Jump to content

An idea.


Recommended Posts

I were reading through the "Changes in GF4"-thread, and came up with a, in my opinion, at least, pretty neat idea. I didn't wish to derail that topic anymore, however, and decided to create a new one. Acceptable, I hope. :-/

 

So, ahem, people were talking about the NPCs that can join your party, but will act on their own, instead of being controlled by the player.

 

This idea of mine does not apply to this kind of allies only, but to normal creations and such as well, which means that no, I have not come up with a way of fixing the AI (Just looking at code and scripts and such almost brings tears to my eyes, so I perhaps am not the correct person to even try and do so. :-F). No, I have come up with a rather unoriginal and surely before-mentioned way of buffing your creations and allies up.

 

Since the allies usually can not be controlled in battle like creations, they tend to attempt foolish things, like attacking a spawner and a bunch of clawbugs all by themselves. And then they just die.

 

But here's an idea; Mr. Vogel could implement a system like in, for example, Heroes of Might and Magic, in the Wake of Gods (the unofficial expansion to the HoMM series), where the heroes can equip their troops with artifacts and other useful (or unuseful) objects.

 

In Geneforge, this could be done the almost exact same way, by giving all of the creations/allies inventory-windows of their own, with restricions, depending on the creature.

 

Say, a Fyora could (in theory, at least), wear a ring or a necklace, to add to it's resistances, while a thad/human ally could also be equipped with armor, weapons, and so on. You get the idea. :-/

 

So, while the AI controlled creations and allies would still be rather dumb, at least the player could equip them and his own creations properly, so that it would take more that one hit to bring them down.

 

Not being a code-wiz myself, I have no idea whether this would take too much time to implement, and whether it would be worth it, or not. But hey, one has always got to try! ;-)

Link to comment
Share on other sites

In Avernum, at least, that happens. It can help make Guard A with a wand of painful zapping distinctly different from Guard B with an excessively large sword, but they both still need to be balanced for wherever they are. Increasing the difficulty across the board to make up for equipped companions raises the question of what, exactly, the inflation accomplished in the first place.

 

—Alorael, who really wouldn't mind being able to use a few creations as pack mules, though. It's not a necessary function and not even a particularly useful function most of the time, but he hates having to remember where he left which pods and what equipment.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...