Jump to content

Slawbug

Global Moderator
  • Posts

    15,683
  • Joined

Posts posted by Slawbug

  1. I don't think I've seen a single RPG that's handled this sort of thing well -- aside from the bulk of them, that don't let you attack friendly characters in the first place.

     

    In theory, it's nice to be able to role play a character with few morals, and kill and loot whatever you like. But given a game engine that is really designed for at least moderately amicable characters, I don't see the point in even having the option.

  2. No, it's not. Being able to attack from a distance is a huge advantage for any attack type. HUGE. MONUMENTAL. That's why melee weapons had better dice than spells and missile weapons in G1 and G2.

     

    What was perhaps unfair is that battle magic had two pumpable stats to missile weapons' one. Given the other advantages of battle magic (unlimited supply, lack of encumbrance, lack of hassle) that was a pretty unfair comparison.

  3. On the one hand, that sounds like a cool system.

     

    On the other hand, as things stand now, it would be a purely cosmetic change. The only difference between a Fyora and a Charged Fyora is base level. The only difference between Battle Alphas, Betas, and Gammas is base level. So the creations would still need to be differentiated.

  4. Quote:
    Originally written by Delicious Vlish:
    I'd really like to see a game where you are actually in Shaper society, rather than isolated on an island or in some backwater outpost.
    Good luck.

    A1/2: Remote, isolated area (caves, exiled), recently settled
    A3: Relatively remote, isolated area (quarantine), relatively recently settled
    VODT: Remote, isolated area (valley, quarantine)
    ASR: Remote, isolated area (island, quarantine), relatively recently settled
    ZKR: Remote, isolated area (caves, warzone), never settled
    DWTD: Remote, isolated area, recently settled
    Nethergate: Remote, isolated area (valley)
    G1: Remote, super isolated area (island, quarantine), deserted
    G2: Remote, isolated area (valley, quarantine), recently settled
    G3: Remote, isolated area (islands, quarantine)

    Did I mention that if I never see the word "quarantine" in a Spidweb game or scenario again, I will be very happy? smile
  5. Lots, if you count the number of times people playing Agents save and reload :p

     

    Seriously though, how many agents do you see at all? Very few. G1 has none, G2 and G3 definitely have more shapers and I think more guardians. Shanti, the only agent who is ever significant to the plot, dies. Macwhatserface in G3 dies in the Rebel storyline. How many agents do you see who prosper?

  6. Quote:
    Originally written by Delicious Vlish:
    Quote:
    Originally written by John Paul v. Jean-Paul:
    The point is that when you have absolute power, as the Shapers previously did, it's easy to enforce "any contrary opinion will be met with death."
    And that is where the delicious roleplaying factor comes in. A hardcore loyalist will kill all those who cross shaper law, while a sympathetic loyalist will look past minor infractions. (Like when you have to report the servile being contacted by hostiles) The game gives you options to do both.
    No, not like when you can report a servile. My point is that a true hardcore loyalist -- as you describe her -- would be stubborn to the point of suicide. If I were a hardcore loyalist, I would want to be sure of my survival and my eventual ability to deal with the most egregious violations of Shaper rule -- like Litalia and Akhari Blaze -- rather than throwing hissy fits and possibly getting killed over a couple of reclusive, paranoid humans. Diwaniya might require punishment, but he can be dealt with after the more immediate problems. There is no risk involving in killing or reporting traitorous serviles, on the other hand.

    Quote:
    Failure is met with termination, probably in the form of an Agent coming for you in the night. The Shapers are a results oriented society... Not uncommon in total totalitarian rule.
    While there are people who say this, there is also evidence to the contrary. Greta was allowed to live, despite her magical skills and her quite obviously traitorous leanings -- and that was when the Shapers still held absolute power and would not have been troubled to execute her, or simply to punish her with more than just an expulsion. Failure is often but not always met with termination.
  7. The point is that when you have absolute power, as the Shapers previously did, it's easy to enforce "any contrary opinion will be met with death." When your factional power base is fragmented, injured, and mostly inaccessible to you, and when you personally are just a lone apprentice, it's not the same story. Litalia forcibly demonstrates that you can't enforce those kinds of absolute rules, when the game begins. The absurd but unavoidable power escalation your PC experiences aside, Lord Rahul, the most powerful Shaper in the area, is also unable to enforce such rules, even when he has a decent number of other Shapers, and armies of warriors and of creations to back him up.

  8. I have to imagine that many hardline loyalist Shapers, after witnessing firsthand the destruction of their school, after being easily incapacitated by a foe (Litalia), and after hearing rumours about the other islands -- not to mention Terrestria -- being overwhelmed by rogues, would decide that the times called for a less unilateral path.

     

    IIRC, Alwan doesn't even comment on the Sea Caves people, and he's pretty much the Geneforge equivalent of Karl Rove.

     

    -- Also, if a hardcore loyalist would take down Lankan at first sight, why does Diwaniya become so horrified if you kill him? Diwaniya seems pretty straight-edge when you talk to him.

  9. I *think* stun resistance for creations is covered by the same stat as energy resistance. Glaahks, Ur-Glaahks, and Vlish all have a base of 80% for that resistance. If it's not covered by that stat, there doesn't seem to be a stat for it.

     

    Increasing Strength (manually, and possibly by levelling) may also increase stun resistance.

  10. Something DeVlish alludes to that would also help balance the creations would be to make the cost to improve creation statistics not be creation-dependent... or at least to make it less creation-dependent. The fact that it costs so much less to upgrade a Vlish than a third-tier creation is one of the reasons Vlish are better even at equal levels. Similarly, it costs something like 6, 7, 8... to upgrade a Battle Alpha's scores. It costs 14, 15, 16... to upgrade a Rot's.

     

    Or, better yet, it could be related to creation type. Make it cheaper to upgrade Battle creation Strength or Endurance. Make it cheaper to upgrade Fire creation Dexterity. And so on.

  11. Hmm. On second thought, it is a great idea, but it still needs to be accompanied by battle creations having better attacks than other creations. A vlish's melee attack is close to as good as a clawbug's, arguably better because it poisons; unless something makes clawbug attacks better or vlish attacks worse, slowing won't make me use clawbugs, it will just make me change how I use vlish, who are still superior.

  12. ALL CREATURES STUN.

     

    ALL ATTACKS STUN.

     

    Higher level attacks might have a higher chance to stun, or might stun for more, though if there's a difference it's pretty small. Ice Bolt and I think also Icy Touch have a special chance to stun, 70% if the documentation is to be believed; they also stun heavily. The stun wand, whatever it's called, presumably has a 100% chance of stun though to be honest I don't think I've ever used one. Levels of stun delivered may be dependent on damage type.

     

    Stunning is completely separate from slowing, which is caused only by Vlish missile attacks, Glaahk melee attacks, Gazer/Eyebeast melee attacks, and the Icy Touch attack used by ghosts, as far as I know.

     

    Slow seems to have the same effect no matter how much of it you have, which is to reduce your AP by 50% every other round only. Stunning, in contrast, definitely does more when you're hit with more of it. Stunning reduces your AP by some proportion based on how many levels of stun you have. In practice, you have to be stunned many times, or be hit by several ice attacks to get below 5 AP -- unless you are also slowed that round, because the AP reductions are cumulative.

  13. Rotghroths are certainly good and don't deserve to get trashed with the rest of battle shaping. I'm hard pressed to see how they're the best creation, though. There are situations in which they're extremely useful, but their QA is low enough that Gazers will do as much damage on the whole (and more consistently), and the lack of a missile attack makes Rots less flexible. Eyebeasts and Vlish would certainly have to be in the running, too.

  14. Quote:
    Originally written by radix malorum est cupiditas:
    it should be pointed out that only monster xp is lowered with level, not quest.
    Actually, that's not true. Quest XP rewards are scaled according to your level. If you look at the scripts, there are actually two numbers given: a base XP amount and a level at which the base amount is awarded. You get more or less XP depending on what your actual level is when you complete the quest.

    This may scale differently from enemy XP awards, but it definitely is lowered with level.
×
×
  • Create New...