Profile for Suspicious Vlish

Error message

Deprecated function: implode(): Passing glue string after array is deprecated. Swap the parameters in drupal_get_feeds() (line 394 of /var/www/pied-piper.ermarian.net/includes/common.inc).

Recent posts

Pages

AuthorRecent posts
Did you stay loyal? in Geneforge
Infiltrator
Member # 2245
Profile Homepage #18
quote:

darn i was hoping for something better

Better?
The 'Use Geneforge, then destroy it." is in my humble opinion, the best ending.

Also, using the Geneforge makes you INSANELY powerful. One of the few games where you feel equal (if not even more powerful) than your strongest opponents!
Posts: 522 | Registered: Friday, November 15 2002 08:00
Anyone tried this? in Geneforge Series
Infiltrator
Member # 2245
Profile Homepage #5
quote:

What sort of levels do you need to make these spells work in the various stages of the game?

Hmmm, I can dominate/terrorize pretty effectively with about 7-8 mental magic, and 8 spellcraft (remember that I have spellcraft enhancing equipment, and used canisters/Sharon. That's a great thing about being an Agent, all of your primary skill can be enhanced by canisters/quests).

On very strong foes, Dominate only last a round or two. But when you think about it, it's worth it (eg. My Eass example). 800 damage in one round is nothing to sneer at.
Some here might say "Yeah, but I could do the same with 8 searers." True, but we don't care about the Essence/Spell energy cost, but about the time. Because in Torment, the speed of the kill is crucial. When it comes to the crunch, if the enemy hits you, you are dead (unless your are guardian. Agents never have enough constitution to take hits).

I've tried the 'inverse' combo with Shaper, heavy shaping, and some battle magic/mental magic. Not nearly as effective, as you need lots of spellcraft and mental magic to hit, something which the Shaper can't afford. The high cost of parry really hurts, too. As an agent, you only need a couple of fire shaping to make a Drayk, which has a, ummm, 100% chance of hitting.

Since you have battle magic and spellcraft, that is a great bonus for your creations.

Quite simply, my Agent build is good in theory, and is good in practice.

[ Wednesday, March 16, 2005 02:51: Message edited by: Waylander ]

--------------------
VIVE LA TAKERS!
VIVE LA REBELLION!
VIVE LA GHALDRING!
Posts: 522 | Registered: Friday, November 15 2002 08:00
Anyone tried this? in Geneforge 2
Infiltrator
Member # 2245
Profile Homepage #5
quote:

What sort of levels do you need to make these spells work in the various stages of the game?

Hmmm, I can dominate/terrorize pretty effectively with about 7-8 mental magic, and 8 spellcraft (remember that I have spellcraft enhancing equipment, and used canisters/Sharon. That's a great thing about being an Agent, all of your primary skill can be enhanced by canisters/quests).

On very strong foes, Dominate only last a round or two. But when you think about it, it's worth it (eg. My Eass example). 800 damage in one round is nothing to sneer at.
Some here might say "Yeah, but I could do the same with 8 searers." True, but we don't care about the Essence/Spell energy cost, but about the time. Because in Torment, the speed of the kill is crucial. When it comes to the crunch, if the enemy hits you, you are dead (unless your are guardian. Agents never have enough constitution to take hits).

I've tried the 'inverse' combo with Shaper, heavy shaping, and some battle magic/mental magic. Not nearly as effective, as you need lots of spellcraft and mental magic to hit, something which the Shaper can't afford. The high cost of parry really hurts, too. As an agent, you only need a couple of fire shaping to make a Drayk, which has a, ummm, 100% chance of hitting.

Since you have battle magic and spellcraft, that is a great bonus for your creations.

Quite simply, my Agent build is good in theory, and is good in practice.

[ Wednesday, March 16, 2005 02:51: Message edited by: Waylander ]
Posts: 522 | Registered: Friday, November 15 2002 08:00
Anyone tried this? in Geneforge Series
Infiltrator
Member # 2245
Profile Homepage #3
quote:

Interesting. What creations do you have?

Vlish, Glaahk and Drayks are my pets. Having even one Glaahk or Drayk by your side is a huge advantage.

I also use eyebeasts, and occasionally a Drakkon (since I didn't invest in Battle Creations, so Drakkon is my heavy melee).

While you may be weak in essence, remember that you are going to invest in intelligence anyway (since you're casting spells), so it will even out.

quote:

Does specializing in mental magic mean using Strong Daze a lot?

Well, actually, I don't use Strong Daze that much. Don't get me wrong, it's a wonderful, useful spell, but I usually can kill mobs pretty quick without it (and I'm playing on torment.)

quote:

But if you're actually getting good mileage out of Terror and Dominate, I'd like to hear more. I've never found any use for those spells.
EXCELLENT SPELLS.
They are the bones of my Agent. Until she buys these spells she is weak

Terror will make the strongest of opponents wet their pants. Especially useful against eyebeasts. Scare them, then kill them.

Dominate is also wonderful. Remember that in torment, enemies can hit pretty hard. Turn them to your side, and you have a 'battle spell'.

I have an amusing story regarding just how powerful and useful Dominate is. I was fighting the third Taker leader.. Eass, I think (the strongest Drakkon, who uses the Geneforge). Remember how next to him is a mega-Rotgroth? I dominated it.

It hit Eass. Double Strike. Roughly 430 damage for each strike (over 800 damage). Easss drops to the ground like a sack of ****. Game over, Geneforge destroyed, I become an uber-God.

I think I set a record for how much damage can be 'dealt' by an agent (not even guardians can deal damage in the 800's), and how quickly I killed that pain in the ass Drakkon.

A bonus of staying out of melee is being able to wear lighter armour (I wear armour which enhances spellcraft). In a way, you don't lose out on too many skill points, since you aren't spending them on quick action/strength/melee.

[ Tuesday, March 15, 2005 02:59: Message edited by: Waylander ]

--------------------
VIVE LA TAKERS!
VIVE LA REBELLION!
VIVE LA GHALDRING!
Posts: 522 | Registered: Friday, November 15 2002 08:00
Anyone tried this? in Geneforge 2
Infiltrator
Member # 2245
Profile Homepage #3
quote:

Interesting. What creations do you have?

Vlish, Glaahk and Drayks are my pets. Having even one Glaahk or Drayk by your side is a huge advantage.

I also use eyebeasts, and occasionally a Drakkon (since I didn't invest in Battle Creations, so Drakkon is my heavy melee).

While you may be weak in essence, remember that you are going to invest in intelligence anyway (since you're casting spells), so it will even out.

quote:

Does specializing in mental magic mean using Strong Daze a lot?

Well, actually, I don't use Strong Daze that much. Don't get me wrong, it's a wonderful, useful spell, but I usually can kill mobs pretty quick without it (and I'm playing on torment.)

quote:

But if you're actually getting good mileage out of Terror and Dominate, I'd like to hear more. I've never found any use for those spells.
EXCELLENT SPELLS.
They are the bones of my Agent. Until she buys these spells she is weak

Terror will make the strongest of opponents wet their pants. Especially useful against eyebeasts. Scare them, then kill them.

Dominate is also wonderful. Remember that in torment, enemies can hit pretty hard. Turn them to your side, and you have a 'battle spell'.

I have an amusing story regarding just how powerful and useful Dominate is. I was fighting the third Taker leader.. Eass, I think (the strongest Drakkon, who uses the Geneforge). Remember how next to him is a mega-Rotgroth? I dominated it.

It hit Eass. Double Strike. Roughly 430 damage for each strike (over 800 damage). Easss drops to the ground like a sack of ****. Game over, Geneforge destroyed, I become an uber-God.

I think I set a record for how much damage can be 'dealt' by an agent (not even guardians can deal damage in the 800's), and how quickly I killed that pain in the ass Drakkon.

A bonus of staying out of melee is being able to wear lighter armour (I wear armour which enhances spellcraft). In a way, you don't lose out on too many skill points, since you aren't spending them on quick action/strength/melee.

[ Tuesday, March 15, 2005 02:59: Message edited by: Waylander ]
Posts: 522 | Registered: Friday, November 15 2002 08:00
Anyone tried this? in Geneforge Series
Infiltrator
Member # 2245
Profile Homepage #0
Has any tried making an agent whose specializes in mental magic, and summons creations? Darn powerful, which is rather surprising, since an agent's shaping skills are weak.

--------------------
VIVE LA TAKERS!
VIVE LA REBELLION!
VIVE LA GHALDRING!
Posts: 522 | Registered: Friday, November 15 2002 08:00
Anyone tried this? in Geneforge 2
Infiltrator
Member # 2245
Profile Homepage #0
Has any tried making an agent whose specializes in mental magic, and summons creations? Darn powerful, which is rather surprising, since an agent's shaping skills are weak.
Posts: 522 | Registered: Friday, November 15 2002 08:00
An Organized Geneforge 3 Wishlist (Please Read Jeff!) in Geneforge Series
Infiltrator
Member # 2245
Profile Homepage #19
Hehe, I must admit that news of Avernum 4 excites us Spiderweb veterans. I played Exile 1 on the Mac when it first came out, and have been a fan of Spiderweb ever since.

--------------------
VIVE LA TAKERS!
VIVE LA REBELLION!
VIVE LA GHALDRING!
Posts: 522 | Registered: Friday, November 15 2002 08:00
An Organized Geneforge 3 Wishlist (Please Read Jeff!) in Geneforge Series
Infiltrator
Member # 2245
Profile Homepage #19
Hehe, I must admit that news of Avernum 4 excites us Spiderweb veterans. I played Exile 1 on the Mac when it first came out, and have been a fan of Spiderweb ever since.

--------------------
VIVE LA TAKERS!
VIVE LA REBELLION!
VIVE LA GHALDRING!
Posts: 522 | Registered: Friday, November 15 2002 08:00
An Organized Geneforge 3 Wishlist (Please Read Jeff!) in Geneforge 2
Infiltrator
Member # 2245
Profile Homepage #19
Hehe, I must admit that news of Avernum 4 excites us Spiderweb veterans. I played Exile 1 on the Mac when it first came out, and have been a fan of Spiderweb ever since.
Posts: 522 | Registered: Friday, November 15 2002 08:00
drakon in Geneforge Series
Infiltrator
Member # 2245
Profile Homepage #2
You can get more than 3 points in Create Drakon.

From memory, you can get a whopping 6 points. However, this doesn't make up for the fact that the Drakon creation sucks, and that three Drayks would own him. A good reason why you should join the Barzites, since you can use a canister with Create Drayk. You can get 4 points of Create Drayk, which makes investing in fire shaping worthwhile.

--------------------
VIVE LA TAKERS!
VIVE LA REBELLION!
VIVE LA GHALDRING!
Posts: 522 | Registered: Friday, November 15 2002 08:00
drakon in Geneforge 2
Infiltrator
Member # 2245
Profile Homepage #2
You can get more than 3 points in Create Drakon.

From memory, you can get a whopping 6 points. However, this doesn't make up for the fact that the Drakon creation sucks, and that three Drayks would own him. A good reason why you should join the Barzites, since you can use a canister with Create Drayk. You can get 4 points of Create Drayk, which makes investing in fire shaping worthwhile.
Posts: 522 | Registered: Friday, November 15 2002 08:00
Nethergate problems in Tech Support
Infiltrator
Member # 2245
Profile Homepage #0
I have Windows XP, and am trying to run Nethergate. Is runs ok, until those pop up windows come up (eg. instant help, descriptions, etc.) When I close the pop up windows, Nethergate just shuts down all together.

Anyone else have this problem? How did you fix it?

--------------------
VIVE LA TAKERS!
VIVE LA REBELLION!
VIVE LA GHALDRING!
Posts: 522 | Registered: Friday, November 15 2002 08:00
Does anyone know how to do this? in Geneforge Series
Infiltrator
Member # 2245
Profile Homepage #2
quote:

how to do what you want to do it could be possible but would probalby take massive amounts of work

People can use hex editors to make character editors, so why couldn't they alter a single value to change your character's image to that of Barzhal's?

quote:

very likely involve things that aren't legal.

Huh? What is illegal about a mod?

--------------------
VIVE LA TAKERS!
VIVE LA REBELLION!
VIVE LA GHALDRING!
Posts: 522 | Registered: Friday, November 15 2002 08:00
Does anyone know how to do this? in Geneforge 2
Infiltrator
Member # 2245
Profile Homepage #2
quote:

how to do what you want to do it could be possible but would probalby take massive amounts of work

People can use hex editors to make character editors, so why couldn't they alter a single value to change your character's image to that of Barzhal's?

quote:

very likely involve things that aren't legal.

Huh? What is illegal about a mod?
Posts: 522 | Registered: Friday, November 15 2002 08:00
Does anyone know how to do this? in Geneforge Series
Infiltrator
Member # 2245
Profile Homepage #0
I want a neat glowing Shaper. Is there any way to use Barzhal's image as my own character's image?

--------------------
VIVE LA TAKERS!
VIVE LA REBELLION!
VIVE LA GHALDRING!
Posts: 522 | Registered: Friday, November 15 2002 08:00
Does anyone know how to do this? in Geneforge 2
Infiltrator
Member # 2245
Profile Homepage #0
I want a neat glowing Shaper. Is there any way to use Barzhal's image as my own character's image?
Posts: 522 | Registered: Friday, November 15 2002 08:00
Which side do you agree with (not which side did you choose) in Geneforge Series
Infiltrator
Member # 2245
Profile Homepage #13
I would definitely side with Trajkov and the Takers.

Some Takers hate all shapers, but the smart ones realize that this is a rather unfair attitude. Shapers which help them are their allies.

The serviles definitely were (and are) mistreated. The only way to fix this is to kick some serious shaper ass.

The best defense is a good offense.

--------------------
VIVE LA TAKERS!
VIVE LA REBELLION!
VIVE LA GHALDRING!
Posts: 522 | Registered: Friday, November 15 2002 08:00
Which side do you agree with (not which side did you choose) in Geneforge
Infiltrator
Member # 2245
Profile Homepage #13
I would definitely side with Trajkov and the Takers.

Some Takers hate all shapers, but the smart ones realize that this is a rather unfair attitude. Shapers which help them are their allies.

The serviles definitely were (and are) mistreated. The only way to fix this is to kick some serious shaper ass.

The best defense is a good offense.
Posts: 522 | Registered: Friday, November 15 2002 08:00
A novice needs help! in Blades of Avernum Editor
Infiltrator
Member # 2245
Profile Homepage #3
THANKS!
It didn't show that in the example.

--------------------
VIVE LA TAKERS!
VIVE LA REBELLION!
VIVE LA GHALDRING!
Posts: 522 | Registered: Friday, November 15 2002 08:00
A novice needs help! in Blades of Avernum
Infiltrator
Member # 2245
Profile Homepage #3
THANKS!
It didn't show that in the example.

--------------------
VIVE LA TAKERS!
VIVE LA REBELLION!
VIVE LA GHALDRING!
Posts: 522 | Registered: Friday, November 15 2002 08:00
A novice needs help! in Blades of Avernum Editor
Infiltrator
Member # 2245
Profile Homepage #0
HELP!

I'm having a crack at scripting, however, it's not working the way I thought it should.

Here's the deal. When the party steps on a certain spot at town, I want a message displayed.

I placed a special node at a spot, and let it be 11.

Then I typed the script for my town.

begintownscript;
variables;
body;
beginstate 10;
message_dialog("Testing, on two three");

break;

However, I get an error.

State not found - 0

Huh? Didn't I just define the state in my script?

--------------------
VIVE LA TAKERS!
VIVE LA REBELLION!
VIVE LA GHALDRING!
Posts: 522 | Registered: Friday, November 15 2002 08:00
A novice needs help! in Blades of Avernum
Infiltrator
Member # 2245
Profile Homepage #0
HELP!

I'm having a crack at scripting, however, it's not working the way I thought it should.

Here's the deal. When the party steps on a certain spot at town, I want a message displayed.

I placed a special node at a spot, and let it be 11.

Then I typed the script for my town.

begintownscript;
variables;
body;
beginstate 10;
message_dialog("Testing, on two three");

break;

However, I get an error.

State not found - 0

Huh? Didn't I just define the state in my script?

--------------------
VIVE LA TAKERS!
VIVE LA REBELLION!
VIVE LA GHALDRING!
Posts: 522 | Registered: Friday, November 15 2002 08:00
improvements for geneforge 3.... your thoughts in Geneforge Series
Infiltrator
Member # 2245
Profile Homepage #39
Although I enjoyed Geneforge 2, I could think of a ton of things which need improving.

I'm surprised that no one has mentioned it (I think), but the sounds were just a bit lame.
I would have appreciated some different sounds for each manoever. For example, things do not always sounds the same when you strike it with a sword. What about meaty sounds when you strike a servile, and stone against steel sound when you strike golems? And several different ones for each. A good example of this was back in Exile 2, where it sounded different when you struck with a dagger, halberd, long sword, mace, etc.
When my guardian gets hit for over 400 by a drakkon, I expect to hear a bit of crunching or tearing. No, I'm not a physcopath, it would just make the game a little more realistic.

Also, the death sounds are rather poor. When I kill a shaper, the sounds are just totally unrealistic. He sounds like he's stubbed his toe, not that he's about to become one with the earth. Once again, the screams out of Exile 2 when your party died would be a nice substitute (probably not that cheesy, but you get the idea).
Maybe a nice roaring noise for some of those nasty drayks and drakkons. I would love to be creeping through a dungeon and suddenly when a drayk rounds the corner it lets out a LOUD roar. I like the occassional heart attack...
Also the fact that their is NO music (in the Windows version, anyway). Just some lame background sounds that get on my nerves.
Music makes or breaks a game.

The lack of variety in weapons is EXTREMELY disappointing. The Shapers are supposed to be the most creative guys on the face of the planet, yet all they can think of is a SWORD (and dagger)? Honestly. What happened to halberds (the guards have one in the endings), pikes, maces, staffs (a shaper has one in one of the endings), and even some more 'exotic' weapons? One of the great things about the Exile series was deciding which type of weapon you should use.
Also, helmets, necklaces, and more types of body armour would be nice.

I also don't understand how ANY character (no matter how good they are) could parry a fireball... wouldn't their weapon melt? And I just can't visualise a thin sword being able to totally blocked a gigantic ball of flame.
It would also be awesome to see some sparks fly when you parry (not to hard to do, just an extra bit of animation).

Someone mentioned spell deflection earlier on. I think that it would be awesome if you could do that. Let's say you have a firebolt thrown at you. You catch it due to supreme reflexes, magick prevents you from suffering negative effects, and you throw it back at your opponent! (no need for throwing animations).

Weapon durability would be nice. When you're hacking at a golem for 2 hours, you'd expect your flimsy weapon to break.

As many have said, a choice of what gender you go would be nice. I fail to see why a female couldn't be a guardian, or an agent could be male.

New creations would be nice too :D
A hydra which can use multiple attacks could be an interesting variation of the Drakkon.

When you get hit with a searer, you continue to suffer damage from acid, correct?
They why, if you are hit with a fireball, why don't you continue to suffer damage? After all, you'd be burning, wouldn't you?

I miss anatomy from Geneforge 1. I don't see why Jeff scrapped it.

quote:

Gazers, Drakons, and Serviles can think and talk, why can't you be one? Why not in GF3 have you be a Gazer, Drakon, or Servile minion of the mystery monster behind the door? You could decide to aid it or betray it to the shapers. If you think about it, little would really would need to change. Drakons can shape, Gazers can control creations, Serviles can do magic.

BRILLIANT!
I think that would be an excellent idea, and would certainly make the game unique.
I would still like to keep the shaper-guardian-agent choice in there though. So you could choose from 6 characters. Drakkon, Gazer, Servile, Agent, Guardian, Shaper

quote:

3) It would be nice to have some nonshapers in the late part of the game with some spells and beasts not available to shapers.

NO!
Do you know about annoyed I was when the serviles in Geneforge 1 could cast Protection, and I couldn't?

quote:

4) Have the ability to strengthen our factions by doing quests-- they become nastier when we have to fight the big baddy at the end. Creatures in town become stronger after quest is completed.

Yes, that would certainly make the plot more engaging.

I was thinking of something along the lines that in the final battle, your sect helps you out. The more you've helped out that sect by doing quests, they stronger they are in the final battle.

For instance, if you've given them lots of iron to make weapons, more armed serviles/humans should arrive to help.

More sects would make for an interesting game. A rogue servile sect (as someone suggested), a human sect which wants to overthrow the shapers (they could use machinery, maybe gunpowder?), a drakkon/drayk sect who don't like serviles or humans, the Takers, the Awakened, the Shaper Council, eyebeasts who don't like drakkons and are intent on world domination, and maybe something along the lines of the Barzites.

I think that the humans overthrowing the shapers would be interesting. If anyone has played Blades of Exile, they would know the devastating effect that the discovery of gunpowder could have. You could be an agent and plant bombs :D

Oh well, enough of my ranting.
I might post more ideas later...

--------------------
VIVE LA TAKERS!
VIVE LA REBELLION!
VIVE LA GHALDRING!
Posts: 522 | Registered: Friday, November 15 2002 08:00
improvements for geneforge 3.... your thoughts in Geneforge 2
Infiltrator
Member # 2245
Profile Homepage #39
Although I enjoyed Geneforge 2, I could think of a ton of things which need improving.

I'm surprised that no one has mentioned it (I think), but the sounds were just a bit lame.
I would have appreciated some different sounds for each manoever. For example, things do not always sounds the same when you strike it with a sword. What about meaty sounds when you strike a servile, and stone against steel sound when you strike golems? And several different ones for each. A good example of this was back in Exile 2, where it sounded different when you struck with a dagger, halberd, long sword, mace, etc.
When my guardian gets hit for over 400 by a drakkon, I expect to hear a bit of crunching or tearing. No, I'm not a physcopath, it would just make the game a little more realistic.

Also, the death sounds are rather poor. When I kill a shaper, the sounds are just totally unrealistic. He sounds like he's stubbed his toe, not that he's about to become one with the earth. Once again, the screams out of Exile 2 when your party died would be a nice substitute (probably not that cheesy, but you get the idea).
Maybe a nice roaring noise for some of those nasty drayks and drakkons. I would love to be creeping through a dungeon and suddenly when a drayk rounds the corner it lets out a LOUD roar. I like the occassional heart attack...
Also the fact that their is NO music (in the Windows version, anyway). Just some lame background sounds that get on my nerves.
Music makes or breaks a game.

The lack of variety in weapons is EXTREMELY disappointing. The Shapers are supposed to be the most creative guys on the face of the planet, yet all they can think of is a SWORD (and dagger)? Honestly. What happened to halberds (the guards have one in the endings), pikes, maces, staffs (a shaper has one in one of the endings), and even some more 'exotic' weapons? One of the great things about the Exile series was deciding which type of weapon you should use.
Also, helmets, necklaces, and more types of body armour would be nice.

I also don't understand how ANY character (no matter how good they are) could parry a fireball... wouldn't their weapon melt? And I just can't visualise a thin sword being able to totally blocked a gigantic ball of flame.
It would also be awesome to see some sparks fly when you parry (not to hard to do, just an extra bit of animation).

Someone mentioned spell deflection earlier on. I think that it would be awesome if you could do that. Let's say you have a firebolt thrown at you. You catch it due to supreme reflexes, magick prevents you from suffering negative effects, and you throw it back at your opponent! (no need for throwing animations).

Weapon durability would be nice. When you're hacking at a golem for 2 hours, you'd expect your flimsy weapon to break.

As many have said, a choice of what gender you go would be nice. I fail to see why a female couldn't be a guardian, or an agent could be male.

New creations would be nice too :D
A hydra which can use multiple attacks could be an interesting variation of the Drakkon.

When you get hit with a searer, you continue to suffer damage from acid, correct?
They why, if you are hit with a fireball, why don't you continue to suffer damage? After all, you'd be burning, wouldn't you?

I miss anatomy from Geneforge 1. I don't see why Jeff scrapped it.

quote:

Gazers, Drakons, and Serviles can think and talk, why can't you be one? Why not in GF3 have you be a Gazer, Drakon, or Servile minion of the mystery monster behind the door? You could decide to aid it or betray it to the shapers. If you think about it, little would really would need to change. Drakons can shape, Gazers can control creations, Serviles can do magic.

BRILLIANT!
I think that would be an excellent idea, and would certainly make the game unique.
I would still like to keep the shaper-guardian-agent choice in there though. So you could choose from 6 characters. Drakkon, Gazer, Servile, Agent, Guardian, Shaper

quote:

3) It would be nice to have some nonshapers in the late part of the game with some spells and beasts not available to shapers.

NO!
Do you know about annoyed I was when the serviles in Geneforge 1 could cast Protection, and I couldn't?

quote:

4) Have the ability to strengthen our factions by doing quests-- they become nastier when we have to fight the big baddy at the end. Creatures in town become stronger after quest is completed.

Yes, that would certainly make the plot more engaging.

I was thinking of something along the lines that in the final battle, your sect helps you out. The more you've helped out that sect by doing quests, they stronger they are in the final battle.

For instance, if you've given them lots of iron to make weapons, more armed serviles/humans should arrive to help.

More sects would make for an interesting game. A rogue servile sect (as someone suggested), a human sect which wants to overthrow the shapers (they could use machinery, maybe gunpowder?), a drakkon/drayk sect who don't like serviles or humans, the Takers, the Awakened, the Shaper Council, eyebeasts who don't like drakkons and are intent on world domination, and maybe something along the lines of the Barzites.

I think that the humans overthrowing the shapers would be interesting. If anyone has played Blades of Exile, they would know the devastating effect that the discovery of gunpowder could have. You could be an agent and plant bombs :D

Oh well, enough of my ranting.
I might post more ideas later...
Posts: 522 | Registered: Friday, November 15 2002 08:00

Pages