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Vicheron

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Everything posted by Vicheron

  1. They're way too arrogant for their own good. If they're so smart and powerful then how come they got taken down by a bunch of puny humans? If they weren't so egotistical, they could have all came together and devised a way to beat the Empire.
  2. I doubt that a Vahnatai PC would work very well unless they get a huge penalty in daylight. The only other feasible race for a PC is probably the Ogre, bonus to strength and endurance, penalty to intelligence, unless it's an Ogre Mage then it be a bonus to intelligence.
  3. How about creations that require two different types of shaping, spells that require two different kinds of magics and special melee/missile attacks that use energy/essence that you can learn like stunning blow, piercing missile, or critical strike.
  4. Maybe it has something to do with the Shaper's ancient enemies. Maybe the Takers met Heustess before they were taken from Sucia Island and learned his secrets.
  5. Quote: Originally written by Stughalf: The entire point of having the "Magic Shaping" division of creations is to distinguish magic-using creations from simple "straight-damage" creations. Giving Battle Shaping creations the power to cast spells would effectively remove the division between creations like, say, clawbugs and glaahks. Also, Rothgroths already have an acid attack; it's part of their standard melee attack. I do agree, though, that the player should be able to set a default attack form for those creations that have both a melee and a missile attack. Your point about the energy for Battle and Fire Shaping creations is a good one. I would suggest that this problem be remedied in GF3 not by granting these creations spells to use up their energy, but by providing all Fire and Battle Shaping creations with a fast-recharging "Shielding Energy" bar which would take all the damage in battle for the creation until exhausted, at which time damage would begin to be subtracted from HP. Shielding energy would recharge partially between rounds of combat. Perhaps this innovation would even things out for Battle and Fire Shaping creations and reduce the near-complete dominance Magic Shaping holds in GF2. As for the mercenaries idea, it could work. Being able to hire powerful human warriors or mages, or perhaps even Shapers, would be very interesting indeed. However, I think the "percentage of gold" thing would be rather hard to implement. A flat cost to purchase the services of a given mercenary would make things simpler. I'm not talking about spells for battle creations, I'm talking about natural abilities. Like Thahds using their energy to do an extra powerful punch or Clawbugs using their energy to add some poison to their sting. As for the mercenary, the percentage of gold thing would not only make more sense than the flat fee, it would also prevent the Guardian and Agent from being more powerful than the Shaper. Since mercenaries will compensate for the Agent and Guardian's lack of shaping skills, having a flat fee would make Agents and Guardians like super powerful Shapers, unless the mercenaries are really expensive.
  6. Being able to hire mercenaries or creations would be great for Guardians and Agents. You wouldn't be able to control the hirelings and they would take a percentage of the gold you pick up and you should be able to dismiss them if you want. You should be able to select what kind of attack your creations use. All creations should have their own spells or abilities that uses energy. Especially battle creations, they have nothing better to do with their energy. Thahds could have some kind of skill that increases their attack damage. Clawbugs could have a poison sting. Battle Alphas can have some kind of regneration. Rotgroths can have an acid spit attack.
  7. Being able to dual wield weapons would be nice, especially batons since they're like guns. It would also be nice if you can create beasts of burden to carry around your stuff. It would also be nice if there are class specific skills and some more passive skills. The Shaper could have some kind of aura that gives creations within a certain radius extra hp and resistance, the Agent can have a magic deflection/reflection skill, and the Guardian can have some kind of regeneration skill. I think it would be reasonable if you were able to capture rogues and either have them brought to a NPC to be converted into one of your creations or if you had enough leadership and shaping skills, control them yourself.
  8. There's quite a few problems with the creation being a drakon. Drakons are huge, which means that it'll be easily discovered once it is let loose. Even though the Shaper's council is slow to make decisions, they're not going to just ignore a giant flying rogue creation. If it's a gazer/eyebeast, it can mind control people and evade the council while it builds its army.
  9. I think that it's either a Gazer/Eyebeast or some kind of Alien Queen like Spawner. Or maybe the Takers were able to resurrect one of the original Sucia Island Shaper's enemies. I don't think it's a demon since all the demons in GF2 simply want to go back to their realm. Although it could be some kind of creation/demon hybrid.
  10. You have to go to the Gale library to find out where Drakos' lair is.
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