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Karranthain

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Posts posted by Karranthain

  1.  

    Something that is historically accurate that you never really see in games that often take influence from historical armor (whether it be 100% authentic or more..fantasy-myth; ie viking armor) is classical lighter chain armors underneath cloths. It could be used for both lower level gear or just a lighter armor.

    http://www.infohow.org/wp-content/uploads/2012/11/MA-13th-Century-Arms-Armor.jpg is a generic example.

     

    I of course wouldn't want this to be the only type..but it would be some nice variation of the generic done to death systems of.

    Leather->Studded->Chain->blah blah blah systems. are tired, and rather bland honestly, having variety within the types of armor is much better if possible (multiple types of armor/styles within similar tiers)

     

    Agreed. I'd love to see multiple types of "equivalent" armors, even if their stats are totally identical (I have an inordinate love of purely cosmetic choices). I do understand this would take a decent bit of extra artist time for relatively little benefit, though, so I don't really expect to see it.

     

     

    I'd love that too (though, ideally, there'd be slight variance between those "equivalent" pieces).

     

    Check out this topic for some ideas.

  2.  

    All those guns...the next Kickstarter has to be Arcanum 2, surely!

     

    If not, a spiritual successor would be just fine too...just saying.

     

    :-

     

    Spiritual successor, uhm maybe. I just hated the magic vs tech after awhile. It didnt make sense imo. I wanted to be dual wielding techomage.

     

     

    I enjoyed this aspect personally - but I felt that it wasn't handled that well mechanically. But the effect this conflict has had on the world was presented well, I felt (vide Tarant vs. Dernholm).

     

    Getting back on topic, how about them bicornes?

     

    471_max.jpg

    • Like 1
  3. 'Twas a half-joke. But, I actually didn't think of that. Good point, :)

     

    This sort of came up some time back when people were talking about bows. The specs of military-type bows were being pointed out as problematic in some ways for proposed usages of bows and applications of Strength and whatnot, but then something along the lines of "maybe in a world filled with dangerous creatures and such instead of just armored people, adventurers would be a lot more likely to use hunting-type bows?"

     

    8P

     

    I do very much like to think of the differing applications and designs that would arise in a world very similar to ours, but not quite the same. Sometimes all it takes is that one factor: a common enough threat that isn't "humans"/armies, a plentiful enough resource or process that wasn't plentiful/available in real-world history, etc.

     

     

    On the other hand, if those dangerous creatures had tough hides, I reckon that powerful crossbows and firearms would be more popular. If they'd have speed on their side as well, longbows could see use.

     

    If armies were fighting dangerous beasts regularly, I bet Hussite's Wagenburg would see frequent use:

     

    imperialcamp1.jpg

     

    Essentially a mobile castle. ;)

     

    That's a lot of firepower concentrated in one place:

     

    On the wagons:

     

    75EzVjq.png

     

    Between them:

     

    fkVy7DC.png

     

    And even under them:

     

    A9zvGd8.png

     

    All in all, it's a very interesting topic I must say. How did the arms develop in the world of PE? Which tactics are used frequently? How heavy is the armour?

    • Like 5
  4. Other interesting bits:

     

    The weapon balancing is still very rough.  In general, fast weapons do a small amount of damage per hit but the most damage over time (though this can be heavily blunted by armor).  Slower weapons do much more damage per hit and the least damage over time, but are much less affected by armor.  Each type of weapon has its own special (though not necessarily unique) bonus as well.  E.g. sabres inflict a short-duration damage over time effect, estocs and stilettos lower the target's armor by a flat amount, morning stars do either pierce of crush damage depending on what the target is more susceptible to (automatically), etc.

     

    Magical implements are the fastest of the ranged weapons, but also do pretty mild damage.  The rest of the ranged weapons tend to scale in this order of decreasing speed and increasing damage: hunting bow, war bow, crossbow, arbalest, pistol, blunderbuss/arquebus.

     

     

     

    Weapon specializations are grouped together by themed category: e.g. Knight, Noble, Soldier, Ruffian, etc.  Only fighters gain access to WS.

     

     

    Pistols can be primary weapons.  They are the fastest-reloading but least damaging firearms.

     

    Looks like we'll have some fun with all those unique weapon types!

  5. http://forums.obsidian.net/topic/65617-adam-at-work/?p=1428097

     

    So we're going to get 28 different weapon types. 28. That bodes well, I feel. Given Josh's appreciation of historical weapons I'm convinced we'll see some fantastic weapons one typically wouldn't see in RPGs too. 

     

    I'm really looking forward to polearms, so in celebration of the weapon variety, here's a bunch of art featuring polearms.

     

    That is indeed good news!

     

    On a related note, it'd be nice if Obisidian would make an update focused on the armour & weapon designs as well as the weapon types, highlighting the most interesting ones.

     

    :-

  6. A clarification:

     

    "Follow in your footsteps" phrase was indeed a figure of speech, though it could actually be a pretty nifty functionality (when avoiding traps or other hazards, as Lephys mentioned).

     

    And, as I've mentioned previously, I'm advocating the inclusion of such toggle (accessible directly from the UI) merely for the sake of convenience. The fine level of control wasn't really needed in non-hostile areas.

     

    I really don't see why the perfect control of IE games needs the feature modern RPG's have just because control is much harder 3D over-the-shoulder...

     

    It has nothing to do with modern TPP games - case in point Fallout 1&2 or Arcanum (and I've mentioned Shadowrun Returns in the OP).

     

  7. When playing IE games, particularly when exploring non-hostile environments, I often wished for a simple "follow me!" toggle. Activating it would make your companions automatically follow in your steps, without the need of selecting everyone and then clicking on a desired destination.

     

    Such functionality is enabled by default in Shadowrun Returns, for an instance. However, it can be rather problematic in combat areas, since it cannot be disabled on the fly (you regain full control of your party when fighting starts).

     

    I'm not sure if it hasn't been already addressed, but if not - it'd be great if PoE featured this as a toggle accessible directly from the UI.

     

    'Tis a small thing, but pretty convenient.

     

    • Like 4
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