Jump to content

Karranthain

Members
  • Posts

    1211
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by Karranthain

  1. Yeah, that was a good watch. I really hope reach weapons will be in PE.
  2. I've mentioned this before, but how about implementing weapons perks? E.g. 1) Harder to parry against (Flamberge) 2) Tiring to use. (Greatswords) 3) Light. (Smallsword) 4) Can misfire. (Firearms) They'd attached to certain weapon types; some perks could be perhaps unlocked (or removed) through training. Other could be added via crafting (using a certain material to create a weapon would "attach" the light perk to it). E.g. A Flamberge belongs to the Greatsword subset - it has the Tiring to Use perk. Additionally, it's Harder to parry against (which is its unique property). If it would be created from a material of magical properties, it'd also be considered "light". With some training in the proper usage of great weapons, the player's character would ignore the "Tiring to use" perk.
  3. I'd say it's more about verisimilitude than realism. Moreover, static gameplay isn't really particularly interesting, is it? That's a good example. All the same, that hide would eventually rot, unless tanned. Riveting some metal plates into leather made from it would also be a good idea, etc.
  4. I agree. My answer to the question quoted below is that it'd make perfect sense if said barbarian/ranger was forced to forgo using obsolete armour if circumstance demanded it. That'd make the world more believable.
  5. That would be correct for a combat-focused game (i.e. ToEE); as far as we know PE won't be one - hence the poll. Not sure what you mean here - there is certainly going to be combat in PE and isn't that pretty much the only part of the game that weapons would be designed and implemented for? It meant that the focus will be different - that's why I brought up ToEE, which has an incredibly robust combat system, but not much in the way of story or dialogue. In other words, I simply hold an opinion that expecting PE to have a large variety of unique weapons is simply unrealistic - hence the poll options.
  6. The Wire : RPG? Make it happen! http://www.youtube.com/watch?v=ipaV4k2n__I Also, KOTOR III with Chris as a lead -
  7. source : http://www.kickstart...-eternity/posts Which one would you prefer? I'd definitely be in favour of Cultural or material descriptors. I'd love it if plate armour, for an instance, would look different between cultures. E.g. Dyrwood Plate Vailian Plate
  8. I'd definitely play a rogue that'd play in a similar manner. Could look like this.
  9. That would be correct for a combat-focused game (i.e. ToEE); as far as we know PE won't be one - hence the poll.
  10. It's been mentioned before in this thread, but what would you think about Sara Kestelman as the narrator? Hint : http://www.youtube.com/watch?v=tDVCHKeM1Uk
  11. Rapiers are definitely quite different from longswords, despite their superficial similarities (and the fact that they're sharing the same basic function). Fighting techniques are definitely distinct. Whether that level of detail of desirable is, however, debatable - hence the poll
  12. I'm definitely considering it yeah, but I really have no idea wether it will fit the narrative though. It's worth experimenting with though, I think it could be cool. Definitely, there's a lot you could do with the guitar Seems like I provided a wrong link for that music piece, here's the correct one. Sorry!
  13. That was the idea, actually. It's one of the things that made that quest so memorable, in my opinion
  14. Justin, by the way, guitars (classical, 12-string) were frequently mentioned in topics pertaining to music; live musicians are now confirmed. You remarked that you really miss playing on those instruments - are you considering it for PE? Perhaps something flamenco-tinged for the Vaillan Republic? And by the way, here's something that you might enjoy (I particularly liked the piece "Kings")
  15. That, I Imagine, would cost extra - I'd be great if they could afford that, surely
  16. Pretty much exactly at that. Well maybe the adventurer could be a little more adventurish, but that'd definitely work and it'd be a wide variety anyway. Found something interesting. I must say I really like this one - it's not exactly historical, but it's definitely influenced by real designs; only used in a unique combination. Best of all, it looks both believable and practical.
  17. Many would disagree with this. It's a matter of preference - some people like the fact that Sweet leaves space for imagination.
  18. source : http://www.kickstart...ty/posts/321413 That gives me an idea : Firing a musket and then charging into the fray, broadsword raised, sounds like my idea of fun
  19. I would've liked that. But I hope that the ammo won't be plentiful enough to render that choice a no-brainer.
  20. That'd depend on just how often those sequences would be presented to the player; I think it'd be fine if they'd be used just for major areas. A similar technique could be used to describe major characters (companions, the villain etc.) as well. Ultimately, however : Balance in All Things. I agree that having too many of those could potentially grow tiresome.
  21. That's how I feel as well. Unless there's a supernatural (mutation, armour welded to the flesh, gift from a dark god etc.) explanation, I wouldn't like to see such designs usable by the player's party.
×
×
  • Create New...