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Cant do what you want? missing that 1 extra skill that makes you rock? not Lysol? this might help
Drakam Posted 10 Oct 2005

Ok well since that was such a long title here is my theory/idea.

Well back in the day cyborgs used to beable to implant anyone/everyone, now they can only do borgs. Ok well hey what if I was a borg/phyz? I'd be a cyborg doctor. Make sense right? Ok well listen to this

Advanced Implanting

Class: Cyborg/Physic

Generation: 7

Level: 45

A Cyborg of greatness can Implant themselves and fellow Cyborgs of the sort. With improved skill and Doctor knowledge a Remorted Cyborg/Physic can now implant anyone. This skill allows a Cyborg/Physic to implant anyone with the skill of a Cyborg and the body smarts of a Doctor. The only disadvantage is recovery, an implant of a non Cyborg must wait 6 hours to recover from their surgeory. (implant stun accumalitive).

Usage: Insert

Example: Insert not a bad idea drakam head

See also: IMPLANT CYBORG

Drakam Posted 10 Oct 2005

This could also work with different classes having different combo's

Mage/Ranger

Nature shield

+10% prot to all nature moves and a % taken from mv

Merriam Posted 10 Oct 2005

I think skills being implemented for certain class combinations would restrict a player's options and favor certain class combinations over others. I believe there is already enough reason to choose certain combinations, and rightly so–but this isn't the way to do it. Perhaps if the coders consider a Doctor class you can use surgery. There are around 150 remort combinations, and coding balanced skills for each combination would be a nightmare.

If you could setup a system whereby mortal and remorted cyborgs redeemed implant tickets for fellow players and could implant them for less than the implanters, maybe it'd be a worthy skill to increase the roleplay value of Cyborgs and make em some cash at the same time.

Maxwell (A physic/borg)

Nevermore Posted 10 Oct 2005

Class combination skills and spells is a neat idea. But I think Merriam is right; it sounds like an absolute nightmare to code and just a couple of combinations being included wouldnt be fair.

Narcissus Posted 16 Oct 2005

I agree with Merriam on this one too.

But I also look at the other side of the coin. Class combination skills could make combinations that are currently not even considered become a little more appealing, and maybe we'll get some more variety.

The real coding nightmare that would really make this all work nicely and be worthwhile would be putting in some sort of remort skills tree that you have to climb to gain skills as you continue to remort. The reason being, it would be unfair to just go borg/monk (or whatever you silly borgs like to do) for 6 gens and then jump over to phyz on gen 7 to be the cool super utility implant anybody borg. But if that were a skill you could gain in say, 20% increments every gen you were in both spheres, then it would take you 5 gens of borg/phyz to get the skill. Now that's earning it. Something like that would justify good kickass skills. Who knows, maybe we'd be able to put the power back into the Hero's of Calidan and out of their equipment :P


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