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Everything posted by alanschu
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Ranged weapons more powerful - why?
alanschu replied to Mr. Teatime's topic in Star Wars: General Discussion
Shields help. :D Being a droid he doesn't have to worry to much about G forces. We were also using real space rules variant so going full burn in reverse made the manuever quite simple. Keep in mind of Vader and his wingman's speeds. They past me in an instant. Mind you the starfighter that I used, a X wing variant, was pretty much scrap metal when I rammed Vader. I was unaware that the X-Wing could even go in reverse...mind you you did say it was a variant. The ship itself would still have to stand up to the G-Forces however....but whatever. -
A few things that bugged me about KOTOR
alanschu replied to Neowulf's topic in Star Wars: General Discussion
The only one it that list that forces you to play the developper's character is PS:T with TNO. All the rest has basic background history and then lets me to create any type of character I want. So you are saying you wanted to be a Bhaalspawn, Vault 13 decendant, or whatever? Fact is that any cRPG forces you to play a developer's character.....since a developer has to create the possibility have playing that character. If you didn't like PS:T because it forced you to play The Nameless One, then you clearly did not understand the premise of the game. At least Fallout provided some sort of non-linearity, and all Baldur's Gate did was let you choose a different class....but you were still the same character, and in Baldur's Gate 1 in particular, it was the same game regardless of what class you were, at least Baldur's Gate 2 had some class specific stuff as sidequests, but since you already stated that you absolutely do not like sidequests, we know where you stand on that one. Simply because KotOR does not let you play the class you want to play, you decide to moan about it. Oddly enough though, you spend a whole heck of a lot of time on these forums. You're like someone that hates some person so much that you cannot help but spend all your time watching their every move so you can feel satisified when you see them do something wrong. Furthermore, you absolutely will play KOTOR 2 since you hate the game so much. You'll play through it just to notice how bad it is so that you can complain some more. It's just the type of person you are. On a final note, there is nothing stopping you from playing KOTOR 2 not as a Jedi. It is only you that can choose to use a force power or use a lightsaber. The "Jedi" title can be merely ceremonial if you so preferred...but you would rather complain. -
You aren't "just" saying that. In fact you rarely say it. Usually you complain that the game doesn't appeal to you.
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Then use one.
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I don't think KOTOR 3 would be necessary for putting in starting feats. They exist in NWN and IWD2. I would imagine all they would have to do would be set a flag that you can only pick the feat when your PC is level 1.
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Yeah....many of the traits that you would pick at the beginning would take away from something as well. I never did have the guts to pick Jinxed....although I'm sure it could get pretty funny.
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Any possibilities of their being starting feats that you can only take at the beginning of the game? You could make your character Force Adept or whatever for the extra FP like the first one, but maybe also Charming, Battle Hardened, or any sort of thing like that. Maybe a feat that lets you make a cross-class skill an actual class skill. (i.e. you could make a Charming Soldier, so that you can be a tough fighter that can still smooth talk his way out of some situations) Or maybe some easier stuff like Heroic (bonus to combat when HP is low or something). Look no further than IWD2 or NWN (and recursively I assume D&D 3rd edition) if no one has any ideas what I'm talking about
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A few things that bugged me about KOTOR
alanschu replied to Neowulf's topic in Star Wars: General Discussion
On a side note Hades, it must really frustrate you to know that every game forces you to play a developer's character. Fallout: Vault 13 member that has to get waterchip Fallout2: Vault 13 hero's decendant PST: The Nameless One Baldur's Gate: A Bhaalspawn Morrowind: The native people's decendant (can't remember their name) I seriously cannot think of any quality game that has you NOT play a character that isn't entirely your own. -
A few things that bugged me about KOTOR
alanschu replied to Neowulf's topic in Star Wars: General Discussion
The strengths of PS:T are a result of the "weakness" that is playing as TNO. The story would not have been possible if you created your own character. Playing as a random Halfling Rogue would not have allowed you to take part in TNO's quest, since only TNO could take part in it. -
A few things that bugged me about KOTOR
alanschu replied to Neowulf's topic in Star Wars: General Discussion
Since that game doesn't exist, PST must be high ranking! :D -
A few things that bugged me about KOTOR
alanschu replied to Neowulf's topic in Star Wars: General Discussion
Linearity is probably always going to be a difficult hurdle, especially if you just consider the story. The last game I remember where I could complete plot points in a non-linear fashion was the Fallout series (and before that Ultima VII). Even games championed for being "non-linear" like the Baldur's Gate series and Morrowind are actually completely linear stories. However, people see the ability to do random side quests as being "non-linear." Of course some aspects of linearity are required since a story tends to progress, and situations will only occur if past actions have occurred, but non-linearity I feel is actually quite the myth. Having said that, I do not think that a linear game is necessarily a bad one. Games such as Half-Life and Planescape: Torment are two of the best games ever made as far as I'm concerned. -
Simultaneous XBox and PC Development?
alanschu replied to Tz-Auber's topic in Star Wars: General Discussion
Lucasarts had a dip in their game quality....it was good to start. I don't think their dip was that severe though. They started with Monkey Island games, X-Wing, TIE Fighter. They fell off a bit afterwards, but still had good games like Grim Fandango, Sam and Max (or was that earlier???), Dark Forces I & II. -
How would YOU tie together the KOTOR endings?
alanschu replied to Ivan the Terrible's topic in Star Wars: General Discussion
Such a concentration of forces used in the attack against the Star Forge may have left most of the galaxy relatively undefended for another aspiring Sith Lord. That would probably be the LS way anyways. -
Ranged weapons more powerful - why?
alanschu replied to Mr. Teatime's topic in Star Wars: General Discussion
Hades, how the heck did your ship do a "full reverse" from going in full throttle (like Luke orders) without getting blown away by Vader and his wingmen (or even a tower)? -
Ranged weapons more powerful - why?
alanschu replied to Mr. Teatime's topic in Star Wars: General Discussion
It also has limited ammunition however. -
I'm pretty sure that's the idea.
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Although, I think one thing that can be mentioned about the "better things to do than have a romance" argument is that a lot of time the characters would spend together is not fully realized. When I say travel to place X in Baldur's Gate 2, sometimes that would be days of travel. Or sometimes resting would be for a very long time too. I easily hit triple digits for the number of days I was on when playing the game (although it's been so long I cannot remember the number). So putting me beside Jaheira/Aerie/Viconia for the better part of a year, and that would be possible. Same with KOTOR. How long does it take to travel from Dantooine to Manaan? The characters do spend a lot of time together over the course of the game if you start to factor stuff like this in. As for piping up moments before a big battle, little things like that are considerations for the programming/design team to try to make sure it is implemented correctly so situations like that do not happen. BG2 had the right idea, it just wasn't implemented thoughtfully enough (which is understandable I guess...it wasn't something really done at the time and it was such a huge project). KOTOR avoided the situation after the earlier parts of the game by not having the NPCs initiate any dialogue which, as you mention, has its own benefits and downfalls. However, because the implementations have not been perfect, I do not feel it is a good reason to remove the idea altogether. I agree that conversations like this shouldn't happen when preparing to fight a dragon or some other tense situation, and I did not mean to suggest that a PC initiating a conversation should happen at one of these points. I was just stating that a PC initiating a conversation on his/her own is not a bad thing, because as the PC I can choose to listen or tell him to be quiet or wait for later....just as you or I could do to each other if we wanted. In short...having someone start a conversation would be welcome.......just not to the point of it being excessive As for the Harper quest....that's quite the bug you found I'm not too surprised that it would be missed since doing the Harpers that late it the game would not be the norm. Certainly would be quite the inconvenience however :D
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Overuse of the double-bladed saber
alanschu replied to guns1inger's topic in Star Wars: General Discussion
I would like to add one thing however.... Bab penalties or not for lack of feats, when I'm a Soldier or a guardian I almost always used a double-bladed weapon and never seemed to have that hard of a time hitting anything, although it was more difficult. At later levels, when combined with good crystals and high attributes, 5 attacks with the dualsaber was devastating. Also, I would imagine a lot of the abuses of the saberstaff were because in the X-Box version it didn't properly account for two-weapon fighting (if I am not mistaken). -
Questions the the Devs - Take 2
alanschu replied to EnderAndrew's topic in Star Wars: General Discussion
Actually, it isn -
You couldn't reflect the rockets in Jedi Academy...you had to use Force Push on them, and they would get pushed back towards enemies. So you could do it too.
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Heh...that's just it. The invasion was done by the dude that started the thread..... They were here the whole time More of a Jekyll and Hyde thing
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As for romances/friendships/whatever being completely side quests....look at how little sense that makes. You develop close friendships with the people in your party, maybe even some stronger feelings, but you don't want that to in any way affect the plot? First off, in order to have romances with any sort of depth (and that's not saying a lot....RPG romances are weak) that was a sidequest would require much MORE development time, since it would be entirely in addition to the main plot. Second, it ruins the immersion. If developing strong relationships (not even romances, but friendships) with my party members doesn't in some way affect the main plot, I would consider that to be a mistake. If I am well respected and admired in my group for being a champion of light and all that sort of stuff, if something really bad happens to me I want that person to speak up. If I'm a major jerk, I want the goody-goody person to give me crap about it (or something else perhaps). If a character "loves" me, I want them to act emotional when the villain tells me he killed my family (or some other atrocity). This sort of stuff lends itself to a much more enjoyable game experience than the mere powergaming romp. It's so much more than just doing the plot and going through the motions. There's no depth to it. Should they make your character's romance [essential] to the plot? No. And no game has done this. The rescuing of Bastila cannot be considered "putting your significant other at risk" because it's the first friggin' time you meet her (plus it fails to realize that Bastila is NOT the female PC's option). Baldur's Gate 2, KOTOR, or any other RPG that I can think of that has a romance, makes it entirely optional to the PC, which is just how it should be. But should the relationship be integral to the plot? Absolutely. Your romance is close to you, so however the plot affects you (unless somehow you're in a game where your PC has no bearing on the plot[???]) should also after your partner in at least SOME way.
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A lot of the hype about conversations starting at inappropriate times are misleading, as there are many areas in the game where romance conversations simply could not occur (although oddly rooms with dragons in them generally were "appropriate" according to the code, which was kind of silly). The romances were triggered based on real-time, and there were areas (such as caves and dungeons) where the triggers could not be activated. So when the time limit on the triggers was reached, if the player was in an "inappropriate" location, the romance would remain queued until the player finally did reach a better location. This is why after adventuring in one of the dungeons all 3 of the romance dialogues would pop up pretty much one after another. I actually tested this by pausing the game in certain areas and coming back later. Immediately following a romance conversation I would pause it, go it dinner or something, and come back and unpause it, and the next stage of the romance would immediately occur.....after about 5 seconds of unpaused time. However, while in dark caves (including the Underdark), I was never able to initiate a romance dialogue. However, there were times that there would be action happening in an area that was deemed "appropriate" (like in Athkatla or the Elf city at the end, or in "Dragon Rooms"), which was silly. I just bring this up because this shows that it was something that Bioware was trying to avoid. On the other hand, there are times that I do prefer the NPC initiating a conversation and "forcing" it on you.....because that's what people do! In real life, anyone is capable of initiating a conversation, so why limit it to quest triggers (i.e. walking up to main boss and he talks to you before fighting) or just the PC. I feel this takes away from the suspension of disbelief. If Carth wants to say something, I think he should speak up. Instead of having "Carth looks like he wants to talk," they should have him say "Hey, can I speak with you for a moment?" or something, with an option of "Now's not a good time" if you don't want to talk. Creates a more real environment.
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Well it's WIERD!!! First everything's all normal...Yay saberwhips....boo saber whips...a bit of discussion, and then BAM: "You're ghey!" "No you're ghey!" rabble.rabble.rabble.rabble. Or did I miss something??
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Verifying whether or not Revan was a man or a woman could be used simply for he/she identifiers.