Other > Suggestions
Implement Tragic the Garnerning as Arcomage conversion.
Senocular:
How about just make Poker playable at NCR's table?
Graf:
Poker is mostly about emotions, not about who's got the best cards, aren't it? If so, then it's pointless to add it to the game. On the other hand, Arcomage or something similar, makes perfect sense.
Lexx:
If I remember correct, TLA has a poker script. Though, judging by our scripters emotions, the script is very.. uhm... complicated. :> That's why we haven't taken it over yet.
What I personally would love to have is something like pvp gambling, even minor card games, etc. Something that gives some social sidecontent.
Andr3aZ:
--- Quote from: Lexx on October 17, 2011, 10:36:59 AM ---What I personally would love to have is something like pvp gambling, even minor card games, etc. Something that gives some social sidecontent.
--- End quote ---
Give this a try then:
http://fodev.net/forum/index.php?topic=15279.msg124943#msg124943
Cold_Fusion:
Why not invent a simple card game for the purpose of Fonline then?
I mean classic-styled card game, like a simplified bacarat or blackjack.
Here's my extremely-reduced idea and implementation in the terms of gameplay:
The game is called BRAHMIN SNATCHING, it plays in a dialog box just like crops in Fallout.
Both players draw 3 cards and keep their value secret. There's no need for keeping track of other cards (deck) after this, so mechanics-wise its just about randomising 3 values of 1-10 per player.
To incorporate the element of Luck (from SPECIAL), random card's (1st or 2nd or 3rd) value is substituted by a random number between its initial value and Luck (meaning that low luck can lower this value, while high luck can make it higher).
Now both players get to choose a card from their enemy's hand and discard it (Choose 1, 2 or 3)
This is a part where bluf and poker-face come into play. A roll against Gamble is made during this step for each player.
On success, a player gets a verbose hint about which enemy card is highest ("You sense that the second card is your opponent's best bet")
On failure, player doesn't get any hint at all ("You can't seem to read anything from your opponent's face")
If critical success and failure are to be incorporated, critical success means succes for one player and overrides a success of the other (if any, making it failure). Critical failure gives a pointer like normall success but to the wrong (lowest) card! If both players roll critical success or failure simultaneously, it counts as if they both had normal successes or failures.
Whoever has a total closer to 20, wins the game!
If both players have the same total, the game is a draw.
That's it. Now a little explanation:
- Why is this solution good?
Because its easy to code and doesn't recquire any non-text resources (gfx, sounds) and its equally easy to implement for PvE games (NPC always picking the suggested card depending on its Gamble roll) and for PvP games. Besides it's somewhat random and somewhat based on stats giving a nice mix of real-life luck coupled with in-game Luck and Gamble.
- How could this be used for PvP ecatly?
It could be used together with barter-like window to place bets on both sides.
I think Lexx and Andr3aZ are gonna like the last 2.
;)
Discuss!
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