Torin
Novice
- Joined
- Jan 17, 2004
- Messages
- 19
I just recently re-installed Arcanum on my computer and started a new game (playing a melee/magic/thief character with no followers). I never solved the game but several years ago I got pretty far.
I really like Arcanum because of its interesting setting, story, character development and of course because its isometric. But it does have some major flaws. Well, here goes - here are my ideas on how they could make a better Arcanum if the ever make a sequel. By no means are my ideas necessarily 'new'; I've seen many (if not all) of them on various reviews, forums, walkthroughs, etc..
Tech and magic aptitude should no longer conflict with each other - this would allow for interesting Wizard/Inventor characters. Thats what I wanted to play as when the game was announced. No more 'magic negates tech or tech negates magic'. This could be part of the plot line - magic and tech now coexist with each other without counteracting each other (kind of like the book 'On a Pale Horse'). You can still have a magic apptitude based on race and spells but it should not be lowered by having tech skills. Have items that have both 'technological' and 'magical' properties (these would be very rare or high level 'crafted' items).
Get rid of some of the attributes - dump Perception and Willpower. Possibly Beauty as well (Charisma can be assumed to include looks and personality). Base Firearms skill off of Dexterity. Base Magic Spells off of Intelligence. Base all thieving skills of off Dexterity. Base melee off of Strength and Dexterity (so it takes more points to devellop melee). Base spell points off of Intelligence (Stamina is no longer used for spells). Dexterity should not have such a radical effect on speed - instead of a 1 for 1 ratio have a sliding scale (Dex 8 = 8 AP's, Dex 20 = 14 AP's). Dexterity is already so much more important than other attributes. The same thing should be done for Charisma and # of followers; rather than a high Charisma letting you have so many followers let it influence getting better followers to a higher degree. Strength should no longer affect hit points.
Experience should be based solely on kills and quests and not on 'hits' in combat.
Use the combat mechanics of TOEE. Balance ranged and melee combat - combat should start at further distances; movement should be slower in combat than Arcanum 1 so that you can get off several shots before enemies close to melee.
I really like Arcanum because of its interesting setting, story, character development and of course because its isometric. But it does have some major flaws. Well, here goes - here are my ideas on how they could make a better Arcanum if the ever make a sequel. By no means are my ideas necessarily 'new'; I've seen many (if not all) of them on various reviews, forums, walkthroughs, etc..
Tech and magic aptitude should no longer conflict with each other - this would allow for interesting Wizard/Inventor characters. Thats what I wanted to play as when the game was announced. No more 'magic negates tech or tech negates magic'. This could be part of the plot line - magic and tech now coexist with each other without counteracting each other (kind of like the book 'On a Pale Horse'). You can still have a magic apptitude based on race and spells but it should not be lowered by having tech skills. Have items that have both 'technological' and 'magical' properties (these would be very rare or high level 'crafted' items).
Get rid of some of the attributes - dump Perception and Willpower. Possibly Beauty as well (Charisma can be assumed to include looks and personality). Base Firearms skill off of Dexterity. Base Magic Spells off of Intelligence. Base all thieving skills of off Dexterity. Base melee off of Strength and Dexterity (so it takes more points to devellop melee). Base spell points off of Intelligence (Stamina is no longer used for spells). Dexterity should not have such a radical effect on speed - instead of a 1 for 1 ratio have a sliding scale (Dex 8 = 8 AP's, Dex 20 = 14 AP's). Dexterity is already so much more important than other attributes. The same thing should be done for Charisma and # of followers; rather than a high Charisma letting you have so many followers let it influence getting better followers to a higher degree. Strength should no longer affect hit points.
Experience should be based solely on kills and quests and not on 'hits' in combat.
Use the combat mechanics of TOEE. Balance ranged and melee combat - combat should start at further distances; movement should be slower in combat than Arcanum 1 so that you can get off several shots before enemies close to melee.