Sense/Detect Undead

Submit and discuss your ideas for the MUD.
Thilindel
Sojourner
Posts: 3173
Joined: Sun Aug 31, 2003 9:09 pm
Location: Indianapolis

Sense/Detect Undead

Postby Thilindel » Fri Oct 03, 2003 11:37 pm

Should be in the realm of necro, paladin, cleric, and possibly shaman, since they're into spirits and all. Make it happen, Cap'n :P

We all know how annoying it is to have sense life/detect invisible and still walk into Bernie.
Lorsalian
Sojourner
Posts: 153
Joined: Sun Jan 19, 2003 6:01 am

Alternate Name

Postby Lorsalian » Sat Oct 04, 2003 1:44 am

Sounds interesting ...

To suggest another name, perhaps "sense unlife?"
rylan
Sojourner
Posts: 2903
Joined: Fri Jan 26, 2001 6:01 am
Location: Hudson, MA

Postby rylan » Sat Oct 04, 2003 4:24 pm

I think something like a 'sense negative energy' spell, that lets you detect the presence of certain undead that have a link to the negative energy plane. For example, your normal skeleton, zombies and maybe ghouls wouldn't be detectable. However things like wraiths, spectres, vampires, wights, liches and bigger stuff like that would be detected similar to how sense life is.
Perhaps instead of the sense life message 'You sense a lifeform here.' it would be 'You sense dark energy here.'

Match it with the sense life circle.
Lilithelle
Sojourner
Posts: 230
Joined: Wed Oct 10, 2001 5:01 am
Location: Vancouver, BC, Canada
Contact:

Postby Lilithelle » Sun Oct 05, 2003 10:18 am

Thats one of the nasty things about undead, you can't detect when they're lurking in the shadows! Not everything is meant to be easy... Giving people this ability would take away the sadistic joy zonemakers get placing hidden undead backstabbing mobs in their zones. Its one of the challenges in SPOB that helps justify the eq, the hidden undead on the final grid. If such a spell is added it should probably only detect undead of lower or equal level to the player, or have some other limitation. Or maybe the stronger the undead(higher the level) the further away you detect it so you might sense a lich is within a few rooms of you but not know exactly where. The area would be permeated with negative energy. Thus reducing its usefulness on very high level undead.
Lil
User avatar
Shevarash
FORGER CODER
Posts: 2944
Joined: Fri Dec 29, 2000 6:01 am

Postby Shevarash » Sun Oct 05, 2003 2:39 pm

Hmm...tend to agree with Lilli here, though more discussion on the topic is welcome.
Shevarash -- Code Forger of TorilMUD
Thilindel
Sojourner
Posts: 3173
Joined: Sun Aug 31, 2003 9:09 pm
Location: Indianapolis

Postby Thilindel » Sun Oct 05, 2003 5:43 pm

Yeah, that's something I didn't think about. I think just as how Consider works, if mob is substantially lower in level, you could auto detect ...instead of 'a lifeform' it could be 'you sense negative xxx' maybe have the ansi different too. As in SPOB, it could be the mob of higher level could get saves vs. being detected. Being you are in 'their house, on their plane', the chance should be ambiguous. When you look North for example, you could get downright misleading information. So spamming 'look North' will flag the room. A one shot deal to detect within that room. ?? Sure is a new avenue but I was thinking on the realm that a lich is huge on the totem pole of power, so it would possibly innately detect wimpier undead.
Dalar
Sojourner
Posts: 4905
Joined: Sun Feb 25, 2001 6:01 am

Postby Dalar » Mon Oct 06, 2003 1:56 am

Lilithelle wrote:Thats one of the nasty things about undead, you can't detect when they're lurking in the shadows! Not everything is meant to be easy... Giving people this ability would take away the sadistic joy zonemakers get placing hidden undead backstabbing mobs in their zones. Its one of the challenges in SPOB that helps justify the eq, the hidden undead on the final grid. If such a spell is added it should probably only detect undead of lower or equal level to the player, or have some other limitation. Or maybe the stronger the undead(higher the level) the further away you detect it so you might sense a lich is within a few rooms of you but not know exactly where. The area would be permeated with negative energy. Thus reducing its usefulness on very high level undead.
Lil

nothing justifies the gold items :P
It will be fixed in Toril 2.0.
Aremat group-says 'tanks i highly suggest investing 20 silver in training weapons from cm to cut down on the losing scales to shield'
rylan
Sojourner
Posts: 2903
Joined: Fri Jan 26, 2001 6:01 am
Location: Hudson, MA

Postby rylan » Mon Oct 06, 2003 1:09 pm

What are you talking about? The cleric "gold" items kinda suck :P

Sorry about jacking the thread btw ;)
Dalar
Sojourner
Posts: 4905
Joined: Sun Feb 25, 2001 6:01 am

Postby Dalar » Mon Oct 06, 2003 4:16 pm

well you got a 2/5 chance of getting something good rylan. for mage it's 4/5 :)
It will be fixed in Toril 2.0.

Aremat group-says 'tanks i highly suggest investing 20 silver in training weapons from cm to cut down on the losing scales to shield'
Nokie
Sojourner
Posts: 786
Joined: Sat Jan 27, 2001 6:01 am
Location: Atlanta, GA, USA
Contact:

Postby Nokie » Tue Oct 07, 2003 7:50 pm

Plus it makes the gauntlets quest oh so fun!

Nothing like running around hundreds of rooms looking for hidden undead wandering mobs that may or may not be there.

Return to “T2 Ideas Archive”

Who is online

Users browsing this forum: No registered users and 14 guests