Author Topic: What options do I have to force PC attributes in multiplayer  (Read 523 times)

Legacy_Morikahn

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What options do I have to force PC attributes in multiplayer
« on: September 12, 2011, 10:38:10 am »


               I'm considering making an elaborate team vs team multiplayer server, heavily modified from standard NWN game play using custom 2das.

Instead of allowing players to customize their heroe's through the level up screen, I'd prefer to have archetypes they can choose from with particular feat and skill sets.

I plan on creating entirely new specific classes just for the server with custom feats. I probably won't have anything left on default NWN settings.

What options do I have?

I'll need to alter permanently any new character made that doesn't comply with the server's settings (which would probably be all of them due to how characters are made), and then bypass the level up system entirely.

It has been a while since I've dealt with these issues; I am a little foggy on all of it.

Any help would be appreciated.
               
               

               


                     Modifié par Morikahn, 12 septembre 2011 - 10:31 .
                     
                  


            

Legacy_SuperFly_2000

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What options do I have to force PC attributes in multiplayer
« Reply #1 on: September 12, 2011, 11:57:41 am »


               Morikaaaaaahn! Welcome back!

Sounds very interesting by the way! Maybe you'll finally get me into PvP hehe.

No but really...what you said oozes fairness. Why didn't anyone think about this before?

So...if I understand you correctly the PC can not progress at all? Not by leveling, not by finding new gear.

So the problem is creating theese "archetypes" then....

As I don't know anything about the setting you intend to use it will be hard to come up with anything here....

If you're asking technically...I mean like scriptwise...this shouldn't be hard at all right?
               
               

               


                     Modifié par SuperFly_2000, 12 septembre 2011 - 11:00 .
                     
                  


            

Legacy_Morikahn

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What options do I have to force PC attributes in multiplayer
« Reply #2 on: September 12, 2011, 12:14:56 pm »


               This isn't something that can be achieved only via script, especially if I rewrite classes. I'm hoping someone that has experience using third party programs such as NWNX2 and Leto would be of help here.
               
               

               
            

Baaleos

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What options do I have to force PC attributes in multiplayer
« Reply #3 on: September 12, 2011, 02:13:50 pm »


               nwnx_funcs   for nwnx  will remove the need for letoscript edits.

It can be used to grant feats, ability bonuses, skill bonuses on the fly.
Combined with nwnx_odbc  for database use, you can then track the bonuses, and remove them if needed.

I do a similar system, for vampire clans in my PW.

If I sire a human player, they enter my clan, and get all the ability score bonuses that my Clan are entitled to, which are unique to my clan.

If the vampire leaves my clan, they lose those bonuses.
If they sire another vampire into the clan, they join our bloodline/clan, and also get the same bonuses.
               
               

               
            

Legacy_SuperFly_2000

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What options do I have to force PC attributes in multiplayer
« Reply #4 on: September 12, 2011, 03:00:19 pm »


               Morikahn,
I don't know if you have seen this but there was a project (that was unfortunately scrapped but then being continued again(?)) about bringing most if not all of the PRC classes/races/spells/skills to NWN in such a way that you could see what classes and so on you where chosing forehand. Like in the player creation.

Maybe it is something like that you want.

Unfortunately the site where the information was stored seems to be gone but maybe you can find someone in that thread who can help you:

http://social.biowar...9/index/4932567
               
               

               
            

Legacy_Morikahn

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What options do I have to force PC attributes in multiplayer
« Reply #5 on: September 12, 2011, 07:15:53 pm »


               Oh wow, the MaxRock really is making some nice plugins for NWNX. I didn't know he was updating the windows NWNX_function module. Thanks for the heads up Baaleos. If these work as advertised, this may resolve all my issues.
               
               

               
            

Legacy_Morikahn

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What options do I have to force PC attributes in multiplayer
« Reply #6 on: September 13, 2011, 03:39:02 am »


               OK, now I just need to figure out if I can create custom effect icons for the GUI.
               
               

               
            

Legacy_Morikahn

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What options do I have to force PC attributes in multiplayer
« Reply #7 on: September 13, 2011, 10:16:20 am »


               Guess I'll explain my server concept to see if I get any positive feedback. My biggest worry is spending an extraordinary amount of time creating it to find either the player-base doesn't exist, or they simply don't like my concept.

My server/module concept is a recreation of a war between dark elves and dark dwarves in the tunnels and chambers of a dead volcano. It would not be set in Forgotten Realms, the two races having their own unique concepts.

At the beginning of the game, using the NWNX_Area module, the server would generate a three-axis game grid from instances of a large sample of pre-made areas, and place the capitols of each side randomly somewhere within.

Where each capitol is in relation to the other and even in relation to the game-grid itself would be unknown - to prevent a player from switching sides and using the coordinates of the other side against them.

The areas making up the game grid would all be subterranean, and sealed for the most part, against  easy passage. Players, or agents of the players, would 'mine' through these area, creating there own tunnels, and expand the territory of their kingdom.

Mining would be achieved by making the areas a gird of small 1x1 tile rooms with a door on each side. Destroying a door would simulate the growth of a tunnel in a particular direction. The creation of T-sections and cross ways of tunnels would be limited, to prevent players from just mining every available tile.

Mining players would come across precious metals, minerals, and gems that would be sent back to their capitol to be used to expand various resources the players have to use against their other side. Random monster lairs would also dot these rocky landscapes, keeping the players on their toes.

There would be, of course, lots of variation withing the areas, having various chambers hidden within them.

Some areas would have special 'boss monster' that if and when defeated, would grant the winning side a special power, resource, or ability. Most of these bosses would require the players to utilize special tactics to over come them.

There woud be random events, and cave-ins would be a constant danger to those that didn't spend resources shoring up their tunnels with extra support.

Players would not be able to choose feats or skill rank upgrades on leveling up. Instead, players would be presented with career paths that grant them specific feats and skills. Customization would be based on the which branch a player chooses. This will allow me to make sure there is no such thing as a 'bad build' and that regardless the choices a player makes, they will always fulfill some sort of useful niche on their team's side.

I intend to make all new classes specific to each side, elven and dwarven (i.e. there will be a ranged dwarf unit that throws beer mugs).

Crafting would be done on a team wide basis. Instead of a PC spending time developing a particular craft, players choose how resources are spent to expand guilds within their city, granting new abilities to that team as whole. As an example: if the dwarves decided to expand their brewing capabilities, new alcoholic beverages would become available (dwarven potions basically) and their Ale Tosser class would gain new alcoholic abilites as well.

Combat would be based on the Warhammer online model, where there would be less focus on AB vs AC and more on damage mitigation. classes would each have a special energy source, generated differently per class, that would be used to power their special abilities. Ideally, there would be no 'healer' class, each PC having a unique ability to heal themselves in various ways. 

What I can and can't do is still sketchy and requires more experimentation, and would probably be altered over time after test playing and player feed back.

Once a capitol was destroyed, and hopefully I would be able to gives players many different ways to defeat their opponents, the game would end and start over with a brand new world generated and all players starting over.

Later expansions, if the server did well, would add  NPC underground races (Mind Flayers, Aboleth, Deep Gnomes..etc) that could be convinced to choose a side and assist in the war.

At first, the server would require no haks, but being that I am a 3d artist, and the former lead of Project Q, my intention, if people kept playing the game and it enjoyed a semi-large playing base, would be to replace all the artwork with new custom art (like a tileset with doors that actually looked like a cavern wall, for example).

So thats my idea. An epic war between two sides, each with questionable morality, that minimizes grinding as much as possible, and reset every couple of hours or so.
               
               

               


                     Modifié par Morikahn, 13 septembre 2011 - 12:18 .
                     
                  


            

Legacy_SuperFly_2000

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What options do I have to force PC attributes in multiplayer
« Reply #8 on: September 15, 2011, 08:55:47 am »


               That sounds a lot more advanced than I had thought.

From your description it is almost hard to say anything about it.

Personally I don't like when it gets too advanced and deviates too much from "vanilla" NWN gameplay but if someone is to pull it of I guess its you as its not your first time implementing advanced system on NWN servers...

However...remember that players will always push everything to its limit...so things like trying to limit the amount of junctions they can make can still end up in one dumb player instantly maxing out the junctions....just to give an example...
               
               

               


                     Modifié par SuperFly_2000, 15 septembre 2011 - 07:56 .