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Hoverdog

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Everything posted by Hoverdog

  1. Skill-based system is better for single-character game, such as Fallout, Arcanum or even Divinity. Eternity is party-based, plus it's a successor to the DnD infinity engine games, so I vote for class system.
  2. Apart from modding tools, I have no ideas for stretchgoals. However, I know what I do not want: - full voiceover. of course, it won't ever be made, simply because there will be too much text to voice, and I'm sure obsidian won't cut on dialogue choices because of retarded modern policy - multiplayer. simply no. there's no need for it. it's a purely single-player game. waste of resources.
  3. I never really liked Vancian magic, plus it works terrible with unlimited resting like it was in the IE games. However, when properly implemented, this system can work very well. My proposition (to be honest, it's taken almost straight from my favourite Earthdawn p&p system): - spells are rather powerful (think a fireball moping up the floor, not magic missile that barely scratches) - each spell costs fatigue. - mages have vancian spell slots, just like in DnD, but more limited. - mages can also cast raw spells, without the need for preparation. however, these spells cost more fatigue, have a chance of failure (the bigger the more powerful the spell) and a chance of mispel (spell backfires on the caster with severe consequences from health loss to permanent stat damage)
  4. I agree. The text interface (damn, the whole interface) in infinity engine games was just great. Text log featuring both conversations&descriptions and combat (attack rolls, damage, etc.) is extremely useful and informative. The one upgrade over the old one that I'd like to see comes from Wizardry8. there should be a [combat messages] [dialogues] [other] toggle, so that we wouldn't have to go through the whole log for the thing that we're searching for. while we're at it. inventory, spellbook, character sheet, all the other screens - should definitely be made like in Infinity, i. e. make up the whole screen. Words cannot express how I raged at the ****ty miniscule tabs in the neverwinter nights games (drakensangs did this right, though).
  5. I prefer purely turn-based combat too. However, the system is only part of the equation. Creating interesting, varied encounters is almost as important - and that's why I'd rather replay Icewind Dale or Baldur's Gate than Temple of Elemental Evil. Plus, there are several turn-based goodies being made right now (wasteland 2, chaos chronicles, divinity), so I can deal with a RTwP game. it has to be done properly, with good pathfinding, zones of control of some kind (what irkes me in infinity games is that you cannot block passages and everyone and his mum can reach mages or archers), ruleset that is made entirely for RTwP and some autopause options. Arcanum shows us that having both is of no benefit, it just makes each of them much, much worse.
  6. Well then, which semi-isometric 3d does look better than IWD or PST? neverwinter nights 2? drakensangs? dragon age? well?
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