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Message From Spiderweb - Brain Blocked in Blades of Avernum
The Establishment
Member # 6
Profile #69
One way of incorporating martial arts skills/unarmed combat would be to make it possible for the player to do more than one strike with high dexterity and light armor. So for instance, you could have two factors. One would be the damage and the other would be the number of strike.

The damage is pretty straightforward. Merely a strength calculation with some Martial Arts bonus. This would be calculated per each strike.

When a player chooses to have his PC attack a monster, the engine could calculate the number of strikes of that attack on some kind of dexterity minus encumbrance scale with some arbitrary maximum number of strikes.

So per strike damage wise, the PCs with weapons would have the upper hand. However, with multiple strikes, the high dexterity Martial Arts user could beat out the weapons user even though he/she does less damage per strike. Of course, total average damage would be higher because of a higher number of chances to hit/miss.

Of course, you still have somewhat the feeling of a class. However, there is nothing to prevent this same Martial Artist from taking up archery or mage spells, or even weapon combat (however, he/she would have to put on some armor and lose the multiple strike advantage. I have no problem with special magical items giving special bonuses as per increasing the number of hand to hand attacks the PC gets by +1 or something. Of course you do that with other skills (improve mage spells, etc.), so what is the harm? The key point being you have a warrior dependent more on stealth and speed than on raw strength and expensive equipment.

* * *

As far as the new mage spell, I seem to remember the monster spell Unholy Ravage from Exile III and Blades. Perhaps this could be made into a mage spell under a different name.

Level 1 - Low level physical damage, curses, weak poison
Level 2 - Medium physical damage, curses, medium poison
Level 3 - Multiple targets

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Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Message From Spiderweb - Brain Blocked in Blades of Avernum
The Establishment
Member # 6
Profile #56
My choices for spells to replace Capture Soul/Simulacrum:

* Poison
* Some kind of combat deterrant
* Antimagic

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Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Should it be made at all? in Blades of Avernum
The Establishment
Member # 6
Profile #39
If players want to cheat, then they will cheat, one way or another. Even on the best designed commercial games, people find ways to cheat. If the player chooses to cheat, then it is his/her perogative. However, that same player will also miss the finer elements and not get the whole enjoyment out of the scenario.

That's just my two cents.

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Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
File Sizes in Blades of Avernum
The Establishment
Member # 6
Profile #3
The biggest culprit are the graphics files. They sap up so much space relative to everything else. The answer depends on how many graphics are used. I think it's too soon to say for BoA. It all depends on how efficient the coding/engine is.

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Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Official Wish List (Thus Far) in Blades of Avernum
The Establishment
Member # 6
Profile #0
Here is a tally of what we want to include into the BoA editor ranked by number of votes. If you wish to add suggestions (remember we only want about 5-10 of the ideas you think are the best), reply to the topic Wish List Selection:

http://www.ironycentral.com/cgi-bin/ubb/ubb/ultimatebb.php?ubb=get_topic;f=15;t=000023

(4) Spell Editor (ability to create/edit damage types, damage range, spell cost, etc.)
(3) Monster Attitude Idea
(3) Skill Editor; allowing the designer to tweak aspects of a skill (what abilities [+ hit%, +HP, etc] skill contributes to, cost, etc.) along with creating custom skills.
(3) Ability to control and check party make up and stats (add/remove PCs at will, check skills, etc.)
(2) Ability to create preset parties for scenarios that the player is obligated to use. These can have set stats or just a number of skill points to be distributed how the player wishes depending on the will of the designer. (Saves the player from having to create parties of specific levels or designers from having to create these silly party builders)
(2) Individualized races (you still get three of them, but you can edit race names, advantages, and graphics); this will allow designers to create individualized universes for their scenarios.
(2) Custom graphics tool for easy insertion into a sheet.
(1) Bring back dialogue pics but make them optional! They are nice art and a good way to set the mood for the scenario. Text messages are just too bland without them. Also, the intro graphics on the scenario menu are nice. (This should not be too difficult to modify in the engine)
(1) Ability to do math with and evaluate SDFs much like variables.
(1) Customizable sound/music (MIDI or MP3) files.
(1) Ability to make monsters vulnerable\resistant\immune to damage types, including different types of weapon damage (edged, bashing, missile, etc.)
(1) An Initiate Talking command.
(1) An affect lighting command.
(1) Link standard item use to special scripting.
(1) Customisable trainers. (i.e. adjustable prices, can make them only train in one area, etc.)

[ Wednesday, July 31, 2002 20:26: Message edited by: *i ]

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Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00

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