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Cairn

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  1. Yeah, a Stargate RPG open-universe with a gate system would be great. You could be the leader of an SG squad. And you could go about discovering the worlds of the Stargates on missions to find technology that will ultimately help defeat the latest enemy or the the Goauld if you want to place the game in the past. Or we could merely start out as a person in an off-world settlement. Or we could start out as a person in one of the several colonies of people that used to be enslaved or are still enslaved by the Goauld. Or we could start out as a Jaffa that rebels against Goauld, or takes their side to defeat SG command and eventually to find and takeover earth. Or we could start out as a Goauld, the little snake-like parasite/symbiot, depending on whether you decide to take-over the host's body or merely share it with the host, that has to find a home. Or we could start out as a total other line of Goauld's where we are born in a lake on the Goauld home-world and have to take hosts until we can finally get somewhere where we can work towards ultimately resisting and replacing the current line in power, or to help humans to free themselves, depending on what we decide.
  2. Oh, you are wrong my friend. The newer Stargate Universe may be somewhat of a cheap rip-off that tries desparately to fill the shoes and continue the former glory of the SG-1, and to some extent, Atlantis, but Stargate is an awesome epic rivaling anything science fiction. The main problem with Stargate is that they are afraid to open into the unknown universe that made Star Trek so enjoyable. The Stargate's stick to a storyline, which really is what made SG-1 so good, but now that the power of the one line of Goauld are virtually defeated, and the replicators and ascended beings have been put in their place, Stargate really needs to take that chance and open up to the unknown universe like all the best Star Treks have always done so that they can continue to explore. Then they need to rehire the SG-1 writing staff that wrote the first, fifth, and seventh seasons, fire any writing staff that wrote the 8th through 10th seasons. Then they need to fire the writing staff of SGU because they suck big time. I mean except for like the last two or three of this last season, SGU has been a complete snore-fest. I literally was falling asleep watching SGU, but I persevered because I loved SG-1 and liked Atlantis. Also, SGU suffers because it's turned down the immoral road with more sex and gay stuff that so many shows are trying to promote today. Stargate was never about any of that, it was just about a really good sci-fi world, like Star Trek. In fact, to be honest, Stargate has been cleaner than even Star Trek concerning morality. Now SGU has abandoned that, probably for a more adult audience, but they'll suffer, and ruin a great show while they're at it. Oh well, I guess even the great must eventually fall.
  3. I cannot agree with you on the "learn-by-doing" leveling system. I personally love the "learn-by-doing" system. I don't know what you mean by the x3 x5 thing, so I have no opinion regarding that portion of the learn-by-doing system in Oblivion. And as for the disparity in skills, well of course, if you didn't practice the said skills. I loved that part of the system as well. Of course, I haven't played the game again in over a year due to some glitch that causes doors to open slowly, so I've forgotten some things about it. What I do remember, is that I loved many of the ways Oblivion did things. I don't exactly remember any of the pet-peaves that I had about the game, although I do remember that there were some. The reason I love the learn-by-doing system is because I am one that loves to get immersed into the virtual reality that I am playing. I love the learn-by-doing leveling system because it adds a level of reality that I very much appreciate and it does it's part in not reminding me that I'm playing a game. Not only that, but I found that the learning-by-doing system helped to change up the goals and play of my game. It gave me a reason and a goal to focus on with something like brewing potions or collecting herbs so that I can strengthen my alchemy skills. This was especially true with Oblivion where sometimes, after a while, it started to seem like every mission was just more of the same more or less, go get this or go kill that over in yonder place. Having that "learning-by-doing" helped to give me a purpose for taking my focus off of that for a while and focus on something different for a change. Also, I knew that every time I fell and got really hurt either by the falling or by constantly getting hit when I was almost out of health potions meant that it was all for the better in the long-term because every time that happened, I progressed towards being a little bit stronger due largely to the learning-by-doing system in Oblivion. As for your opinion about the monsters and other enemies leveling up with you, I couldn't agree with you more. I'll tell you, if I ever designed an RPG game, it would be open-world, and I would set up a system of universal physics that applied to all characters realistically, (i.e. I wouldn't have animals arrested for biting/killing a person, but a hunting party might be sent after them) and to agree with you, there would be varying levels of enemies in different places, most designated, some not, all throughout the land. Some very high that you would have to wait until you were a high level to face, and some very low. Also, you'd have to be more careful, as in my game, you wouldn't be able to outrun a wolf. However, at the same time, I'd increase the character's awareness, probably through skills, of surroundings such as markings or tracks so that the player could be warned before running into a wolf. Although, the wolf may elect to run away if the player is not in it's territory, as most wolves prefer not to be seen by humans. I'd also increase the dynamics of sneaking and camouflage as hunters are often able to avoid wolves and bears altogether. (Likewise, in my game, enemies wouldn't always be on the routes between cities as those routes would be cleared every so often by the nearby cities. People would be able to report crimes and other issues, and the crimes would not be immediately reported upon being caught or seen. The knowledge of the crime could only travel from person to person, in other words people would not know about it unless somebody who knew actually got near enough to them to have conceivably told them.) My real wish is that people would come up with a game that just sets the basic rules of physics and law, and then allows the player to be as truly free as possible to be inventive, innovative, and resourceful about accomplishing missions or attaining personal goals such as building a little castle or creating a small militia to lead or inventing new potions with varying strengths. Oblivion did some of that with their spell creation and alchemy that allowed us to brew whatever ingredients we wanted to see what would happen.
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