Extra Arms

Discuss ideas for how to make the game better. Wizards, take note!
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Titan
Posts: 463
Joined: 10 Mar 2010 05:52
Location: Denmark

Re: Extra Arms

Post by Avatar » 01 Mar 2016 12:40

You people really need to lay off the drugs and the alcohol.
Angmar! ANGMAR!! ANGMAR!!!
Pulp Znuga! PULP!!!!

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Cherek
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Re: Extra Arms

Post by Cherek » 01 Mar 2016 15:24

gorboth wrote:I actually like the idea. But, it should be a quest reward for a huge gnomish inventor saga - extra mechanized arms! And, then, you need some really rare reagent to power the things that only becomes available once a week, and powers it for three hours.

G.
Yup! I was serious too, I like the idea. I suggested to Mirandus yesterday that we should have mechanized gnomish arms as event rewards for some suitable event in the future. He seemed slightly skeptical though, perhaps his mind is not gnomish enough for the idea... or he does not see the awesomeness of it. Yet!

I think it sounds like a really fun and unique reward for one time events or some type of weekly / monthly thing if we ever do something like that.

Draugor
Myth
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Re: Extra Arms

Post by Draugor » 01 Mar 2016 15:53

Avatar wrote:You people really need to lay off the drugs and the alcohol.

OR! OR!! We need to do more of them?

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Mayobe
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Location: Bree

Re: Extra Arms

Post by Mayobe » 01 Mar 2016 18:13

Wouldn't an extra leg be more original?

Maybe coming out of the top of the head so that if you train acrobatics a little you can walk around by doing a permanent cartwheel...

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Melarec
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Re: Extra Arms

Post by Melarec » 01 Mar 2016 18:23

Draugor wrote:
Avatar wrote:You people really need to lay off the drugs and the alcohol.

OR! OR!! We need to do more of them?
Well, alcohol induces healing and herbs act like drugs.. So yes! we need a great deal more of them!


That aside, I'm pleased that at least some people like the concept.. Having it as a gnomish invention sounds interesting.. Would that be just built by a gnome(s) or just for gnomes? Perhaps everyone could use it, but gnomes get a boost to the amount of time they could be used? Hmm.
All very interesting..

Mirandus
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Re: Extra Arms

Post by Mirandus » 01 Mar 2016 18:23

Interesting Idea, for sure:

Image

Could be fun to code :)

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Mayobe
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Re: Extra Arms

Post by Mayobe » 01 Mar 2016 21:18

You know...

Gnomes do only have one race guild, and get excluded from a lot of other things that lean toward oh...

EVERYONE else...

Hmm...

(Though honestly I'd prefer to see a Leprechaun race/occ guild similar to SS. We do have a Celtic themed island...)

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Ody
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Re: Extra Arms

Post by Ody » 01 Mar 2016 21:22

Mayobe wrote:(Though honestly I'd prefer to see a Leprechaun race/occ guild similar to SS. We do have a Celtic themed island...)
Best idea I've ever heard.

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gorboth
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Re: Extra Arms

Post by gorboth » 01 Mar 2016 22:08

Ody wrote:
Mayobe wrote:(Though honestly I'd prefer to see a Leprechaun race/occ guild similar to SS. We do have a Celtic themed island...)
Best idea I've ever heard.

Code: Select all

    this_player()->add_prop(OBJ_M_NO_ATTACK,
        "As you move to assault the little leprechaun, "
      + this_player()->query_pronoun()
      + " does a little cartwheel, appearing behind you"
      + " to poke you in the butt with "
      + this_player()->query_possessive()
      + " crooked shillelagh before bouncing between"
      + " your legs to land smiling brightly in front of"
      + " your utterly baffled and befuddled self. I guess"
      + " you aren't clever enough to get at this"
      + " little imp!\n");
Mmmmmm ... pie ...

trick
Apprentice
Posts: 29
Joined: 19 Feb 2016 14:26

Re: Extra Arms

Post by trick » 01 Mar 2016 22:44

gorboth wrote:I actually like the idea. But, it should be a quest reward for a huge gnomish inventor saga - extra mechanized arms! And, then, you need some really rare reagent to power the things that only becomes available once a week, and powers it for three hours.

G.
Nonsense :)

We just Indian mythology themed guild.

Image

https://en.wikipedia.org/wiki/Kali

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