It seems that whenever I have a question, or find a bug about LOP it turns into this whole huge suggestion thread before too long, so now I'm putting up a thread dedicated to suggestions about LOP, if that's alright with Remcon, of course. (If it's not, may he delete this thread, and burn down my house, etc. etc.)
I'd also like to start us off with some ideas I'm implementing in my own LOP mud.
Dynamic Armor Classes, I kind of hate it when I see "Your blow bounces off of [x]'s armor" when they have a high dex, and likely no armor, and should've just gotten out of the way. So I'm making things like int armordodge, and int armorarmor etc, which build up to show overall armor class, though whichever one is dominant, will have a different message, and different affect (Blows being absorbed by armor damage the armor, and blows being dodged entirely have no affect)
AC and HR are currently wacky as hell. With 100 hr, it takes an armor class of 400 before they're not getting hit by me at all.
Damage Reduction was something I've been thinking about, and having to overcome damage reduction before being able to do any damage at all with what you've got. (Dragon with reduction to piercing, or w/e, say, 50 points, if you do less than 50 points of damage, no damage at all, if you do more, you do a little bit of damage.)
Critical Hits, by all means sound really really really fun.
Changing the five saves (Which I've never really seen used in a mud) to the ol' fashioned DnD Will/Fortitude/Reflex saves, though, could add more for flavor "Roll a Sanity Save" always sounded fun to me
BUG NOTICE: Apparently setting a skill to increase both hr/dr only increases one...? What, and why?
Setting a skill to incrase AC by... oh, say 3, from 25, sends your AC to 32...?
Also, apparently if you have multiple affects that have a duration like... L/5, it will add them.
Example Skill:
Hum, Nonmagical, accumulative(Which doesn't accumulate, by the by), Group
Mana 5, beats 6, target Ignore
Affect 1 hitroll by L/8 for L/5
Affect 2 damroll by L/8 for L/5
Affect 3 armor by 3 for L/5
Starting hr/dr/ac: 64, 64, 25
Ending hr/dr/ac: 64, 88, 32
Duration: 60 rounds.