Profile for Synergy
Field | Value |
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Displayed name | Synergy |
Member number | 6292 |
Title | Shaper |
Postcount | 2009 |
Homepage | |
Registered | Monday, September 12 2005 07:00 |
Recent posts
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Author | Recent posts |
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Shock Trooper in Geneforge 4: Rebellion | |
Shaper
Member # 6292
|
written Thursday, December 7 2006 18:05
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That could be done. I'd have to dredge up my save file and reinstall the game, though, and it hardly seems worth the bother for what seems so intuitive and obvious to me. 16-24 magic level ups and 7 melee level ups are in consideration for each build, which wants to be powerful in both magic and melee. One build does magic cheaper and one does melee cheaper. Which is more cost-effective overall? Isn't this glaring? It's also not as simple as final tallies. One has to consider the full arc of the game, how strong, competent, and capable you are at each stage, and also where those points come from. Having more and stronger magic sooner in the arc of the game is not readily quantifiable, but experientially makes a significant difference and I contend is more of an advantage than having stronger melee early. You get more free boosts to Strength and melee related skills than magic overall, both from canisters and gear, I'd say. I don't know about other people, but game strategy which relies on endless swapping of gloves and boots in every battle to be able to cast the appropriate magic at the appropriate moment, well, kind of sucks, and detracts from one's sense of potency and capability. I didn't have to do that at all with the Infiltrator who wore some great battle and strength-boosting gear and was therefore affordably able to become quite strong and potent with a sword and armor-capacity as well. The experience through the arc of the game was having more at my disposal at each stage to have more options for dealing with situations as an Infiltrator than a Servile. This would be a lot of work to quantify mathematically somehow, but I've played through the game enough times to simply feel the difference cheap/strong magic over anything else makes ultimately. -S- -------------------- A4 Items • A4 Singleton • G4 Items • G4 Forging • G4 Infiltrator • NR Items • The Lonely Celt Posts: 2009 | Registered: Monday, September 12 2005 07:00 |
Shock Trooper in Geneforge 4: Rebellion | |
Shaper
Member # 6292
|
written Thursday, December 7 2006 17:36
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quote:You just made my point. With the Servile, you select making battle skills your cheapest investment, and then don't capitalize on that advantage much at all. What a waste of the Servile's discount advantage. Magic wants the most investment, and with magic cheapest, you get the most efficient use of skill point cost. Being able to build up three categories of magic fully more cheaply than any other build, and then using the saved skill points to build 7 in melee makes much more sense than using your cheapest SP use on 7 melee only and paying for more expensive spells in two or three categories up to 9. Here's the picture as the experience. As an Infiltrator, you start out with more and better magic ability and can easily focus on all three categories to keep up with spells becoming available. Your spells are also more powerful where applicable. It is useful to have Daze alone work better earlier. Very useful. There are times when Battle Magic is very useful when you can't or don't want to run up for melee and a missle isn't very effective. Meanwhile, early in the game, it is ideal for any PC to rapidly ramp up Mechanics to 6 or 8 and Leadership to 6. This makes the majority of the SP early on going into these categories to keep up if you want to play the game most aptly sequentially. This makes it hard as a Servile to keep up in magic since the cheap skill points are only going into the melee ability. Everything else is more expensive and progresses slower and lags. Meanwhile, with cheap magic in all three categories, the Infiltrator finds a couple levels of melee and some occasional ramping up of strength are plenty adequate to make her an effective fighter and keep up with all the magic and all the geek techs. The Infiltrator really only needs to spend medium expense skill points for a little melee and quick action and then can leave it alone most the rest of the game with some occasional boosts to quick action now and again if desired. My Infiltrator kicked ass in magic and in melee and had the essence to have a couple powerful creations at the end. My Servile could not boast the same magic ability nor creations capacity and the cheaper melee/battle ability did not compensate for more expensive magic. The Servile is always going to be scrambling till nearly the end of the game to keep up with magic at the same pace, and may well sacrifice a whole category of magic like Battle Magic to do it. The Infiltrator gets the best of magic which is most important and plenty good of melee which is easy to do for any build. Heck, it was easy to make a Lifecrafter competent with a sword later on in the game with some gear alone. I'm ignoring the points of your argument because you are ignoring the simple point of mine, that there is more magic than battle skills you will want to buy in the game, and having cheaper magic is more cost effective than having cheaper battle ability, period. It means more SP left over ultimately to spend on everything else than being a Servile having four cheap skills, two or three of which never get capitalized upon. I stand by my contention. I just experienced it. And the Servile was the second, more optimized experience of the two for me, and it still lacked the overall effectiveness of my less optimized Infiltrator build and experience. Having cheap magic is a greater advantage than having cheap anything else for being most capable in most situations. Bottom line. -S- -------------------- A4 Items • A4 Singleton • G4 Items • G4 Forging • G4 Infiltrator • NR Items • The Lonely Celt Posts: 2009 | Registered: Monday, September 12 2005 07:00 |
Shock Trooper in Geneforge 4: Rebellion | |
Shaper
Member # 6292
|
written Thursday, December 7 2006 08:28
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You'd think this was a political debate. Seriously man, lighten up. I made the point that I want to have more magic investment than battle investment to make the ultimately most powerful melee/magician combination. Cheaper magic which is 24 level ups leaves me more points to throw around at battle skills and everything else than saving points on less-useful battle skills leaves one for 24 more expensive magic level ups. What's hard to get about this point? Having more Melee, Missle, and Parry cheaply does not give nearly the advantage of having all three magic classes more cheaply. -S- -------------------- A4 Items • A4 Singleton • G4 Items • G4 Forging • G4 Infiltrator • NR Items • The Lonely Celt Posts: 2009 | Registered: Monday, September 12 2005 07:00 |
Shock Trooper in Geneforge 4: Rebellion | |
Shaper
Member # 6292
|
written Thursday, December 7 2006 08:16
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Let me put it this way. Being a Servile gives you cheap: Melee (not very useful after the first couple levels and a skill that affects one target at a time only.) Missles (even less necessary and useful. I never put more than 4-6 points into Missles. Strength is more useful to improve.) Quick Action. Worth building up to around 8. But you can still only kill one thing so many times in one turn. Parry. Magic defensiveness is much more effective. Bonus level of mechanics is nice, but it starts out pretty cheap for everyone anyway. I don't find the edge the Servile has in the above four combat skills as useful and powerful overall in various combat situations as having cheap magic which does want to ramp up fully in three categories ASAP. (Getting three categories to 9 is not an insignificant investment. I don't find it nearly as useful to bring Melee/Missle/QA/Parry all to 9.) I can make a powerful melee fighter out of an Infiltrator no problem with less than 9 Melee or Missle or Parry, but the extra essence and cheap magic ability of the Infiltrator is a big payoff....moreso than the lamer Servile one attack at a time stats help...in my experience, and in my opinion. I'm not saying the Servile isn't very potent or fun or that others won't find it preferable for their gaming style. It works fine. I love melee and I love going solo, and I still found the Infiltrator worked most effectively all around. And having lost lasting spells is a payoff. It means less expenditure of essence and more left for healing, etc. as necessary...or for maintaining creations for where they are necessary. Having longer lasting Mass Energize can be very useful. Shrug. -S- [ Thursday, December 07, 2006 08:23: Message edited by: Synergy67 ] -------------------- A4 Items • A4 Singleton • G4 Items • G4 Forging • G4 Infiltrator • NR Items • The Lonely Celt Posts: 2009 | Registered: Monday, September 12 2005 07:00 |
Shock Trooper in Geneforge 4: Rebellion | |
Shaper
Member # 6292
|
written Thursday, December 7 2006 07:56
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Magic is much more effective in combat than strong melee skills. This is my point. A number of magic spells affect/stop numerous or all opponents at once. Nothing you do with Servile Melee ability ever affects more than one target at a time. Having stronger magic earlier adds up to more versatility, respons-ability and survivability in more situations. Powerful buffing/shielding/speeding are what make battles so successful to my experience, not how much damage you can do with a sword. It's all rather mute. With a little practice and familiarity, the game is really too easy with at least three out of the five builds. Super-exacting methodology really doesn't make that much difference. Once again, I AM saying that experientially, the Infiltrator worked better all around AND was more fun. And I'd like to hear from others in time who have tried both. -S- -------------------- A4 Items • A4 Singleton • G4 Items • G4 Forging • G4 Infiltrator • NR Items • The Lonely Celt Posts: 2009 | Registered: Monday, September 12 2005 07:00 |
Avernum 5 Ideas in Avernum 4 | |
Shaper
Member # 6292
|
written Thursday, December 7 2006 06:01
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quote:Hmm, the only Ultima I ever played was IV back in 1986, but it goes to show there is no new idea under the sun ultimately. I think it would be great fun in the Avernum context though. I love exploration and discovery of strange, unpredictable and aesthetically impressive things in games. Avernum 4 pretty much lost that effect with no elevation and a retread of wholly familiar territory and little sense of beauty (light or dark) or wonder. A lot of people didn't enjoy Avernum 3 for some reason, but I really enjoyed exploring that surface world. -S- -------------------- A4 Items • A4 Singleton • G4 Items • G4 Forging • G4 Infiltrator • NR Items • The Lonely Celt Posts: 2009 | Registered: Monday, September 12 2005 07:00 |
Shock Trooper in Geneforge 4: Rebellion | |
Shaper
Member # 6292
|
written Thursday, December 7 2006 05:53
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quote:I've never found this actually to be the case. I can practically count on one hand the number of times any PC I've ever created seems to have missed hitting something with a melee weapon for starters. After the first few cheap boosts to Melee, I invest in Strength which is more useful all around. I get very good results with Quick Action which readily enough winds up around 8-10 for me with either build. I get double strikes frequently with a modest investment in QA. Again, I did not find the Servile to be overall more powerful in more situations for its cheaper fighting skills compared to the Infiltrator for its cheaper, earlier magic strength. I invest very little in Endurance for any build. I don't find it significant to my playing style. Melee damage is so big eventually, a few extra points in Melee or Strength don't add up to one less swordstroke to make the kill typically. The earlier build up in magic skills and power really shows throughout the game though. quote:It's the cheap magic that leaves one caught up/ahead in magic and resultingly you have more XP to invest in a bit more Strength or Meleee or QA as necessary. With Magic, ultimately, conveniently, one might want to wind up with three times nine levels in each (not to mention that Spellcraft is one of the most powerful things to be able to boost and it's very expensive to most builds. That's like 24 bumps up (not even including Spellcraft,) unless you like to rely on losing AP swapping gear around in the middle of fights every time you want to cast a certain class of spells. I do not need to make 24 bumps up in Melee/Strength/QA/Parry to make a very powerful melee fighter...much less, really, and there is lots of gear to permanently boost many of these stats, especially Strength. In actual play, the Infiltrator was more bang for the buck. I don't care how the numbers add up technically. The extra essence and earlier cheaper magic was more helpful than being a little bit beefier with a sword early on. -S- -------------------- A4 Items • A4 Singleton • G4 Items • G4 Forging • G4 Infiltrator • NR Items • The Lonely Celt Posts: 2009 | Registered: Monday, September 12 2005 07:00 |
Avernum 5 Ideas in Avernum 4 | |
Shaper
Member # 6292
|
written Wednesday, December 6 2006 19:02
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If A5 were my game to build, I'd do something totally different. Instead of the usual focus on political/monster issues, this time an unforseen natural threat: seismic/volcanic/flooding activity destroy part of old Avernum. It also opens up a passage to a vast new cavern system which must be explored and secured for migration and colonization. What one could find in such an uncharted realm could go in many directions, but it could be very fresh, and not necessarily exclusively hostile. Time would count. Towns would be destroyed by water, lava, or cave-ins as time passes. If you have done your job properly, the inhabitants will have somewhere to go. Meanwhile, the surviving cities are decaying into chaos and overcrowding with refugees. Maybe the criminals from the Spire would be intermingled and conflicts and disorder would result. The Darkside Loyalists could seize upon the opportunity to incite revolt. There would be different contentions for what to do and where to go to survive and it takes efficient explorers to figure out where that is going to be. Eh, random and unrefined ideas on the spur of the moment. I hunger for something very fresh and different and it would be highly gratifying to pretend the Vahnatai never existed at all. -S- -------------------- A4 Items • A4 Singleton • G4 Items • G4 Forging • G4 Infiltrator • NR Items • The Lonely Celt Posts: 2009 | Registered: Monday, September 12 2005 07:00 |
Shock Trooper in Geneforge 4: Rebellion | |
Shaper
Member # 6292
|
written Wednesday, December 6 2006 18:49
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The obsession is with the Servile currently, but I'm telling you guys that the real power is found in the Infiltrator. It is easier to make effective melee and missle skills than magic, and magic is king in GF4. My Servile did not feel as potent as my Infiltrator. Try it for yourself and report your experience when you've compared. -S- -------------------- A4 Items • A4 Singleton • G4 Items • G4 Forging • G4 Infiltrator • NR Items • The Lonely Celt Posts: 2009 | Registered: Monday, September 12 2005 07:00 |
SYNERGY LIST: GF4?Where To Find Stuff And What It Does in Geneforge 4: Rebellion | |
Shaper
Member # 6292
|
written Tuesday, December 5 2006 00:04
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-bump- 1) I got a Thahdskin Tunic and a Fyoraskin Cloak last game with only 1 Luck. 2) I'm still wondering if anyone has noticed any "hidden" areas after Ilya Province. I remember three hidden cache areas. And the one in the SE of the refugee enclave early in Burwood. 2) This list has been updated a fair bit and should be very nearly complete. -S- EDIT 3) There are three kinds of people in the world: those who can count and those who can't. [ Tuesday, December 05, 2006 00:10: Message edited by: Synergy67 ] -------------------- A4 Items • A4 Singleton • G4 Items • G4 Forging • G4 Infiltrator • NR Items • The Lonely Celt Posts: 2009 | Registered: Monday, September 12 2005 07:00 |
Where are the challgenge areas? in Geneforge 4: Rebellion | |
Shaper
Member # 6292
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written Sunday, December 3 2006 21:48
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Jeff claims to have made fighting the Shapers in either Poryphyra Ruin or Northforge Warrens tougher, but I can't tell much difference, unless it's that the pylons in the latter area are even more damaging. Both can still be cleared out before ever facing the final confrontation. -S- -------------------- A4 Items • A4 Singleton • G4 Items • G4 Forging • G4 Infiltrator • NR Items • The Lonely Celt Posts: 2009 | Registered: Monday, September 12 2005 07:00 |
So, who is the scariest foe? in Geneforge 4: Rebellion | |
Shaper
Member # 6292
|
written Sunday, December 3 2006 21:19
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The Wrecked Labs rotghroth defnitely freaked me out more than any other. I knew something was up when my Infiltrator went around that corner and caught a whiff. Thing is, I'd never seen a rotghroth, since I never played GF before. I knew something unpleasant was going to come of that. I had no creations. When the thing took off after me, I was flying past all those mines and just keeping out of reach. Then I hit the turrets and did not have high enough Leadership to have them be docile. I'm pretty sure I died a time or two trying to get through that gauntlet with the rot on my tail. I was too weak to take him on personally solo, so ran all the way around and got the pylons to fry him for me. You can only have a surprise like this the first time. Now when I go in, I'm prepared. The undead foes in the back of the Sandros Mine are kind of creepy, but the Parasitic Shade was a startlingly nasty brute guarding the anvil. Not easy at all for a singleton. -S- -------------------- A4 Items • A4 Singleton • G4 Items • G4 Forging • G4 Infiltrator • NR Items • The Lonely Celt Posts: 2009 | Registered: Monday, September 12 2005 07:00 |
Where are the challgenge areas? in Geneforge 4: Rebellion | |
Shaper
Member # 6292
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written Sunday, December 3 2006 21:03
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Go pick a fight with Drosstro in Khima-Uss. The fight that ensues will give you a run for your money, especially if you're one of those solo characters or with few creations. What Drosstro drops when you kill him is VERY worth the bother. It's so special, it's Forbidden. -S- P.S. - I agree with Random. The beta was much tougher, and the game feels gutted to me. I play on Torment, and everything feels too easy still. Circle of the Drayk used to be a nasty challenge because the mad serviles had poison batons, for instance. [ Sunday, December 03, 2006 21:08: Message edited by: Synergy67 ] -------------------- A4 Items • A4 Singleton • G4 Items • G4 Forging • G4 Infiltrator • NR Items • The Lonely Celt Posts: 2009 | Registered: Monday, September 12 2005 07:00 |
Monarch Papers in Geneforge 4: Rebellion | |
Shaper
Member # 6292
|
written Saturday, December 2 2006 19:46
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A "chapter" is a chunk of the game (roughly 1/5 of the whole map area) which you cannot move beyond to a new area until you've completed particular tasks. The first chapter is the Forsaken Lands, in which you are stuck, until you make it past the Cairn Gates into Ilya Province. -S- -------------------- A4 Items • A4 Singleton • G4 Items • G4 Forging • G4 Infiltrator • NR Items • The Lonely Celt Posts: 2009 | Registered: Monday, September 12 2005 07:00 |
How do I make a Cryora? in Geneforge 4: Rebellion | |
Shaper
Member # 6292
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written Saturday, December 2 2006 19:39
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And of course, to get the Cryoa option, you click on the Fyora picture and then on the little plus mark in the lower right corner to switch to the Cryoa. You also must have enough essence to make one, and depending on which character you selected and whether or not you have invested in any intelligence, you may or not be able to have a Cryoa as soon as you have 2 Fire Shaping and 3 Make Fyora levels. -S- -------------------- A4 Items • A4 Singleton • G4 Items • G4 Forging • G4 Infiltrator • NR Items • The Lonely Celt Posts: 2009 | Registered: Monday, September 12 2005 07:00 |
Monarch Papers in Geneforge 4: Rebellion | |
Shaper
Member # 6292
|
written Saturday, December 2 2006 17:57
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It's also important to check after he dies and not before. You can't get the papers before you've dealt with him. -S- -------------------- A4 Items • A4 Singleton • G4 Items • G4 Forging • G4 Infiltrator • NR Items • The Lonely Celt Posts: 2009 | Registered: Monday, September 12 2005 07:00 |
All good things must come to an end... in General | |
Shaper
Member # 6292
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written Saturday, December 2 2006 17:50
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I have no idea what just happened here. I am aware that I have almost no inkling of who the man behind the curtain really is in the first place. For the most prolific poster here, Alorael remains largely enigmatic, yet among the most respectable and enjoyable of virtual persons present. So, just what WERE you saying, Alo? -S- -------------------- A4 Item Locations A4 Singleton G4 Items List G4 Forging List The Insidious Infiltrator Posts: 2009 | Registered: Monday, September 12 2005 07:00 |
Eliza's quest in Geneforge 4: Rebellion | |
Shaper
Member # 6292
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written Saturday, December 2 2006 01:25
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With Lifecrafters, it is long and tricky work usually. With a buffed Servile or Infiltrator Sluggo, I find both of them relatively easy and quick to dispatch, even on Torment. And Spine Shield is indispensible with Shaftoe in particular. Of course, it helps to turn off Eliza's four power pylons. Two of them take 14 Mechanics to deactivate. -S- -------------------- A4 Items • A4 Singleton • G4 Items • G4 Forging • G4 Infiltrator • NR Items • The Lonely Celt Posts: 2009 | Registered: Monday, September 12 2005 07:00 |
Eliza's quest in Geneforge 4: Rebellion | |
Shaper
Member # 6292
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written Friday, December 1 2006 20:06
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The western door opens only after you have killed Eliza. The pylons fire off randomly. They say "Ssss" over the top before they fire off. I hunker down in the lower right corner and only move if the pylon I am by starts going "Ssss." I think they fire off six times before finishing and letting you out of there. -S- -------------------- A4 Items • A4 Singleton • G4 Items • G4 Forging • G4 Infiltrator • NR Items • The Lonely Celt Posts: 2009 | Registered: Monday, September 12 2005 07:00 |
Chapters and Creations in Geneforge 4: Rebellion | |
Shaper
Member # 6292
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written Friday, December 1 2006 19:26
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Kyrek gets my vote for politest Spiderweb member. -S- -------------------- A4 Items • A4 Singleton • G4 Items • G4 Forging • G4 Infiltrator • NR Items • The Lonely Celt Posts: 2009 | Registered: Monday, September 12 2005 07:00 |
Anomalies in Geneforge 4: Rebellion | |
Shaper
Member # 6292
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written Friday, December 1 2006 19:25
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I did a little better on the cash replaying the last part of the chapter. Some will be due to how lucky you are with what gets dropped by whom. I could ultimately have just afforded everything in training that Burkes and Burkle have to sell. Who really wants Create Thahd though? -S- -------------------- A4 Items • A4 Singleton • G4 Items • G4 Forging • G4 Infiltrator • NR Items • The Lonely Celt Posts: 2009 | Registered: Monday, September 12 2005 07:00 |
Anomalies in Geneforge 4: Rebellion | |
Shaper
Member # 6292
|
written Friday, December 1 2006 18:09
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Oh, lovely. I was just optimizing a game in Chapter One, not letting the caravan through the Cairn Gates until I collected all the loot I could so I could buy Spellcraft and Augmentation and Create Artila levels from Burkes before turning him in to General Crowley. Sequencing everything is kind of important if you want to buy all the spells and shaping magic appropriate, because a lot of people disappear one way or another by the time the chapter is over. I also determined that you basically have just enough cash if you loot, open, and sell just about everything feasible in Chapter One. Just enough, means enough to buy all spells in Northforge, Create Fyora and Artila shaping, Spellcraft and Augmentation. You could probably buy one level of Create Thahd, but not both, and not Speed from what's her name in the Therile Colony (not yet.) I was really annoyed to find that if you lead the caravan to the Cairn Gates, don't yet open the gates for them, and then leave the zone to do a little something like the Dumping Pits which I'd really rather never have to do twice in one game, the caravan is gone when you return. Like, nowhere. What happened to them? It means no points or rewards from either side. I'm hosed and have to redo about a half hour's work. Grrr. There are other anomalies that can mess up your game if you're not careful. If you use exitzone to leave the Shaper Camp after your first time in before talking to Crowley, you will never see him. I'm sure there are many ways to mess up scripted sequences if you leave the zone mid-course. -S- [ Friday, December 01, 2006 18:12: Message edited by: Servile Synergy ] -------------------- A4 Items • A4 Singleton • G4 Items • G4 Forging • G4 Infiltrator • NR Items • The Lonely Celt Posts: 2009 | Registered: Monday, September 12 2005 07:00 |
Saving Tyrol and magda in Geneforge 4: Rebellion | |
Shaper
Member # 6292
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written Friday, December 1 2006 18:00
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Seems to me the point in them dying is that you are the remaining rebel hope as the last one to use the Geneforge before it it disassembled. It makes you special. Don't you feel special? -S- [ Friday, December 01, 2006 19:28: Message edited by: Synergy67 ] -------------------- A4 Items • A4 Singleton • G4 Items • G4 Forging • G4 Infiltrator • NR Items • The Lonely Celt Posts: 2009 | Registered: Monday, September 12 2005 07:00 |
Moseh's Permanent Strength Drain in Geneforge 4: Rebellion | |
Shaper
Member # 6292
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written Thursday, November 30 2006 22:45
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I believe the drain also only occurs if you don't try to break out of your bonds at the first opportunity. If you try to reason with him with lower than 10 Leadership, you're hosed. If Khur is with you, it also changes how the episode plays out. -S- -------------------- A4 Items • A4 Singleton • G4 Items • G4 Forging • G4 Infiltrator • NR Items • The Lonely Celt Posts: 2009 | Registered: Monday, September 12 2005 07:00 |
The Fall of the Cryoan Empire in Geneforge 4: Rebellion | |
Shaper
Member # 6292
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written Thursday, November 30 2006 21:35
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Well, like I said, my comment on the Infiltrator was based on my experience playing each role all the way through. It's a subjective experience and not an objective quantification, and it's subject to some skew in my playing style I am not aware of. But the fact that I played the Servile most recently, after knowing all the better how to optimize the game doesn't suggest to me it has any really observable gross advantage when it comes down to the actual gameplay. I'd be curious to hear how others feel when they have tried both, to compare, and if they can really even practically tell the difference. I was expecting the Servile to feel even more deadly than my Infiltrator had, and it really didn't. Maybe the most significant point made in this thread so far is that there really isn't large difference from class to class, unless you compare Servile to Lifecrafter. So, after a good four full games and numerous more partial games, I find keeping up with Leadership and Mechanics appropriate to where you are in the game is what pays off in fun in efficiency all the way through. I haven't experienced any tremendous advantage by sacrificing those early on and rushing to buff something else extensively. -S- P.S. The extra essence and greater ability to use more magic alongside perfectly capable melee may be what chalks up for me as a more potent experience in my recollection. The extra essence also means more/more powerful creations when you need them. I had an eyebeast and Drakon alongside my Infiltrator at the end. [ Thursday, November 30, 2006 21:45: Message edited by: Servile Synergy ] -------------------- A4 Items • A4 Singleton • G4 Items • G4 Forging • G4 Infiltrator • NR Items • The Lonely Celt Posts: 2009 | Registered: Monday, September 12 2005 07:00 |