Alignment

Suggestions for additions and modifications to the existing Barren Realms code.
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Croplin
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Alignment

Post by Croplin »

I recall reading somewhere about how easy it is to change one's alignment. Well, I thinkt this would be easy to change if...

1. You only could get better or worse alignment by killing mobs at you level-range.

2. Lower the amount of align gained by killing good/evil mobs.

3. Change_align mobs only can affect once in certain amount of mud time (could be shown in the affected-list) and always changes your alignment to the opposite of what you have.
Say you are neutral --> then you become either good or evil. if you are evil --> good. and if good --> evil ...ahhblahha, you get the point?

then you would have to go fight "hard" mobs to get the alignment you want. (And the girls in Ultima can dream again ) :D
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Post by Smeagain »

*blink*
Is murdering little girls any less evil if you're much bigger than them?
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Croplin
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Post by Croplin »

Those poor girls!! *WHAAAA* :wink:
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Anakin
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Post by Anakin »

Bah! Don't give them any more ideas of how to make my life much more harder. -.-
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Croplin
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Post by Croplin »

It should be HARD!!!! *CACKLE* :twisted:
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Post by Anakin »

Leave me alone. :cry: Play DDR or something.
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Croplin
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Post by Croplin »

Don't you feel any sympathy for those poor shepards, that need to go home every night feeling like crap just because they couldn't protect those sheep this time either... :roll:
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Anakin
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Post by Anakin »

Bah! Those shepherds were once warriors. ;) They know the feeling. :twisted:

I'd feel more sympathy for banging a prostitute.
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Divebomb
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Re: Alignment

Post by Divebomb »

Croplin wrote: 1. You only could get better or worse alignment by killing mobs at you level-range.
I would say player_level - 5 and up, but I like the idea.
2. Lower the amount of align gained by killing good/evil mobs.
I also agree.
3. Change_align mobs only can affect once in certain amount of mud time (could be shown in the affected-list) and always changes your alignment to the opposite of what you have.
Say you are neutral --> then you become either good or evil. if you are evil --> good. and if good --> evil ...ahhblahha, you get the point?
I agree, but my math would simply be take the negative of the current alignment:
200 becomes -200
-700 = --700 = 700

This prevents using "change_align" for the purpose of going from -330 to -1000, etc.
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Croplin
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Post by Croplin »

Sounds even better! :D
Ana, won'e be happy now... :P :P
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Post by disaster »

but then a neutral player would have nothing to fear from change align. instead of that, how about changing the change align spell to impose a flee-lag on the target. the big problem isn't so much that change align mobs zap the player between +1000 and -1000, but that players can flee once they reach the alignment that they want.
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Post by Divebomb »

disaster wrote:but then a neutral player would have nothing to fear from change align. instead of that, how about changing the change align spell to impose a flee-lag on the target. the big problem isn't so much that change align mobs zap the player between +1000 and -1000, but that players can flee once they reach the alignment that they want.
I think it's perfectly acceptable that neutral isn't affected by change align. Although, they are still affected, just not adversely. Flee lag would not solve anything. I think a zap to an extreme is silly.

The other problem with a single-zap per fight is that you just flee and go back. Or, if it's a time limit, then the person just waits it out - they already do it for repops. What's the difference?

Changing the spec to just alter the player's alignment to the opposite of what it is is an extremely EXTREMELY (did i mention extremely?) simple change.
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Post by Stars »

I think making neutral players immune to alignment change makes sense in a way. Maintaining a neutral alignment is difficult anyway.
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Croplin
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Post by Croplin »

I agree with DB and Stars...
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Post by Anakin »

I agree... with the current system.

Is this even a big of a deal? o.O
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