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TRX850

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Everything posted by TRX850

  1. Obsidian will no doubt make their own game. But who knows, if there's a slim chance they read any of these threads, there might be a keyword or half an idea that makes them add it to their list to consider if feasible. Other than that, it's like most of these threads; a place for members to discuss ideas that might lead to expansions or mods being developed. Always better to have these discussions than not.
  2. The new substance/element idea is something worth exploring further, as it promises so many story-telling possibilities. It may be as significant and profound as discovering a new type of technology, bringing with it a natural desire to be the first society to exploit it. - Defence / Peacekeeping Factions - Shady / Militant Factions - Magical Research Factions - Dwarvish / Elvish / Gnomish Factions Many different search-and-recovery teams may already be converging on the location, whether the material is extra-terrestrial in origin and/or deep below ground. I'm getting vibes inspired by X-Files, Raiders of the Lost Ark, Lord of the Rings, and other great stories where the search for a rare substance represents more about human nature than anything else.
  3. Maybe Rogues automatically start with "Dirty Fighting" as their signature combat style? So they're average fighters when standing toe-to-toe, but deadly when striking from the shadows, or while moving around (tumbling) in combat. IIRC there was already mention of a "reverse shot" available to rogues, when diving past an enemy. What about other dirty tactics? - Eye Gouge - Dislocate - Jaw Breaker - Suckerpunch - Bell Ringer - Foot Stomp - Neck Snap - Groin Attack (Yeaaargh!) - Improved Dirty Fighting?
  4. I admit I skimmed through this thread, but I have an idea to improve stealth options, because being stealthy isn't just about passing unseen. It should also include distracting enemies and controlling behaviour. Enter: The Distraction Wheel. A solid wooden wheel about 12" in diameter, with a small section chamfered flat, so that when wheeled down a flagstone corridor, it mimics the sound of passing footsteps. There are different grades of Distraction Wheels, but the basic construction consists of scrap wood fashioned together, with a cloth buffer to dampen the rolling noise, but allows the flat section to make a "tap....tap....tap" sound as it rolls. Crafting a Distraction Wheel Deploying a Distraction Wheel Another type of distraction method is the Clatterbag. - A sack of broken and scrap items. - Requires Cloth / Broken Items (such as scrap metal, broken glass, wood fragments etc). - Far less effective than a Distraction Wheel, but useful in desperate situations.
  5. How about a Blowpipe (or Blowgun) for Rogues and other stealthy characters? The darts on their own would do little damage, but poison-tipped or some other alchemical agent (mind-affecting, sleep drug, paralysis) would be required. Centered Image: Rivercane quiver and bull thistle-down blowgun darts.
  6. I had one idea for Buffing Spell Chains that could make a big difference.
  7. ^ Maybe with spells like that, you get to choose an endpoint, so that when you move, it keeps the line of fire between the caster and the endpoint, like a hand on a clock. It was always a little frustrating getting enemies to line up for that one. Sometimes just a small amount of repositioning from the caster would've been useful.
  8. Let your imagination run wild. What kind of events would you like to see in P:E that spark plot points or quest content? A few ideas to start with... Celestial - Planetary Alignment - Solar Eclipse / Lunar Eclipse - Aurora Lights - Meteorite Impact - Second Moon appears (is it a moon.....or something else?) - Ancient Arkonauts arrive via a godlike spacecraft (peaceful, or something other?) (Of course, you won't see these events while adventuring, but they could be shown via cut scenes). Cultural/Political - Outbreak of War - With the War in full swing, a Third Faction joins the War, against both sides - King/Queen or local ruler dies (or is assassinated). Who is next in line? Are they a shady character? Or have they gone missing? - Party is implicated in unlawful activities/espionage Economical - Trade Boom (increasing supply & demand) - Merchant Guilds involved in Trading Scam Environmental - Over-development causes reckless deforestation - Exotic Creatures come under threat of Extinction - Natural Disasters (Earthquake, Flooding, Bush fires) What are some other ideas you think could make for some awesome adventuring?
  9. Heh heh. I was including something for everyone there. But yes, a faction of "misunderstood" worshippers of the dead could be a great adventure hook. Reminds me of Grimgnaw from NWN1.
  10. How about an NPC Vampyre Hunter (Priest or Rogue) with their own mid-level quest that ends with them becoming an infected vampyre or half-vampyre? And depending on how you've played the game, they may become hostile to you, or protective of you as long as you protect them from various undead hunter factions?
  11. Ensnare Missile - Target self or one ally. - Duration: 10 seconds per Cipher level. - A "Wall of Force" surrounds the target, intercepting all types of device-hurled or thrown missiles. The missile remains frozen within the wall of force, which will move around the battlefield relative to the target. - A number of missiles equal to the Cipher level can be ensnared before the wall collapses, allowing the missiles to fall harmlessly to the ground. - Missiles ensnared are: Arrows, Bolts, Darts, Stones, Bullets, Spears, Throwing Daggers/Axes, and Grenade-like objects (acid flasks, alchemists fire etc). Rebuke Missile (Return to Sender) - Target self or one ally. - Duration: 10 seconds per Cipher level. - As Ensnare Missile, but all missiles, including certain magic spells, are affected by a "gravitational slingshot" and hurled back at attacking enemies. - Using the IE system, missile-like spells such as the following are affected:
  12. Allow spellcasters to move and reposition themselves while casting spells that deal damage over time, like Aganazzar's Scorcher for example. In IE games, you can cast this spell but not move until the spell ends. I'm not sure how many other spells are like this, but it's mainly a concern for damage type spells with a non-instantaneous duration.
  13. Piew-piew, pieeww! *BOOM!* *BA-bOOm!* SqueeEEAAARRRrrglessSSPLAAAboofff...... ... Wait, no XP?
  14. It wouldn't surprise me in the slightest if P:E (a game with Mature themes) encouraged players to learn the rules then break the rules. Does anyone here think that thugs and assassins would bat an eyelid over double-crossing someone? No? Then why should you, if that's the character you're playing? If you're still unsure about that, read up on Cause and Effect. There's cake available. And I'll be asking questions later.
  15. Variation in character walking/running animations. Maybe some PC/NPCs have their own gait or stride. Maybe some have long-term injuries (don't say it), or physical impediments. Maybe some shuffle or hunch or limp. It'd be good to have a range so they don't all look the same. It would all add to their character.
  16. It just occurred to me. The negative comments here reflect a "can't do" mentality, rather than a "can do" approach. Maybe because of different cultures or upbringing. I've lived in different countries, and I remember the signs in public places that said "Keep Off the Grass". But where I live now, there are signs that say "Please, Walk on the Grass". The whole negative argument about "you shouldn't be allowed to do this" or "you shouldn't get XP for that" stems from a different world view to what an RPG should be. Maybe my view is wrong, holy crap! But I thought OE were making a "spiritual successor" to the Baldur's Gate franchise. And in those games, you could walk on the grass. In those games, you could decline a quest if you didn't like the quest-giver. You could even kill a quest-giver if you wanted to. Then go off and get XP for killing the monsters they wanted dead anyway. And it wasn't part of a quest. And you didn't think twice about it. Because it was *your* story. That sounds like freedom of choice to me.
  17. How about a secondary stealth ability that works with Sneaking? Distract Enemy 1. Throw a Thunderstone/Widget in an area where nearby enemies are gathered. (A hallway outside an occupied room). 2. Enemies within range make a Listen check. 3a. Failure = Enemies do nothing. Go to 5b. 3b. Success = Enemies enter Detect Mode (Active Search/Spot mode). 4. Enemies who are actively searching/spotting make an Intelligence check. 5a. Failure = Enemies Investigate noise location (small XP gain). 5b. Success = Enemies remain where they are. Investigating enemies will return to their post after 1 minute. At which point the detect mode will reset (including non-investigating enemies). XP gains can only be awarded once for each enemy. The Widget could be something a rogue (or stealthy character) crafts from various components. The purpose is to make noise on deployment. Maybe a small wooden wheel that sounds like footsteps as it rolls down a corridor. The enemy's intelligence check could be opposed to the effectiveness-level of the widget being deployed. During the distraction attempt, hiding and moving silently functions as normal.
  18. If they implement weapon degradation (weapon fatigue), and you can re-sharpen it with a honing stone, that means that the more you use your weapon, the more often you have to hone it, and so maybe that can add to or speed up the process of perks from familiarization. (Your weapon "likes" being honed by you). Crushing weapons would need some other method though.
  19. I'm not debating mechanics any more, so let me put it another way: Ask yourselves what kind of game you really want. One where you're sent here and there and always do what you're told, and never change your ways? Or one that allows for complex characters to emerge? Characters who agree to one thing, then do another, either due to their own agenda, or because the game surreptitiously entices them to change? This is a different scenario to my recent examples, but let me say that logic on paper only goes so far in a game before something more important takes its place. The number one rule in the entertainment business is to entertain. And if the game encourages you to always do what you are told before accepting a reward, then the experience becomes nothing more than a sea of beige. Rewards should be everywhere. But the real story is about you. I don't want to gimp your game. I want to empower you. I want your adrenaline to surge when you suddenly realize the only way out of a situation is to back off and betray your own kind. And then feel the hurt. And then prompt you to see it through, no matter what. And if you're strong enough, you can choose a path of redemption. To undo what you did. And then be awash with the sheer rollercoaster of emotions. The sheer audacity of your actions. All brought about by choice. You can have that. Or you can be beige and trigger a few quest markers.
  20. Wrong. Wrong. Wrong. Lephys, I gotta say, I expected more from you. Nowhere in my previous example was I "going out of my way" to nerf an objective. Combat XP, as a system, should be as simple as a single "OnDeath (Award XP)" line of code. Which should be a sub-set of what quest XP does anyway. There's no added cost. And your idea of "never actually completing or accomplishing anything" is simply ridiculous. All you're doing is arguing against choice. If you want to work your way through individual quests from start to finish, you can do that if you want. But many players don't, either by choice or by circumstance. Now I'm definitely not responding further to this debate. I'm happy to discuss the topic of stealth vs combat though, but there's really not a lot more to say on that either. And thank you for your attempt at brevity.
  21. I'd agree with a more simplistic system as you describe, but I'd still like to cast short term buffs on other party members. At lower levels, wizards and priests work well when they stand back and buff front-line warriors, for example. Ah, I think maybe you edited a typo there.
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