Jump to content

silvarius2000

Members
  • Content Count

    3
  • Joined

  • Last visited

Community Reputation

5 Neutral

About silvarius2000

  • Rank
    (0) Nub

Badges

  • Pillars of Eternity Backer Badge
  • Pillars of Eternity Kickstarter Badge
  1. Dear Obsidian, Thank you for letting me feel that magic once more. That magic I felt the first time I explored Athlathka, that magic I felt the first time I watched Frodo enter the Mines of Moria, that magic when I explored Sigil. Great work guys! Know that your sweat and blood was not in vain. And being top seller doesnt hurt I'd imagine. Now you'd have to live with an even more absurd/impossible expectation for your next game.. so good luck lol!
  2. I'd like to suggest an alternative mechanic for handling death. For one we will augment the idea of Hitpoints with Critical Injuries. No no! Let me finish! This would be different! As players get their HP reduced through attritional combat, they catch occasional Critical Injury points which cannot be healed in the field. I'd suggest even magical healing would be very limited for these. Forcing the player back to whatever town or whatnot to patch up and heal their serious injuries. Perhaps even the Steve Jackson concept of having provisions. 2 provisions = Resting 2 times out there. With varying degrees of provisions in terms of quality,quantity. Nasty jerky which lasts you a long way? Or yummy fresh meat which lasts... pretty darn short.
  3. Hi everyone! Before I deliver my suggestion I would like to recommend a viewing of these videos below to get the people discussing into what I'm trying to deliver. Longsword Sparring <iframe width="420" height="315" src="http://www.youtube.com/embed/nCEPh8xowF4" frameborder="0" allowfullscreen></iframe> Common Misconception on swordfighting 1 <iframe width="560" height="315" src="http://www.youtube.com/embed/jCzrZ9optXw" frameborder="0" allowfullscreen></iframe> Common Misconception on swordfighting 2 <iframe width="560" height="315" src="http://www.youtube.com/embed/noVX1k_0fZU" frameborder="0" allowfullscreen></iframe> A guideline to how/what is Half-swording <iframe width="560" height="315" src="http://www.youtube.com/embed/7rqP1F36EMY" frameborder="0" allowfullscreen></iframe> Half swording <iframe width="560" height="315" src="http://www.youtube.com/embed/AnB2qB5va3I" frameborder="0" allowfullscreen></iframe> Sword and Shield Fighting (30 minutes warning) <iframe width="420" height="315" src="http://www.youtube.com/embed/dkhpqAGdZPc" frameborder="0" allowfullscreen></iframe> Examples of SwordShield Fighting (short) <iframe width="560" height="315" src="http://www.youtube.com/embed/3MWvNDKdKpQ" frameborder="0" allowfullscreen></iframe> Hollywood example of Spear/Shjeld/Gladius Fight <iframe width="560" height="315" src="http://www.youtube.com/embed/1slkFc7YBkc" frameborder="0" allowfullscreen></iframe> Right I hope you guys liked those clips because I want to set the theme straight here. Fighting is never static. It is dynamic, chaotic, and very personal (if you are against one anyway). Now this suggestion is based on the premise that combat in Project Eternity would be BG/BG2 inspired where positioning for close combat fighting has never been particularly decisive in general save for some exceptions. But otherwise unless you are facing a dragon or spellcasters, your fighters would never get bounced around, shoved around and falling around. Now with Unity engine, the models are 3d rendered and (I'm assuming here) capable of some ragdoll motion or some similar effect. If not then perhaps some coding towards movement based on the combat stats being rolled but thats another discussion. My suggestion would be 1.To make the characters in close combat fighting move meaningfully. Perhaps a more serious version of the NWN dance of death since I always thought that was a great interpretation of DnD Combat. Project Unity however is free of the DND constraint and I'd imagine, free to experiment with fighting model/systems. 2.Make grappling like the half swording technique a viable technique to bypass heavily armored characters (Mages in PE!) since you could leverage the half sword to pierce a weak point in his armor (reference http://www.thearma.org/essays/armoredlongsword.html) 3.Make mobility even more essential even for heavily armored characters, extremely so for the lighter armored. Flanking should be deadly since an unblocked attack is pretty much fatal for the victim. This would tie in with earlier Kickstarter Updates on Formations since being in a formation means the individuals flanks are covered by his friends. 4.Make mass a viable stat. A big heavily muscled bunch of guys in armor and weapons charging at a line of not so heavily muscled guys should smash the weaker guys formation apart leaving them vulnerable to flanking and coordination by virtue of their powerful charge/mass. 5.Weapons with reach become even more important because they can mess with formations and especially charges. Only problem would be reacting to a surprise attack from the flank or behind since its so clumsy. 6. Weapons without reach such as daggers,poniards and short clubs/maces become great when the fighting gets hemmed in with no room to maneuver because those weapons dont need much swing space as opposed to the heavier/longer weapons. This would give room for the legitimate use of shorter weapons. I'm really really excited about this project and I've been having these ideas for awhile. If you guys would look at it I'll really appreciate it. If the developers love the idea... well. I've got a nice bottle of liquor to toast to you guys (no its mine, all mine) THANKS GUYS
×
×
  • Create New...