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 Post subject: Firemaking improvements
PostPosted: April 12th, 2008, 8:50 pm 
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i think firemaking really needs to be improved, right now it is pretty much useless and should have some more uses.One could be the ability to light weapons besides arrows. You could light swords and be able to us that for about 100 hits until it is burned out. The burned out weapon would not be destroyed it would simply return to it's original state after those 100 hits.At level 10 firemaking you could light bronze weapons, at level 20 iron, at level 30 steel, at level 40 mithril, at level 50 addy, at level 60 rune, and at level 70 you could light dragon items. You could use oil with the items to light them. dagggers through swords 1 pot of oil. Scimmys through longswords you use 3 pots of oil, and 5 pots of oil for everything else.You could not light weapons used for bashing stuff in like warhammers.It only works for conventional weapons. It could also add a burn effect which could work like poisan for a shorter time.


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PostPosted: April 12th, 2008, 8:50 pm 
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 Post subject: Re: Firemaking improvements
PostPosted: April 12th, 2008, 9:05 pm 
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Well I think it would be interesting to light various ranged ammunition on fire. It would be an interesting add on to range (such as rune knives (f) that would increase damage against robed opponents.) Something small such as this would not change the game mechanics too much yet give it a new "flavor" to both range and firemaking.

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 Post subject: Re: Firemaking improvements
PostPosted: April 12th, 2008, 11:02 pm 
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It could also add a charred satus to robes, weakening them to stab and ranged attacks. The charred robes could be repairedby brining the clothes to any tailor and paying them 100gp for each charred piece of equipment.But that could possibly underpower mages against it.


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 Post subject: Re: Firemaking improvements
PostPosted: April 12th, 2008, 11:41 pm 
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Mrnoob wrote:
It could also add a charred satus to robes, weakening them to stab and ranged attacks. The charred robes could be repairedby brining the clothes to any tailor and paying them 100gp for each charred piece of equipment.But that could possibly underpower mages against it.


Magic based accounts were supposed to be weak toward rangers anyway.

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 Post subject: Re: Firemaking improvements
PostPosted: April 13th, 2008, 5:28 am 
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Alex wrote:
Mrnoob wrote:
It could also add a charred satus to robes, weakening them to stab and ranged attacks. The charred robes could be repairedby brining the clothes to any tailor and paying them 100gp for each charred piece of equipment.But that could possibly underpower mages against it.


Magic based accounts were supposed to be weak toward rangers anyway.



Yeah but it would be annoying if everytime you get hit in castle wars with a burned weapon you gotta go fix your robes.

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 Post subject: Re: Firemaking improvements
PostPosted: April 13th, 2008, 8:10 am 
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Marcinbu wrote:
Alex wrote:
Mrnoob wrote:
It could also add a charred satus to robes, weakening them to stab and ranged attacks. The charred robes could be repairedby brining the clothes to any tailor and paying them 100gp for each charred piece of equipment.But that could possibly underpower mages against it.


Magic based accounts were supposed to be weak toward rangers anyway.



Yeah but it would be annoying if everytime you get hit in castle wars with a burned weapon you gotta go fix your robes.


RuneScape is not meant to be realistic. I like the burn idea, but I think it would be too similar to poison. I agree that firemaking should be improved, but not in the same way than you think. I believe there should be some minigame that gives some decent exp or just makes firemaking a fun skill to train.

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PostPosted: April 13th, 2008, 8:10 am 
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 Post subject: Re: Firemaking improvements
PostPosted: April 13th, 2008, 8:43 am 
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Tidus wrote:
RuneScape is not meant to be realistic. I like the burn idea, but I think it would be too similar to poison. I agree that firemaking should be improved, but not in the same way than you think. I believe there should be some minigame that gives some decent exp or just makes firemaking a fun skill to train.


Your response to quoting me made no sense. :roll: You said Runescape isnt meant to be realistic. I never said it was. My point was just that it would be a pain to have to tele to a clothes shop to repair your robes everytime someone with a burning weapon hits you in Castle Wars..

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 Post subject: Re: Firemaking improvements
PostPosted: April 13th, 2008, 8:57 am 
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Why not just have the charred as a temporary effect. That way you wouldn't have to repair them but you still get the lowered robe defense bonuses.

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 Post subject: Re: Firemaking improvements
PostPosted: April 13th, 2008, 9:21 am 
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first of all: how would you light arrows on fire, and how did it affect the damage?

also, lighting weapons would possibly topple the balance of the combat triangle

range has already had a nice boost with all of the crossbows and bolts, even though that was some time ago

so to add fire damage to the range ammo would just make it overly powerful, besting even the dark bow, which could be fired up also

Also, all the damage that conventional weapons do would just be overpowered, someone with 99 strength can hit in the 30s with a whip, so adding fire damage on top of that would make melee even more overpowered

Though if that ida was implemented, then you could give mages a spell that could douse the fire, or maybe have that be another effect of a water spell, but needing a higher level water spell for specific weapons(strike for daggers, wave for 2h swords, etc)


But there are also many other ways that firemaking could be bettered, such as:
1. fires last longer with a higher lv or higher logs
2. bigger fires with higher levels
3. maybe lighting mage logs could give the fire some sort of special effect
4. adding magic spells to increase special powers in a fire
5. higher level firemaking means lower rate of burning food

These are just a few ideas i have, and there are many others that could be used


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 Post subject: Re: Firemaking improvements
PostPosted: April 13th, 2008, 9:53 am 
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gonearctic wrote:
But there are also many other ways that firemaking could be bettered, such as:
1. fires last longer with a higher lv or higher logs
2. bigger fires with higher levels
3. maybe lighting mage logs could give the fire some sort of special effect
4. adding magic spells to increase special powers in a fire
5. higher level firemaking means lower rate of burning food

These are just a few ideas i have, and there are many others that could be used


1. Fires alreayd last longer with better logs.
2. you mean fires thta up a 2x2 area? that would kill power firemaking as there wouldn't be any room.
3. what kind of a special affect can possibly come from burning logs? you mean visual?
4. ----Not even going to bother with this one :roll: ----
5. What does firemaking have to do with cooking?

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 Post subject: Re: Firemaking improvements
PostPosted: April 13th, 2008, 10:08 am 
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Marcinbu wrote:
gonearctic wrote:
But there are also many other ways that firemaking could be bettered, such as:
1. fires last longer with a higher lv or higher logs
2. bigger fires with higher levels
3. maybe lighting mage logs could give the fire some sort of special effect
4. adding magic spells to increase special powers in a fire
5. higher level firemaking means lower rate of burning food

These are just a few ideas i have, and there are many others that could be used


1. Fires alreayd last longer with better logs.
2. you mean fires thta up a 2x2 area? that would kill power firemaking as there wouldn't be any room.
3. what kind of a special affect can possibly come from burning logs? you mean visual?
4. ----Not even going to bother with this one :roll: ----
5. What does firemaking have to do with cooking?


Ok i was just throwing ideas out there but:
1. i didnt know that, as i havent done extensive tests on it, and i really dont care :roll:
2. ok so something kills powering a skill, i for one really dont care that much
3. maybe the fire just goes wild? what if, a low lv firemaker could accidentally burn down trees if the make a fire too close to one, and the higher the level you are, the lower chance it would happen?
4. maybe a spell that would make it portable? kinda like the firemaking cape emote? maybe changing the colors?
5. hmmmmm idk, maybe you cook things on a fire? i dont know just a thought #-o

dont forget, these are just ideas


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 Post subject: Re: Firemaking improvements
PostPosted: April 13th, 2008, 10:49 am 
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You get ashes by burning logs. Label the ashes with whatever log they were originally from and use them in other skills like second ingredients for Herblore and Summoning as an example.

Example(Herblore):

Special Attack Potion (Restores half of your Special Attack bar.

Lantadyme + Yew Log Ashes

Super Special Attack Potion (Restores all of your Special Attack bar.

Dwarf weed + Magic Log Ashes

Example(Prayer):

Kill a monster, but instead of burying the bones. Ignite them to get x2 Prayer experience as well as Firemaking.

The three most common sets of bones are obviously Regular bones, Big bones and Dragon bones.

Normal - Level 30 Firemaking
Big Bones - Level 60 Firemaking
Dragon Bones - Level 90 Firemaking
(Of course the other bones such as Jogre and Large Monkey Bones will vary.)
Those two ideas were off the top of my head.

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 Post subject: Re: Firemaking improvements
PostPosted: April 13th, 2008, 12:20 pm 
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Alex wrote:
You get ashes by burning logs. Label the ashes with whatever log they were originally from and use them in other skills like second ingredients for Herblore and Summoning as an example.

Example(Herblore):

Special Attack Potion (Restores half of your Special Attack bar.

Lantadyme + Yew Log Ashes

Super Special Attack Potion (Restores all of your Special Attack bar.

Dwarf weed + Magic Log Ashes

Example(Prayer):

Kill a monster, but instead of burying the bones. Ignite them to get x2 Prayer experience as well as Firemaking.

The three most common sets of bones are obviously Regular bones, Big bones and Dragon bones.

Normal - Level 30 Firemaking
Big Bones - Level 60 Firemaking
Dragon Bones - Level 90 Firemaking
(Of course the other bones such as Jogre and Large Monkey Bones will vary.)
Those two ideas were off the top of my head.



They sound really good

gah i had an idea that i just lost sorry ill edit when i get it back


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 Post subject: Re: Firemaking improvements
PostPosted: April 13th, 2008, 3:58 pm 
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yeah, creamating would be a good idea, but wouldn't that cheapen he chapels in POH a little bit? :|


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