drugged snacks, what-have-you. Just think of the combats: Elementary School Bullies, Inner Demons and Frightening Aunts!

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PostPosted: Wed Dec 05, 2007 1:11 am 
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Doominator wrote:
I'd personally enjoy a whole area where the heroes fights figments of their imaginations. Abandoned carnival house of illusions, hallucinogenic brain gas, drugged snacks, what-have-you. Just think of the combats: Elementary School Bullies, Inner Demons and Frightening Aunts!


Coolest zone idea so far. I think this could be really entertaining.


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PostPosted: Wed Dec 05, 2007 4:58 am 
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What about an item combo for main hand and off-hand? For great justice, as well as science, it could be based on Roy Orbison :wink: .

It could work something like this:
You've got a weapon in your main hand and it has different bonuses/effects depending on what you have got in you off-hand.
E.g.
Main Hand:
Orbison Ray (ranged weapon)
Off-hand:
Orb of Love Star - Causes a % of damage to heal you
Orb of Evergreen - Increases chip drops
Orb of I'm Hurtin - Increased damage
Orb of Running Scared - A succesful hit might delevel/stun the enemy


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PostPosted: Wed Dec 05, 2007 7:03 am 
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BongBob wrote:
it could be based on Roy Orbison :wink:
KoL just released a Roy Orbison based outfit. That would be very strange.


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PostPosted: Wed Dec 05, 2007 7:38 am 
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Meh, but it contains the words 'orb' and 'roy', which kinda sounds like ray... :roll:


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