Unknown2004-12-14 15:08:27
Alright seems my idea is recieving mixed reviews which is good. It allows for tweaking to maybe later become a class, if I ever fully develop it. But the "spy" idea class has always intrigued me. Let's try to make one. Seriously, let's use this thread to try to compose a "Spy" class. Rogues need to be brought into Lusternia. (If you can't tell, I just like to make class ideas)
If anyone wants to help, please post ideas for the class. We could use skills from others, such as illusions, but let's try to make something original. Something not quite Syssin, or the other "rogue" archetypes.
If you have any ideas on three possible skills, please post them. My barb class was a musing, this I'd actually like to see get off the ground.
If anyone wants to help, please post ideas for the class. We could use skills from others, such as illusions, but let's try to make something original. Something not quite Syssin, or the other "rogue" archetypes.
If you have any ideas on three possible skills, please post them. My barb class was a musing, this I'd actually like to see get off the ground.
Shiri2004-12-14 16:33:15
I stand by my clairsentience comment.
Unknown2004-12-14 16:40:57
I still think they should concentrate on making a new class for each city/commune rather than making a rogue.
The thing that actually excites me about being rogue, (who knows, maybe I will be in the future), is trying to survive on your own without comradeship or a nexus. I think that'd be much more fun than joining a rogue class.
The thing that actually excites me about being rogue, (who knows, maybe I will be in the future), is trying to survive on your own without comradeship or a nexus. I think that'd be much more fun than joining a rogue class.
Shiri2004-12-14 16:58:37
I've got a feeling he was talking about the D&D definition of rogue, id est...serpentlord/thief/etc. type thing, rather than a rogue as in the IRE definition.
Gol2004-12-14 17:00:52
There'll never probably be a guild free of city or commune. Also, looking at how the conflict in the world runs, as in, groups vs groups mostly, I am unsure if it would be fun having a rogue class about, heh! They might not fit at all with what's around. Everyone can hide, to a degree, if they want. Etc.
Unknown2004-12-14 17:02:07
Why does everyone always assume everyone who plays IRE games also plays D and D?
Shiri2004-12-14 17:09:36
I didn't assume that, but I DO play both, so I was explaining how it worked. *g* I don't know for sure, also, but the way he said rogue "class" is also telling of the fact that he didn't mean IRE-defined rogues. Unless I'm wrong, of course.
Unknown2004-12-14 17:41:38
I like the idea, but we should probably wait until Gaudiguch and Hallifax end up with all their guilds (remember, that's six new ones) before starting on brainstorming for others.
Unless the spy/dnd rogue thing is for Gaudiguch...ooo...
Unless the spy/dnd rogue thing is for Gaudiguch...ooo...
Unknown2004-12-14 19:06:32
They've already got three set guilds, so that's highly unlikely.
But we don't know much about what the Illuminati did... They could have dealt with spy work.
But we don't know much about what the Illuminati did... They could have dealt with spy work.
Unknown2004-12-14 20:14:22
Hallifax spy network, mentioned in the histories, anyone? Apologies if this was mentioned in these posts before.,
Richter2004-12-14 20:42:00
I actually had the idea of having a rouge guild that doesn't use any power. I was about to disband the Black Market and turn it into a somewhat of a pre-rouges guild, where we could all get together. I might have to buy another clan for this actually...
Shiri2004-12-14 20:49:23
QUOTE(Richter @ Dec 14 2004, 09:42 PM)
I actually had the idea of having a rouge guild that doesn't use any power. I was about to disband the Black Market and turn it into a somewhat of a pre-rouges guild, where we could all get together. I might have to buy another clan for this actually...
17514
Yeah, and since they're a rouge guild, they could have makeup like Stag facepaints...
Rogues would be nice, but they couldn't be called rogues. Maybe something like...Infiltrator Archetype, or something. I'm horrible with names.
Lisaera2004-12-14 22:16:52
Considering power is the main resource in Lusternia... why would We put in an Archetype that doesn't use power?
Unknown2004-12-15 01:31:08
I think that there is a lot that could be done with the idea of a "rogue" class. I meant it as a thief-ish sort of class. My mindset is that it would be composed of the three essential things a "thief" would need. Evasive ability and covert ability, a unique fighting style, and superior control of their mind ( oddly though, the closest thing I could think of as an example to this is Jedi mind tricks ) I'm trying to get input on whether this sort of class is desirable before I try to make it. After I know these things, then I can deal with the power issue and such. I am interested in the six new guilds that are to be made. Wonder what they'll be.
Shiri2004-12-15 01:34:20
Illuminati, Aeromancers, Pyromancers, and Wyvern Riders are all currently good bets. We think. And put the darn clairsentience in instead of the silly fighting style, dangit!
Unknown2004-12-15 01:51:25
Most likely Halifix will have a spy type class.
Nementh2004-12-15 23:13:28
Well a possible idea for a true 'rogue' class would be that, since they are used to living away from a nexus, they have figured out how to discover natural 'nodes' on the prime, and possible lower planes, that allow them to drain power. These 'nodes' would become stronger, and easier to find for a 'rogue' as the guild does quests to strengthen them.
Draw back, while only this class would have the skill to find them and see them, once discovered anyone would be able to link, assuming they knew the 'name' of the node. Also, put a skill in planer that could temperaily destroy these nodes if they can be found.
This would make the guild cautious about who they let into their secrets, and things like that. This also puts a mercenary group into the workings to be hired out. (Possibly let them drain city nexus to, allowing for another form a payment.)
Give them basic combat skills, they shouldn't win a sword on sword fight with anyone, they should kill be using assassin tricks, a poisoned dart to the neck, or a silent quick kill... not impossible to stop, far from it, but near fatel if not detected early enough. If detected early though, assassin guy better run...
So maybe these three skills?
Spying- Learning things you shouldn't know...
Assassination- Art of blending subterfuge, and martial ability to affect its grusume end. (Option 1)
Espinoge- The art of spying, and tracking information, or foes. (Option 2)
Resources- Like influence on crack, allows you to pay NPC informers in cities, etc... also where the node draining skills would be located.
Illusions- (Or something else along similar lines...)
Draw back, while only this class would have the skill to find them and see them, once discovered anyone would be able to link, assuming they knew the 'name' of the node. Also, put a skill in planer that could temperaily destroy these nodes if they can be found.
This would make the guild cautious about who they let into their secrets, and things like that. This also puts a mercenary group into the workings to be hired out. (Possibly let them drain city nexus to, allowing for another form a payment.)
Give them basic combat skills, they shouldn't win a sword on sword fight with anyone, they should kill be using assassin tricks, a poisoned dart to the neck, or a silent quick kill... not impossible to stop, far from it, but near fatel if not detected early enough. If detected early though, assassin guy better run...
So maybe these three skills?
Spying- Learning things you shouldn't know...
Assassination- Art of blending subterfuge, and martial ability to affect its grusume end. (Option 1)
Espinoge- The art of spying, and tracking information, or foes. (Option 2)
Resources- Like influence on crack, allows you to pay NPC informers in cities, etc... also where the node draining skills would be located.
Illusions- (Or something else along similar lines...)
Unknown2004-12-16 01:28:44
QUOTE(Estarra @ Dec 14 2004, 12:15 AM)
here probably won't ever be guilds that could survive without a nexus. It's just something you'll need to get used to in Lusternia.
17313
Just to reiterate before people get ideas about a no-power-needed class. I think "stealthy" types would be great, though, since they'd be wonderful for those with high dexterity (and also be perfect for those who love to influence and make money off of it).
Dritex2004-12-17 02:04:53
How about, if there were to be a rogue archetype, they would have somewhere, the ability to steal power from other players, or maybe even from nexuses. There is always the astral nodes to draw from as well.
Nementh2004-12-17 03:08:14
I didn't say we would exsist with out nexus, in fact what I proposed would make that class even more vunerable to losing its power source. I just find it, personally, hard to beleive that orginizations would not of devolped indenpendent of cities, espically considering how extreme all three cities go. Anyone who isn't an extremist really has no where to go, which worries me, because I like this game, but the will to log on is getting less and less because Nementh simply aint extreme...