Avernum V ideas

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AuthorTopic: Avernum V ideas
Law Bringer
Member # 335
Profile Homepage #175
Eliminate haste entirely! Make players earn their AP!

—Alorael, who considers the haste-bless pre-battle setup an unconscious reaction by now. It really would work almost as well to have the spells cost a much larger amount of energy and give them a duration like Enduring Armor's.
Posts: 14579 | Registered: Saturday, December 1 2001 08:00
Law Bringer
Member # 6785
Profile #176
I used to have fast on feet in the earlier Avernum games because it acted as a free fighter haste. In Exile 3 it was possible to get Major Blessing (group haste and blessing) from the Vahnatai city near the beginning as my only high level spell that I could already use before I got to the Slime quest. In A4 you have to get extra AP items (none before the Great Cave) or use haste potion/spell to get extra attacks.

The way to balance out the group haste for the monsters was repeated slow spells if you couldn't take them out quickly. Of course Nodicuas drank haste potions like water when you slowed him so I found that there was no real point in wasting time slowing monsters and just concentrated in killing them before they could take advantage of their extra attacks.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Apprentice
Member # 1227
Profile #177
Just thinking about a new kind of menace for future Avernum games, that would fit in with the underground theme, how about some kind of slime or algae that was mutated by a magical experiment, and now it has the ability to turn part of itself into duplicates of creatures that it kills. This could be worked into the game in a small way (a side quest where goblins or bandits are turning into green goop when slain) or in a larger way, where the hive mind or master slime that is intelligent and controlling some large plot has to be tracked down and destroyed.
Posts: 9 | Registered: Tuesday, May 28 2002 07:00
Agent
Member # 4574
Profile #178
Sorry, but Jeff already did slimes in A3. A good foe for us to fight is something none of us could imagine.

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Posts: 1186 | Registered: Friday, June 18 2004 07:00
Warrior
Member # 7213
Profile Homepage #179
quote:
Originally written by Peregrine:

Just thinking about a new kind of menace for future Avernum games, that would fit in with the underground theme, how about some kind of slime or algae that was mutated by a magical experiment, and now it has the ability to turn part of itself into duplicates of creatures that it kills. This could be worked into the game in a small way (a side quest where goblins or bandits are turning into green goop when slain) or in a larger way, where the hive mind or master slime that is intelligent and controlling some large plot has to be tracked down and destroyed.
quote:
Originally written by Goodking:

Sorry, but Jeff already did slimes in A3. A good foe for us to fight is something none of us could imagine.
Peregrine's idea reminds me of the movie "The Thing". Maybe a monster that got bigger and stronger by adding parts of your party and surrounding monsters to itself till it ultimately dies from genetic overload and your attacks. Even mimicking another creature to disguise it's true nature. Or even one or more of your party to trick you into not attacking it or hitting one of your own in the confusion!

Goodking, Hard to imagine more than variations on a theme when game characters are limited by a grid.

Could it be possible to do something like a giant amoeba or hydra that could surround/engulf entire party and look like a single entity? Stretch across large spaces, around stationary objects to attack you from behind while your facing it?

EDIT: Structure.

[ Sunday, July 23, 2006 11:55: Message edited by: Micro Phage ]

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Posts: 181 | Registered: Monday, June 12 2006 07:00
Law Bringer
Member # 4153
Profile Homepage #180
quote:
Originally written by Peregrine:

how about some kind of slime or algae that was mutated by a magical experiment, and now it has the ability to turn part of itself into duplicates of creatures that it kills. This could be worked into the game in a small way (a side quest where goblins or bandits are turning into green goop when slain) or in a larger way, where the hive mind or master slime that is intelligent and controlling some large plot has to be tracked down and destroyed.
Jeff did this quite explicitly in A3, even more than Goldenking says... in the Slime Lair, there were slimes trying to engulf wolves/bandits/goblins in attempts to attain some of their shape. So it's been done.

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Thuryl: "Runescape: for people who are too stupid to save their games."

Gamble with Gaea, and she eats your dice.
Posts: 4130 | Registered: Friday, March 26 2004 08:00
Apprentice
Member # 7261
Profile #181
I've been thinking (not always a good sign, but)... how about a KO state where the character is down but not out so they could be raised with something simpler like healing or first aid, instead of going all the way back to town, and they still get XP for the rest of the fight?

Also, I'm probably going to be skewered for this one, but... randomized areas?

Here's a better idea, though: the ability, in character creation, to type in the value of a stat, instead of increasing it by clicking on the buttons.
Posts: 19 | Registered: Wednesday, June 28 2006 07:00
Law Bringer
Member # 4153
Profile Homepage #182
quote:
Originally written by Vaecrius:

I've been thinking (not always a good sign, but)... how about a KO state where the character is down but not out so they could be raised with something simpler like healing or first aid, instead of going all the way back to town, and they still get XP for the rest of the fight?

Also, I'm probably going to be skewered for this one, but... randomized areas?

Unconsciousness would be a handy way of dealing with the new death system... I really wish there was some similar system in BoA. Perhaps, an unconscious character could be picked up by another PC and carried back to safety?

Randomized areas implies interchangeable parts of the game. Interchangeable parts of the game implies unstable plotlines. Unstable plotlines imply bad game. Thus, randomized areas imply bad game. :D

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Thuryl: "Runescape: for people who are too stupid to save their games."

Gamble with Gaea, and she eats your dice.
Posts: 4130 | Registered: Friday, March 26 2004 08:00
Law Bringer
Member # 335
Profile Homepage #183
Randomized three dimensional mazes would be neat!

—Alorael, who would hate to see all the "Help I can't get through this maze" questions that could only be answered with "Good luck."
Posts: 14579 | Registered: Saturday, December 1 2001 08:00
...b10010b...
Member # 869
Profile Homepage #184
quote:
Originally written by --and yet so far.:

Randomized three dimensional mazes would be neat!

—Alorael, who would hate to see all the "Help I can't get through this maze" questions that could only be answered with "Good luck."

Somebody's been playing Wizardry IV...

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Law Bringer
Member # 6785
Profile #185
A randomized maze would be neat depending upon the monsters encountered in it. The Honeycomb was fun (I am probably in the minority on this) because you could retrace your path through a cleared route to Mertis to heal up and sell your loot. Having to start over each time or be prepared to go through it in one go maybe too hard for most players. It might be too much like Exile where you finshed a dungeon in as few trips as possible since the monsters always repopulated.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Guardian
Member # 6670
Profile Homepage #186
Placing random walls in BoA (and presumably A5) is easy enough. The problem with it arises in trying to make sure the maze has at least one true passage, enough false passages, and is fairly difficult. I might take a whack at it myself after I brush up on graph theory a bit... yeah, like THAT'S going to happen...

This reminds me of one tower my DM made for my group. It was a teleportation maze, with glowing blue portals set inside each doorway. Of course, said DM neglected to mention the obviousness of said portals until I commented on how the tower seemed to ignore all rules of space and time. Grrr.

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IF I EVER BECOME AN EVIL OVERLORD:
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Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
Law Bringer
Member # 4153
Profile Homepage #187
quote:
Originally written by Dintiradan:

This reminds me of one tower my DM made for my group. It was a teleportation maze, with glowing blue portals set inside each doorway. Of course, said DM neglected to mention the obviousness of said portals until I commented on how the tower seemed to ignore all rules of space and time. Grrr.
Right... that's when you seize control of DM-ship and throw the guy through a portal. Seriously, that's just bad story-telling...

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Thuryl: "Runescape: for people who are too stupid to save their games."

Gamble with Gaea, and she eats your dice.
Posts: 4130 | Registered: Friday, March 26 2004 08:00
Electric Sheep One
Member # 3431
Profile #188
Back in my DMing days I once had a teleporting maze in which the teleportation was triggered by touching objects (cushions, books, artworks, tools, etc.) scattered through the rooms. The tricky part was that these objects teleported with the toucher. For each room there were always at least two objects that would take you to it, but these were scattered around in various other rooms.

I forget now exactly how it worked, but it was safe in the sense that you couldn't become permanently trapped in a room with no way out. And in retrospect the maze was actually a logical and convenient way of moving around the dead mage's enchanted palace. He would get to his bedroom by just grabbing a pillow, etc. But the system was by no means clear initially, and the RPGer instinct to grab interesting items was so strong that the party got nicely split up before they figured out what was going on.

Naturally there were some pretty ferocious things scattered through the maze, especially if you had to fight them alone and with no way to escape, and it all ended up being an entertaining challenge for a high level party. Those were the days.

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We're not doing cool. We're doing pretty.
Posts: 3335 | Registered: Thursday, September 4 2003 07:00
Law Bringer
Member # 4153
Profile Homepage #189
quote:
Originally written by Student of Trinity:

Naturally there were some pretty ferocious things scattered through the maze, especially if you had to fight them alone and with no way to escape, and it all ended up being an entertaining challenge for a high level party. Those were the days.
There has to be a way to do this in BoA... it's too good to waste...

(Runs off to the Editor)

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Thuryl: "Runescape: for people who are too stupid to save their games."

Gamble with Gaea, and she eats your dice.
Posts: 4130 | Registered: Friday, March 26 2004 08:00
Apprentice
Member # 7261
Profile #190
Seems like the randomized thing was better received than I anticipated.

Sooo... yet even more suggestions YAY:

Click on enemy
"You do not have enough AP to attack."
Click on enemy
"You do not have enough AP to attack."
"Hmm. Guess I really can't attack!" Use item. Space.
"[next person]'s turn."
Posts: 19 | Registered: Wednesday, June 28 2006 07:00
Warrior
Member # 7125
Profile #191
ok look my idea was a bad one but at least I tried.
Posts: 130 | Registered: Saturday, May 13 2006 07:00
Shock Trooper
Member # 6908
Profile #192
quote:
Originally written by Dintiradan:

Placing random walls in BoA (and presumably A5) is easy enough. The problem with it arises in trying to make sure the maze has at least one true passage, enough false passages, and is fairly difficult. I might take a whack at it myself after I brush up on graph theory a bit... yeah, like THAT'S going to happen...
You don't need to apply a graph theory here to make a maze with one right way and several wrong. There is much more easy way to do that. All you need is to define exactly how many wrong ways you'll have, then code in the definition of a vector, a bended(bent?) vector, and crossing of two vectors. The only place, where graph theory might come in handy is when you'll count how many vectors you'll need to finish the way. But that number better be fixed.

Edit: UBB typo

[ Sunday, July 30, 2006 21:25: Message edited by: Meeshka ]

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Posts: 203 | Registered: Tuesday, March 14 2006 08:00
Apprentice
Member # 7340
Profile #193
thats a good idea but what about instead of 4 characters why not more
Posts: 2 | Registered: Monday, July 31 2006 07:00
Apprentice
Member # 7340
Profile #194
more mage and priest spells
Posts: 2 | Registered: Monday, July 31 2006 07:00
The Establishment
Member # 6
Profile #195
Please don't double post, use the edit feature, thanks.

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Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Off With Their Heads
Member # 4045
Profile Homepage #196
quote:
Originally written by m hussain:

what about instead of 4 characters why not more
Why? I have often found myself wanting fewer characters than 4, and never more.

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Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
The Establishment
Member # 6
Profile #197
My guess would be that some people miss the "good ol' days" of Exile when you had 6 people in a party.

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Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Apprentice
Member # 7285
Profile Homepage #198
quote:
Originally written by Vaecrius:

I've been thinking (not always a good sign, but)... how about a KO state where the character is down but not out so they could be raised with something simpler like healing or first aid, instead of going all the way back to town, and they still get XP for the rest of the fight?

Also, I'm probably going to be skewered for this one, but... randomized areas?

Here's a better idea, though: the ability, in character creation, to type in the value of a stat, instead of increasing it by clicking on the buttons.

Divine Restoration spell in A4 works great for downed characters, just takes some time to get the skill up so you can use it on the battlefield.

A choice of typing in the values when spending skill point would be great, as long as the add/subtract was left intact from A4.

If I understand your meaning randomized areas, places like the Honeycomb, Mertis Spiral and the far NW caves could actually change so no maps would be any good. Would not want to see that in very many areas. Would definately increase the challenge!

It really doesn't take all that long to create and enhance characters, but a choice would be nice.
Posts: 9 | Registered: Saturday, July 8 2006 07:00
Apprentice
Member # 7285
Profile Homepage #199
quote:
Originally written by Kelandon:

quote:
Originally written by m hussain:

what about instead of 4 characters why not more
Why? I have often found myself wanting fewer characters than 4, and never more.

You could pick up additional characters along the way. Like the friendly shade and the worn out golem. Maybe adding some more of these would be nice if they stayed longer and were smarter. Acting helpfully on there own.
Posts: 9 | Registered: Saturday, July 8 2006 07:00

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