Mar 16 16:01:35 BEGINLOG! Mar 16 16:01:45 first things first: Mar 16 16:02:00 in order to make this a more wellformed meeting, and to keep it simple so we don't stray from the subjects Mar 16 16:02:32 all discussion should happen on #tactical_rogue, and we will simply state the listitems and decisions here. Mar 16 16:02:53 lets start with the first item on the list: Mar 16 16:02:58 1 - generic class flavour. (Karagh) Mar 16 16:03:26 karagh: please explain further what we are to discuss with this point, and then we'll discuss it on the other channel. Mar 16 16:04:05 we need to clarify each class what can and what can't do Mar 16 16:04:41 and their strenghts and weaknesses Mar 16 16:17:12 the rogue is a 3 part dexterity, 2 part agility based class with low weaponskills and low health but makes up for it with stealth to avoid unconfortable situations Mar 16 16:28:48 the thief is a 3 part dex, 1 part agi and 1 part men based class, weak and fragile just like the rogue, lacking respect for ownership (< 50 ali) and takes opportunity as it shows itself. Mar 16 16:33:46 The robber is a 2 part hp, 2 part str, 2 part dex and -1 part int based class that, contrary to the thief, creates his own opportunity and takes what he wants. Mar 16 16:35:40 addition to the robber: the robber also has stronger weapon skills than the rogue and thief. Mar 16 16:46:58 the burglar is a 3 part dex, 2 part int, 1 part men and -1 part str based class, slightly better in battle than the thief yet worse than the robber, skilled in the art of picking locks. Mar 16 16:53:34 the master thief is a 2 part dex, 2 part agi and 1 part men based class that is very versatile and know how to get out of trouble. it can find traps, stealth and steal. Mar 16 17:01:23 the fighter is a 1 part hp, 3 part str and 1 part dex based class skilled in using most types of weapon and armor. Mar 16 17:11:00 the magician is a 3 part int, 2 part men, 1 part mp and -1 part hp based class skilled in the [basic] schools of magic. Mar 16 17:11:32 As there is not time enough to go through all classes in the game, we will go through the rest at a later stage and/or on the forum. Mar 16 17:11:41 2 - what are stats for and how use them inside the game. Mar 16 17:11:41 when and where to use charisma, alignment and luck. (karagh) Mar 16 17:11:54 karagh: would you care to further define what this point is about? Mar 16 17:14:20 every stats have their uses inside the game, we should think the uses and weight of "less evident" ones: charisma alignment and lugk Mar 16 17:28:14 charisma represent the strengt of the mpression you imply on others. Mar 16 17:40:05 alignment defines the characters belief in and respect for, everyones equal right to life, property and freedom. in-game, alignment will change depending on the alignment of the action taken and the current alignment of the character. Mar 16 17:46:54 luck is a general attribute in the game and can only be changed by very special means. Mar 16 17:47:34 3 - general use of class and master bonuses. (roze) Mar 16 17:48:15 we should define a consistent way to use class bonuses and master bonuses. generally we need to define why we have these types, and what they are for. Mar 16 17:53:21 class bonus is a bonus that is attained while staying in a prticular class Mar 16 17:53:30 the reason for having a class bonus is to allow characters who attain new classes to use the special skills of the class from the first level. Mar 16 17:53:38 master bonus is a bonus you get when you learn all that is to learn in a given class Mar 16 17:53:43 it's purpose is to allow you to take your experiences with you from a given class to another. Mar 16 18:02:40 master bonus should be big enough to make it worthwhile to stay in a class before advancing up in the tree and about half of the class bonus. Mar 16 18:02:46 4 - requirements a class can have that must be fullfilled in order to attain the class. (roze/karagh) Mar 16 18:03:05 karagh: would you explain further please? Mar 16 18:05:18 to change from one class to another, character must fullfill stat and experience levels Mar 16 18:09:26 see http://tactical-rogue.mine.nu/forum/viewtopic.php?t=64 Mar 16 18:09:37 6 - level ups (gigaclon) Mar 16 18:09:45 GigaClon: please define what we need to look at better. Mar 16 18:10:40 i was proposing non-instantaneous level ups Mar 16 18:11:02 so the discussion would be how to handle them Mar 16 18:11:41 lets discuss our options, and return here with the decision. Mar 16 18:20:33 during gameplay the character gains experience from performing actions. whenever a character reaches 100xp it cannot gain more until it rests, upon which it gains a level in the current class. resting takes a number of turns and can be done with just a fireplace (3 turns), with a tent (5 turns but healing and mp refill) or cabin (7 turns, but status healing, full hp and full mp). Numbers are preliminar Mar 16 18:20:40 7 - gender and race (karagh) Mar 16 18:20:43 karagh: explain further Mar 16 18:22:27 we have basicaly defined classes. do we need the option of giving a character the raze and gender selection? Mar 16 18:28:17 gender is a character creation choice that has little to no in-game effect and tactical rogue will strive to be sex-neutral. races may be implemented in the future but is postponed for now. Mar 16 18:28:19 8 - class restrictions (and in particular, weapon restrictions) (roze) Mar 16 18:29:41 now that we are switching from defining forbidden weapons etc, we should narrow down the amount of allowed weapons so that the equip-all skill gets more useful, and to further enforce stereotypical classes. Mar 16 18:34:26 we agreed on that classes should have a limited set of weapons (max 4-5 weapons, normally just 2) and some classes should also restrict certain pieces of armor, such as berserker and shield. Mar 16 18:34:44 Unless someone has something that should be discussed on this meeting I hereby declare this meeting over.