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View Full Version : Idea: The Layered Look System



Fallen
01-24-2004, 09:55 PM
I have found I seldom take the time to view others because of the large amount of crap people chose to stick, strap, or paint onto themselves. While reading over several posts concerning this trend, I began forming an idea for what I believe to be a useful tool in dealing with this problem.
I suggest players are given the option to limit how much they take in when looking at other characters. You can either chose to have your character casually glance at passersby, or elect take the time to make a detailed observation of those around you. If nothing else I believe this update to the look command will add yet more depth to our world and enrich how our characters perceive it.

Perception, your statistics, and age will all factor into accurate viewing of others, combining to determine if you are able to view "Main Target Areas" of the character. "Main Target Areas" or MTA's are the primary points of interest your character will search for when viewing another player.

The three MTA's are broken down as follows:

1. Character health: On a casual glance your character will attempt to determine the severity of the target's current health status. If successfully identified you will note the light, moderate, or heavy condition of both the injuries and scars.

2. Equipment/Gear: Your character will attempt to identify their target's armor and defensive equipment. Larger/heavier armor will obviously be identified with greater ease. On Casual and Interested settings you will also attempt to locate the character's major containers. The larger or heavier the container, the less difficulty you will have in recognizing it. Altered items all have a slight penalty applied to them.

3. Culture/Profession: I believe being able to decipher a character's culture and profession within a second of them coming into view is glaringly unbelievable. Important information such as this should need to be ascertained through detailed observation of the character's features, mannerisms, speech, and presence. Though the Layered Look: Prolonged command is still a bit lenient in this regard, it will still add a bit of realism to the current flawed identification system.

The Three Layers:

1. Casual: "You take a discreet glance at <character>, attempting to quickly take in his/her general characteristics and equipment."

A. Race, age and height are observed, as well as what is currently held in hands. Brief mention of wounds and scars will be noted, as well as an attempt to note the severity of the injuries. An Attempt is made to spot armor and large containers.

2. Interested: "You pause a moment to examine <character>, ensuring that you take careful note of their gear and distinguishing features. "

B. Everything included in the Casual layer, also to include all physical features (including alters) of the player, the full extent of injuries, and an attempt to see all containers above very small amount and combat related equipment.

3. Prolonged: "Turning your full attention to the task of careful observation, you view <player> with a careful eye, committing every detail of their person to memory."

C. Everything described in the previous levels also to include profession, culture and specific titles. All tattoo's, piercings and body art. All weapons/objects stuck to character are seen, and all gear to include non-container pinworn and fluff items are viewed without the chance of failure.



Additional Features: Being a Successful Peeping Tom:

Just as perception plays a large part in being able to identify your target's MTAs, A keen perception will allow players to be aware of others assessing them, and if skilled enough eventually locating the specific viewer. The following are the factors that play a part in whether or not you are seen.

1. Spells such as Presence and Brightness will add to your awareness accordingly.

2. Spells that shroud a player such as unpresence, Spiritual fog, and Darkness will aid a player in remaining ambiguous in their viewing of others.

3. Players will experience increased difficulty in spotting others if the viewer is in hiding or invisible. The more skill you have in Stalking/Hiding or ranks in the Wizard(900's) circle will increase your odds of remaining unseen.

4. The amount of people in the area and room environment effects the ease of spotting and viewing respectively.



While this proposed idea may be a bit crude in its current incarnation, I believe a command structure similiar to the one above would prove useful to almost everyone.

Comments, Questions...

Fallen
01-24-2004, 11:28 PM
Chuckles

Well I thought it was a decent idea.

01-24-2004, 11:42 PM
:thumbsup:

Fallen
01-24-2004, 11:45 PM
So thats one resounding YES for the Layered Look system.

If its endorsed by RangerD1, its gotta be gold.

Latrinsorm
01-24-2004, 11:50 PM
Why not just allow us to mutilate the corpses of anyone with over 30 items worn?