This is the
Dream List post where I accumulate speculative ideas for new/changed UO game mechanics; things that I've always wanted to see happen in the game, but probably never will.
In my dreams, I see...
- missing items
Smoking / Pipes
Arrowheads / Quivers (got thanks)
Hitching Posts / Horseshoes / Tack / Saddle / Barding / Caparison
Tents / Tipis
Traps /Snares
Rapier / Parrying Dagger
Blunderbuss / Muskets
Cestus
Canteen / Wineskins
- enhanced existing item/system behaviors
Lower Requirements - using Gold and Dull Copper material should also lower weapon weight (Dull Copper is not magical, it requires less strength precisely because the weapon weighs less - makes sense no?)
One Handed Hatchets - have you ever tried to use a hatchet with two hands?
One Handed Short Spear - for Roman style Pilum and Shield
Spear - with stabbing animation (instead of swinging it)
Archery - animation preceding the shot (not starting after the fact)
Lightning - animation should shoot from the caster to the target (especially when underground) (it's magic lightning, so why complain?)
Water Pitchers - filled from streams and emptied when poured out on the ground
Acid Pools - dying in a (deep) pool of acid should also dissolve your corpse
Acid Puddles- burning your feet on a (shallow) puddle of acid, should not be able to kill you
Bola - should be able to (ensnare small/medium sized game) paralyze mobles
Ghosts - playing as a ghost should have some ghost activities, like haunting a player, possession, special effects, rage-meter
Vendors - should be able to also set price/amount ranges for items to buy
- new systems
Playable Monsters - log in as a Rat, Orc or Dragon (for example) till killed then respawn
Hand and a Half - weapons that change characteristics when used w/wo shield, think D&D bastard sword
Ridable Packhorse / Saddle Bags
Siege Engines / Breakable Walls / Burnable Gates / Burning Pitch Arrows
Counter-Siege Engineering / Fortifiable Walls / Repairable Gates
Usable Carriages / Wagons / Chariot
Attack Dogs - that can disarm and hold another player / guard a spot or item
Thieving Ferrets - that can retrieve a key or gem from another player
Carrier Pigeons - that can carry a short message to another player
Hunting Falcon - pet you can wear on your arm (paper-doll) and target small game
Hirelings - who log out with you and gain skill
Cellars - that you build under your house
Brigands Bandana - prevents attacks by brigands like kin paint / orc mask
Lizard Skin - prevents attacks by lizardmen like kin paint / orc mask
Charging - being mounted, galloping into another player on foot, may knock them down
Setting for a Charge - being on foot, setting your pike, may kill the mount of a charging player
Shaving - beards that you can shave off but then grow back over time
Harsh Environments - exposure damage over time in Hot Deserts and Cold Wastlands
Weapon Type Resistance - reapers / skeletons take less damage from Archery / Fencing
- clothing and paper-doll
Colorfast Bandana - with color that does not bleed into the background of the paper-doll
Customizable Clothing - with modules like customizable housing modules
Skin Layers - Tattoos / Branding / Scars / Facepaint
Bloody Cloths - clothing becomes bloody from cutting corpses, dealing damage in combat
Raged Cloths - clothing becomes burned by fire, dissolved by acid, tattered by combat, bloodied by skinning/butchering and so forth
- stat behaviors
Limping - running when Hit Points are Redlined drains Stamina
Stamina - being at Zero Stamina takes away Double Movement Speed (not "frozen" at Zero Stamina)
Overburdened - takes away Double Movement Speed and "frozen in place" at Zero Stamina
Dropping Items - being Overburdened and "frozen in place", taking damage makes you drop heavy items
- skill behaviors
Hiding - always turns the character Gray in the p.o.v. of the player (so it appears to them that they always succeed at hiding)
Detect Hidden - leaves the character Gray in the p.o.v. of the stealthed player (so it appears to them that they are still stealthed)
Archery - switches to Wrestling at range zero
Tracking - shows up as actual tracks
Horemanship - helps keep you mounted while galloping or fighting from horseback (maybe just use animal lore)
- mob behaviors
Faster Monsters - no escaping on foot from a dragon in flight
Skittish Bunnies - that flee from you, instead of charging at you
Fearless Undead - that do not flee from you when 'hurt'
Aggressive Grizzlies - that have a good probability of attacking, but not always
Creatures that Pack / Herd / Flock then Hunt or Migrate together
NPC Brigands - who rummage
NPC Thieves - who steal
NPC Actors - who do recitations
NPC Beggers - who beg
NPC Town Criers - who give news updates
Ratman Archers - who look like they hold a bow
- player interaction group behaviors
Alliance setting like party - Others Can't Loot / Kill my Guild Members
Guild acts like a party - Others Can Loot Corpses of my Kills
Multi-Way Wars / War Rings
War Chat Channel - for Guild Leaders / Warlords