hivemind
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GOTYImagine you have a group of 4, sharing XP for quite a while and then you are losing 2 of them. Assuming a similar unforgiving system as in AoD wouldn't you run into serious troubles being left with 2 rather weaklings?
GOTYImagine you have a group of 4, sharing XP for quite a while and then you are losing 2 of them. Assuming a similar unforgiving system as in AoD wouldn't you run into serious troubles being left with 2 rather weaklings?
I feel that the Obsidian system was a bit backwards in a sense that you didn't really influence your party members but told them what they expected to hear to make them like you more. It worked because the system itself was simple (like/dislike). Since we're going with 10 stats, it calls for a different and more realistic approach. You can't turn a liar into an honest man, you can't turn someone like Miltiades into an upstanding member of society with a few well-chosen words, you can't turn a liberal into a conservative overnight.Are you planning anything similar to an influence system like what Obsidian's done with most of their rpgs? In other words, can any of those stats for a companion change based on your actions? Or can companions be more forgiving of actions that go against their views if they like you more?
Since we aren't talking about personal stories, there isn't much to unlock. Most likely such conversations will be triggered by your actions (accepting a certain quest, handling a quest a certain way, etc).Also, will conversations "unlock" with companions based on certain factors (i.e. previous conversations, their attitude toward you, main quest progress, etc.) the way they do in most party-based rpgs?
- Not all gated content will be outsourced to the party members.Trying to figure out why I wouldn't want to pump Charisma in this system for every player character. More npcs means access to more content. Also a larger squad would generally be better at combat even if xp is split - especially since more access to gated content generally means more xp
Would a low charisma playthrough be mechanically desirable in any circumstances?
Then you go and look for replacements, being forced to take what you can, which will create bigger issues down the road. The skill levels won't be an issue (not all potential party members will be level 1 noobs, obviously), people you can't control will be.The problem with XP distribution here is that unlike in other games you can actually lose companions on your way. Imagine you have a group of 4, sharing XP for quite a while and then you are losing 2 of them. Assuming a similar unforgiving system as in AoD wouldn't you run into serious troubles being left with 2 rather weaklings?Usually XP distribution isn't big enough, and having a group is always more powerful - not to mention a strong scaling often breaks the game by making solo characters hit the cap far too early.
- Gated content will be less extreme than it was in AoD where you could easily miss entire locations
The choice of traits reminds me of Expeditions: Conquistador. If the way Expeditions: Conquistador handled traits can be compared to an extremely small-scale version of what Colony Spaceship Cool Beans RPG is going to do, I'm a happy and very impatient Colony Spaceship Cool Beans RPG enthusiast.Right now (as in subject to change without notice) we're planning to go with 10 traits (values ranging from -5 to +5) strictly for the purpose of reacting to different situations and the PC's choices.
Religion (-5 means raging atheist, +5 means true believer)
Politics (-5 filthy liberal, +5 glorious conservative)
Loyalty (-5 treacherous scum, +5 loyal to a fault)
Volatile (-5 comatose, +5 always ready to fly off the handle)
Connving (-5 honest abe, +5 Miltiades)
Opportunist (-5 a man of principles, +5 what are principles?)
Idealism (-5 cynic, +5 starry-eyed idealist)
Greed (-5 above money, +5 can quote Gordon Gekko)
Altruism (-5 selfish bastard, +5 For the Greater Good!)
Agreeable (-5 doesn't play well with others, +5 gets along with Hitler)
Age of Decadence is so good that I find it hard to believe that CS will be at least as good. In fact I expect it to be much worse but we will see. AoD appealed to my taste perfectly and I haven't had that much fun since FalloutAs much as I loved Age of Decadence, and I really did, this game sounds so much better! (...)
You can't turn a liar into an honest man, you can't turn someone like Miltiades
Sadly, no. The dungeon crawler is a combat game and Miltiades isn't much of a fighter. We're planning to release one final AoD update around summer and we *might* include more Miltiades-related shenanigans, including taking him to the temple.
Sadly, no. The dungeon crawler is a combat game and Miltiades isn't much of a fighter. We're planning to release one final AoD update around summer and we *might* include more Miltiades-related shenanigans, including taking him to the temple.
GOTYImagine you have a group of 4, sharing XP for quite a while and then you are losing 2 of them. Assuming a similar unforgiving system as in AoD wouldn't you run into serious troubles being left with 2 rather weaklings?
The problem with XP distribution here is that unlike in other games you can actually lose companions on your way. Imagine you have a group of 4, sharing XP for quite a while and then you are losing 2 of them. Assuming a similar unforgiving system as in AoD wouldn't you run into serious troubles being left with 2 rather weaklings?Usually XP distribution isn't big enough, and having a group is always more powerful - not to mention a strong scaling often breaks the game by making solo characters hit the cap far too early.
Vault Dweller said:Then you go and look for replacements, being forced to take what you can, which will create bigger issues down the road. The skill levels won't be an issue (not all potential party members will be level 1 noobs, obviously), people you can't control will be.
Can we get more Miltiades?
Please say Yes.
Maybe in next game in AoD world you are making. He can get to prison, right?
We can arrange that. Come to my clinic around the corner.I would give a testicle to play The Nameless Milt, an amnesiac who discovers that he was Miltiades in his past life and must now escape the adventurers, gang bosses, high merchants and world leaders on his arse. And he's going to do it the only way he knows how...
we *might* include more Miltiades-related shenanigans, including taking him to the temple.
Sadly, no. The dungeon crawler is a combat game and Miltiades isn't much of a fighter. We're planning to release one final AoD update around summer and we *might* include more Miltiades-related shenanigans, including taking him to the temple.
#LMAO
:1up:
The only way to make Charisma useful in combat is to remove the player's control (i.e. the player controls a single character, the AI controls the party members) and replace it with issuing orders. The higher your Charisma, the higher the chance that the party member will do what you tell him.Is there a possibility for charisma to be useful in combat? I think the problem with pretty much all rpgs is that cha is pretty useless in comat in such games whether it can be actually quite useful if done right. Charisma usually measures one's leadership and its often said that paladins (high cha dudes) are strong leaders, but in combat their cha doeas absolutely nothing in that regard. A strong charismatic leader encourages his people to fight and die for him and he himself should be a strong willed person. Imagine a situation where a party member takes a huge blow and panics, a high charisma leader can use his influence to bring him back into the fray. I think its quite possible to make charisma something like a morale stat. High cha characters have high morale while low cha grunts have low morale. Like orcs for example. They dump charisma to pump their physical attributes but will most likely turn on each other or simply run away in a dire situation. On the other hand a high charisma hobbit will continue his journey all the way to mount Doom. Imagine if cha worked that way in, let's say Icewind Dale. So when you've created a low cha party and they've got hit by a nasty fireball and suddenly you see half your party panicking and running away and turning on each other. I think its a cool idea.