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Fort

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Everything posted by Fort

  1. If I could wait for Windows Vista, I can wait a week or two for Geneforge 4.
  2. Please tell me that was a googled image and not something ADoS had on hand.
  3. I think blessings work in a very good and balanced way in Avernum 4. The buffs are powerful enough to provide an obvious benefit, and yet the fact that they do not stack prevents them from being overpowered.
  4. If vlish are at all similar to squid or octopi, then they wold in fact have to use gas propulsion. I'd think they'd get tired of blowing out air or flatus 24/7, but they are resilient little monsters. Either that or they are like eyebeasts and telepathically will themselves around, or in TM-context, onto others.
  5. I doubt there are any real records of knights drowning in puddles besides the sickened and drunk ones. After all, I couldn't possibly conceive of someone being effective in a fight to the death if they could not get back up after tripping over. Sadly, though, very young toddlers sometimes drown to death after slipping into shallow puddles because they're arms are not strong enough to perform a push-up. It's a rare but tragic way to die.
  6. Um, roll over? Anyway, even if chainmail was not the most effective armor in the world, I'm sure you'd rather wear it in a combat setting than having only leather. And you really shouldn't let the spear come in direct contact with your chest or stomach either.
  7. What evidence do you have that it was that ineffective? Of course it could not withstand a full on stab, but it could stop all glancing blows and slashes. Also, could a five-year-old pierce chainmail with a knife? I don't have any direct evidence for that, but I'd seriously doubt it considering that I've taken a few token stabs at modern renditions of chainmail.
  8. Don't diss chainmail because you think it was ineffective. Diss it because it was heavy and expensive.
  9. Crossbows were always meant to be superior to a bow of comparable quality. Bows are plenty strong enough already, so crossbows would need a major handicap in order to keep them balanced in gameplay. Either that or the bows would have to be replaced with identical crossbows to preserve continuity.
  10. Control Foes is one of those priest spells that are overpowered just to keep the craft on par with magery.
  11. This theory is exactly as valid as mine, which hypothesizes that all of the Spiderweb games take place on Earth, but in different phases a la the mythology of the Aztecs.
  12. The only real connection between the shapers and vahnatai in your theory is their shared involvement with crystals. Ignoring that, the worlds are very distinct. If you think about it, crystals a very commonly used type or class of items which can be magical in games and fantasy worlds. It does not surprise me that they are used in both games. After all, would it be more appropriate to use crystals or giant mushrooms for shaping?
  13. E3 and A3 were not meant to be rich in unique plot. They were to convey mythical grandeur befitting of a fantasy game in which you can be the hero. The feeling of grandness partly comes from the huge world and relative freedom you can have from its many side quests and little subplots. The main plot had a couple twists and some shallow turns, but I think it was as good as any to propel you through many different dungeons and tough challenges. The BoA scenarios unfortunately have a little too much hack and slash. The encounters and dungeons set themselves up to be good, but fail upon actual play. This I think is another unfortunate consequence, one of Jeff using his previous game plot making skills to make a microcosm of what he is used to.
  14. I'm sure Jeff would actually love to make his game as tactically complex as the large games he often says he plays, and include an in depth storyline. But these things take time and to me it seems that he would prefer to make things a little more complex each time rather than try a revolutionary jump.
  15. There are plenty of people with active imaginations who can help in this area, but telling Jeff what to do is not going to solve the problem that he still has to do the nitty-gritty stuff of putting it in. In order for the game to be larger, we would really need him to have another programmer who could create towns and script while he dealt with relatively more important issues in the game.
  16. Fort

    Creations

    You should remember that you have your own playing style and that most of us play in the way described by Alorael (Pluto Alien). What you want implemented would require several different modifications to the game, and to me it seems that it can either be more interesting than useful or overly exploitable. The whole deal with creations in the game is to figure out how to manage XP, essence, and skill points in order to make the best creation. Also, don't take offense to your idea being called pokemon. It was a joke and evolutions are very pokemon-esque.
  17. This has nothing to do with letting your enemies live. To strive to become as powerful and lethal as powerful is also to make the game as easy as possible at each necessary point. Choosing not to use the Geneforge does not in any prevent you from killing everything either in these games, and I mean everything.
  18. He is just using the 17th Century English Punctuation System (very poorly).
  19. That is the connection between releasing creations and essence. If essence were, in the context of the Geneforge universe, being constantly used to maintain the very physical form of the creation, then releasing it would be impossible without permanently reducing your essence cap. It just doesn't make sense; that is, unless you shape something out of your own essence and then fortify it with a shaping vat while reabsorbing what it originally drained from you.
  20. Serviles and ornks are generally made to be able to breed. The other creations have it all buried in their DNA somewhere, I imagine. To me, this whole topic deals with a fundamental question about how creations and their shapers are related: why do our creations tie up our maximum essence reserves for as long as they are alive?
  21. It should totally have, in addition to the traditional story paths, a new one: one where you choose to be a humble artisan or farmer while the rebellion occurs. You would have to fulfill monthly orders of Ornks, fill up sacks of grain, make living tools, etc.
  22. Perhaps some areas should have wandering rogues that come from mating, rather than always from a spawner. It would be like extermination of rabbits... that breathe fire.
  23. Wow, servile abilities sound like a barrel of fun. In what category are humans inferior to the serviles if I may ask?
  24. I think the whole psychological effect of the health bar is too good to get rid of. Seeing it change does more for your emotions and involvement in the game than a single-faced feeling of mystery ever could when the bar is not there.
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