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It just occurred what I want most from the foundry

vuelheringvuelhering Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
edited June 2013 in The Foundry
I want tunable, scriptable monsters & encounters.

This means, a set of 1/2/3/4/5-mob easy/med/hard guards and monsters, with specific attacks and equipment. (That's easy, and is mostly in the game tech now.) I want a single elite, a single brute, a single whatever guard and monster.

I want to be able to make explosions or certain effects if I want. I want to be able to drop a red circle on the ground, and have a web hit it 1 second later. (This is in the game tech, but not in the foundry.)

I want to be able to have things happen when my boss monster is at 75% health or something. (In game, not in foundry.) Or have my monster teleport to a ledge, and the player has to go man the arbalests to get him down again.



Other things that aren't as significant as scripting battles:

I want to be able to say "Here's a good location for an nature kit spot".

I want to be able to say "Here's the [green] specially-named sword of the monster you just killed with these [calculated] stats of the [appropriate player level]". If we could create objects that were useful and persisted outside the quest, that'd be great. If we were limited to green items, we could have the engine weight the appropriate stats, and use it.

I want to be able to check for an arbitrary item like one from a previous quest during a campaign. If someone, e.g., pulls the sword from the stone, I want them to be able to present it to the townsfolk in a later quest and them react based on that.

Timers. 'nuff said.

Checkbox for physics/gravity with initial vector.

Checkbox for collision.

Lastly, I guess I want the foundry to work, since it's down right now :)
Knights who say Ni!
Foundry name: Vuelherring (with an extra 'R', matey)

"Bring out yer Dead" NW-DAI945C2G #humor #story #solo
Post edited by vuelhering on

Comments

  • delthanindelthanin Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 188 Bounty Hunter
    edited June 2013
    I want the ability for a model to be set to look like the player's model. Encounters with Mirrors of Opposition or Doppelgangers would be pretty great.
  • cyguard1cyguard1 Member Posts: 64 Arc User
    edited June 2013
    delthanin wrote: »
    I want the ability for a model to be set to look like the player's model. Encounters with Mirrors of Opposition or Doppelgangers would be pretty great.

    That could be possible as well. They did it in CoH for the Going Rogue Expansion. The end fight was you and your team facing your mirrors with the exact same level abilities as you had. Made for some interesting times when you had a controller heavy team heh.
    Foundry Designs: Once a Dungeon Master, always a Dungeon Master.
  • almostcoolalmostcool Member Posts: 0 Arc User
    edited June 2013
    I want workable catapults...
    [SIGPIC][/SIGPIC]
    The Spellthief Trials
    By @Stebss
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    Tired of Being the Hero: NW-DGTOU4N94
  • x0y1x0y1 Member Posts: 29 Arc User
    edited June 2013
    vuelhering wrote: »
    I want tunable, scriptable monsters & encounters.

    This means, a set of 1/2/3/4/5-mob easy/med/hard guards and monsters, with specific attacks and equipment. (That's easy, and is mostly in the game tech now.) I want a single elite, a single brute, a single whatever guard and monster.

    I want to be able to have things happen when my boss monster is at 75% health or something. (In game, not in foundry.) Or have my monster teleport to a ledge, and the player has to go man the arbalests to get him down again.

    Well CoH did this as well, you could have triggers at 75%, 50%, 25% if I remember correctly and you could chose the powers the would use from a template.

    I want to be able to say "Here's the [green] specially-named sword of the monster you just killed with these [calculated] stats of the [appropriate player level]". If we could create objects that were useful and persisted outside the quest, that'd be great. If we were limited to green items, we could have the engine weight the appropriate stats, and use it.
    :)

    The could use a point system. Just an example, you have 1500 points for items. If you place a crafting node, it would use 250 points. Add a chance for custom blue weapon for an "boss" encounter, e.g. 500 points for 20% drop chance.


    As we know people would abuse it, so that means we need to find a saveguard. The could go with the STO system with a hard setting how much loot you can get daily out of foundry missions and tweak it for crafting nodes.....
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