Quest Digest 11/3/95 From: ">>-Josh->" <J.P.Gallagher@durham.ac.uk> Date: Sat, 11 Mar 1995 09:47:31 +0000 ____________________________________________________________________ | | | THE QUEST DIGEST | | The forum for the E-mailing Quest-players | | Compiled by Josh Gallagher: J.P.Gallagher@durham.ac.uk | | Date: 11 March 1995 | |____________________________________________________________________| o This is not an automatically generated compilation, so if all contributions could be sent to me in a seperate e-mail with paragraphs initialled, I would appreciate it a lot. o Please do not use this list for your own purposes; people do not appreciate thousands of pieces of mail arriving a day! o If you ever want taking off the list, just say, and I will be happy to do so. I don't want telling off for any nuisance mail! o All material here is the exclusive property of the author and may not be used elsewhere without their permission. JPG> Hello and welcome to another digest... only brief comments from me at the moment, as I have to hop off down to Nottingham in about 7 minutes. :-) Please please please fill in those voting forms. The more the merrier as they say, and the more likely the material is to get implemented. -------------------------------------------------------------------------- From: The Hamster <godfrey2@coventry.ac.uk> Quest Helpline service. This helpline is chaired a by a panel of experienced Quest players, who will be available to answer any queries or solve any problems to do with Quest. Send e-mail to <godfrey2@cov.ac.uk> and give "Quest help" as the subject line. Contact me if you want to join the panel. -------------------------------------------------------------------------- From: magnuz.aemp@medstroms.se (Magnus Cassersj\v) >IGO> You used a chainmail in real life and you could walk, wave your arms and all that! So it was only a hindance. Just like mages in chainmail they could cast but it would be more difficult, but never impossible! MC> I'd say that it's not the physical hinderence of the weight that would stop a mage from wearing metal-armour, rather some metaphysic disturbance in the universal powerflow that would stop the mage from using metal. Far out, eh? However - different wievs of fantasy states different ways of looking at it... I don't really expect that anyone wouldn't put a chainmail on their weak but still powerful mage in game that permits such actions. -------------------------------------------------------------------------- Date: Wed, 08 Mar 1995 21:46:34 GMT From: editor@elbon.demon.co.uk (Paul Noble) PN> Hurrah for SA who has actually thought long and hard about the benefits of aligned settlements! > > AH> I'm tempted to drop my new group in G3 to join up in another game and > I'd rather like to have a few friends in the new game. So which games are > the 7 , 10 , 15 day turn arounds as would like to join one of the quicker > ones which have a few of us playing in. PN> G1=10D G2=10D G3=10D G4=10D G5=10D G6=15D G7=?? G8=10D G9=15D G10=10D G11=10D G12=10D G13=7D G14=7D G15=15D G16=15D G17=3D I think these are correct but am unsure of G7 and G4, G1,3,6,8-10, 13-17 are 100% correct (I think ;) > AH>about but I'm surprised no-one has said how short 16 characters is for an alliance name - Swords of Garthana in G3 will be upset. PN>Yep thats unfair for a large amount of alliances, have more than 2 or 3 words and you have to abbreviate your name! > AH> Whilest thinking up the above idea I had this one as well. Since > Charm distracts the enemy would it stop a total death party from casting > spells? > Now all we need is a volunteer to go against 10+ mages armed only with a > charm miracle <BEG>. PN> I don't know about the charm idea, it is one of the most over looked spells I think, that and confusion 2, which I've used with success to steal money off another group. > JJ> a group in game 10 called TIAN TOST (tea and toast) and another I ha > I think silly and stupid names are an pain in the ass, but names like > the above are well thought off and looks like a really fantasy'ish name. > It only reveals its sillyness if you pronounce it. I think somebody that > puts some thought in his name (like this character surely did) is > worthy of playing Quest. PN> I like names that are a> snappy and catchy b> totally original, none of these film lisence groups c> actually portray some quality with in the group, so if you're called Lords Of Death then you should fight like one, rather than run away all the time. Personally my groups DeathShoe and the Guys Who Go HAGGAR! both took about 2-3 hours to think up, the first is a parody of the Lords of Etc, they are hard and have attitude, the guys are named after a character who performed 'Beardrops' in the arcade game Final Fight, while out of context in Quest the party profile follows the idea through and it is done in a light hearted fashion and is never taken seriously, unlike some. Group names that annoy me the most are ones that take no thought to actually produce, this and blatent rip offs of fantasy books, ie the Forsaken - Robert Jordan books, The pits has to be Tolkieners, I've come into contact with so many Tokien fans in quest it makes me sick, the amount of people that rabidly follow Tokien and never let anything bad said about the 'master of fantasy' and name there groups, there characters, their rumour cards, their alliance, their lunch box, arrrrghhhhh!!!!!!! > With a 2 turns per week deadline. I have heard that KJC is planning on > setting up an BBS on which we can leave "turn cards" and download turn > results. PN> this way it costs us loads! we pay to upload and down load, how tight arsed. PN> my bad mood is a direct result of all my 6 game turns (only 4 games played in) being due this week and none, not one has turned up yet, and I was suppoesd to have 4 already, it'll be 6 by friday! -------------------------------------------------------------------------- From: Bensey <9365040@mull.sms.ed.ac.uk> Date: Thu, 9 Mar 1995 11:57:18 +0000 SA> > It sounds very good with the thing you have made in game 5 with the city of > Zanul, but wouldn't it be even funnier if what you say happen, really WOULD > happen. Thank you VERY much for the artwork Neil! NB> Firstly, Stefan you're very welcome for the artwork. If anyone else want photocopies then email me. All free of charge. Except perhaps Stefan could return the favour with a copy of his alliance newsletter? Got my address? NB> I'll still fight an aligned city update until I'm blue in the face. I really enjoy what I'm doing in game5 with Zanul. I get to do some hefty roleplaying and give others the chance to do so as well. That's all I want. The last thing I would like to see are my ideas implemented or anything remotely similar. I want to give everyone in the game freedom of choice whether or not to play with an aligned city. > PN> How exactly are you to enforce > your 'good' rules, if a evil group turned up there is absolutely > nothing you are anybody can do to actually repel any invasion of > evil ones, cast on them all you want, every single tiny bit of > damage can be healed in 1 order, this includes poison and > disease, stealing to fight only works if they have over 0% flee > factor, they can sleep and avoid stealing and spell casting. NB> Good point, and to be quite honest, I'm not sure. But I'ld like to think that if they are role-playing an evil group that they can ROLEPLAY. So I'm sure something could be worked out - i.e. a battle arranged or something. NB> Let's say cities DO become aligned (Heaven's forbid!). If an evil city is empty, no player groups reside inside except yours, there are no good guilds or temples there, there are no wars in the surrounding countryside, etc. And if you are a Baldor worshipping group, how can you say that that city is EVIL? NB>The alignment of a city is a transient thing depending on the inhabitants and these will always change. There is therefore no logical way, in my view, that cities could be permanently programmed to be aligned. Temple Questing ASAP NB> Thanks to everyone who gave me their suggestions. I'll be balancing out your ideas with the idea for my group outlook - no more priests! But I'll try an implement as many as possible and let you know how it goes. And, of course, once I get my Quest, I'll add the details to the gold per sector list! Group v Group Fighting > CC> I've never lost a character and haven't lost a fight since my group > was 15 turns old. But there's a difference between going into battle at > 15 turns and 90+ turns. All those ACE abilities for one thing. NB>My group started fighting at turn four. They had over 120 group v group fights in their 80 or so turns. Never lost one fight. Only lost one character, but got him back, didn't I Clive!? Sillies Group Names NB> [hanging head in shame] I thought this would be really funny, I called my group "Unknown Party" because groups you haven't met show up as unknown party, except my group. Even when you meet them, they are still unknown. [Ralph]. I'll change it when I find the time to think of something better. -------------------------------------------------------------------------- Date: 10 Mar 95 11:58 +0100 From: Manuel Pancorbo <Manuel.Pancorbo@uned.es> MP> I'd like to contribute to Quest enhancement with a proposal that wishes wilderness movement be more realistic. The problem -or perhaps bug- is that diagonal movement (even code 2,4,6,8) costs the same as lateral/vertical movement (odd code 1,3,5,7); so you can travel rather far away just taking diagonal directions. Then I propose two separate movement cost tables for each type of terrain: one for lat./vert and other for diagonal. Moreover the basic movement points table should be extended to gain accuracy. Here are the proposed new tables: Wid. Speed Slow Normal Quick Old mv. points. 15 21 26 New mv. points. 75 105 130 New terrain lat. New terrain diag. Old terrain cost vert. mov. cost. movement cost. 3 12 17 4 17 23 5 21 29 6 25 35 7 29 41 MP> Now, the Rest order ("R") will range from 1 to 20. Each point used to rest will decrease the mov. p. in two (this doesn't change) and would mean, say, fifteen minutes resting. MP> The table penalizes the diagonal movement and bonuses the lat./vert. movement with respect to the old table, in such a way that diag. = sqr(2)*lat. approx. You can see that one lat./vert. step plus one diag. step cost proportionally the same mov. p. in both systems and in all terrain types. MP> I think this new tables can easily be programmed on the game and assumed by all players. The counterpart, IMHO, is that it is a major rules modification, so KJC should do a big effort to reimpress new instruction booklets, send them to all players, etc. MP> I would greatly appreciate your comments. Thanks. -------------------------------------------------------------------------- Date: Sat, 11 Mar 1995 01:35:07 GMT From: kryten@menageri.demon.co.uk (Kryten) When buying thief skill I find the following table very handy :- 100 Experience => +2 Skill 200 Experience => +3 Skill, +1 Awareness 300 Experience => +4 Skill, +2 Awareness 400 Experience => +5 Skill, +3 Awareness Quest doesn't seem to allow you to exhange more than 400 experience at a time, so to get value for your money I suggest saving up the experience and splashing out in one town. -------------------------------------------------------------------------- JPG> That must rank as the most speedy one I have produced! :-) Keep the material coming in. I am finishing term soon, so I will need to make arrangements for the continuation of the digest in my absence, as it is looking unlikely that I willbe able to get net.access over the holiday... JPG> Niall? Chris? I know you have both offered in the past.. Bye for now anyway! Happy Questing! >>-Josh-> "Dreamer... Nothing but a dreamer..." Up