QFT, IMHO.I think that is called an opinion.
Wyrmlord said:All I see is that it tells I am supposed to be familiar with the Buck Rogers XXVc roleplaying system. What the hell? I am supposed to know the ruleset before even having played the game. What do they expect me to do? Go out and buy the PnP Buck Rogers rulebooks? Am I supposed to figure out on my own, what significance the different races and classes have? Absolutely ridiculous.
Now, I suppose I could figure it all out myself, but there is, as I said, another problem. I can't load the premade characters. Nor can I save the one I make. Is there any way of solving this technical issue?
Wyrmlord said:I got all the documentation I could find for the game on the internet, namely the log book and the rule book.
I don't think its quite as easy as that. In fact, technically speaking, I believe the engineer is the *weakest* class. Rogues and Rocket Jocks (the 'Pilot' class) get a bonus to all of their class skills, Warriors get weapon specialization, and Medics have skills only they may use. Engineers don't really have any class 'special bonus'.Crichton said:Like a lot of period games, there are plenty of choices that are only for suckers. For instance, there' s a "Pilot" class, but it's just an engineer with fewer skill points, an engineer can pilot the ship just fine if he has the skill.
Martians are below average in both Str and Con. I believe you are referring to the Desert Runner race. They receive rather significant bonuses to their physical stats (+2 Str, +2 Con, +1 Dex), which sound good on paper, but in practice, aren't that important. Strength is practically a dump stat in this game, as you'll probably be using ranged weapons 99+% of the time. Carrying capacity is mostly a non-issue, since few items weigh much and money is weightless. The Constitution bonus is good for Warriors, but any value over 16 is pretty much worthless to any other class. Neither of these have any skills associated with them.Crichton said:Martian cat-people are faster and stronger than anyone else, so there's no point in using anything else for the classes they can take.
I don't think its quite as easy as that. In fact, technically speaking, I believe the engineer is the *weakest* class. Rogues and Rocket Jocks (the 'Pilot' class) get a bonus to all of their class skills, Warriors get weapon specialization, and Medics have skills only they may use. Engineers don't really have any class 'special bonus'.
Martians are below average in both Str and Con. I believe you are referring to the Desert Runner race. They receive rather significant bonuses to their physical stats (+2 Str, +2 Con, +1 Dex), which sound good on paper, but in practice, aren't that important. Strength is practically a dump stat in this game, as you'll probably be using ranged weapons 99+% of the time. Carrying capacity is mostly a non-issue, since few items weigh much and money is weightless. The Constitution bonus is good for Warriors, but any value over 16 is pretty much worthless to any other class. Neither of these have any skills associated with them.
For example, if you played TOEE the town of Homlet was just one of the most boring things ever, even though it had tons of those dialog menus mentioned above. In a gold box game you'd walk into a couple buildings, see some cool little graphics squares, read a little text, possibly hear a midi and quickly get to the adventure, rather than wasting an hour plus on horrible quests. Admittedly, Homlet is worse than most modern rpg towns, but still.
Wyrmlord said:You know, being one of the more younger gamers, I used to have this silly perspective that dialogue trees made a RPG.
But when I started playing all the old stuff through DOSbox, I started to change my mind. They didn't even have dialogue trees, but there was a certain fun to them that modern games did not have.
What was great about them was the exploration. Going through those vast networks of hallways and corridors, or exploring the large outdoor worlds, there is a great feeling in finding a specific location or an object. Sometimes, in order to accomplish something, you had to find something located in the middle of a large large place. And you don't even you are supposed to be looking for it.
And while they had to some simpler things because of technological limitations, they actually did work quite well in themselves. Like PorkaMorka said:
For example, if you played TOEE the town of Homlet was just one of the most boring things ever, even though it had tons of those dialog menus mentioned above. In a gold box game you'd walk into a couple buildings, see some cool little graphics squares, read a little text, possibly hear a midi and quickly get to the adventure, rather than wasting an hour plus on horrible quests. Admittedly, Homlet is worse than most modern rpg towns, but still.
Saxon1974 said:I guess im forced to play the DOS versions (Which I don't really like the look of them compared to the C64 versions for some reason).
mondblut said:Saxon1974 said:I guess im forced to play the DOS versions (Which I don't really like the look of them compared to the C64 versions for some reason).
Eh...how are C64 versions better? Wasn't it just 4 colours (or am I mixing it up with Apple II) or something? As for gameplay and interface, I bet these would be the same..
Some of the Amiga versions are graphically superior to PC. Pool of Radiance particularly has full-color graphics. Death Knights of Krynn too, but it always hanged the game in sort of Amiga version of BSOD in first combat, probably when a sound was to be played Curiously, most others like Curse of Azure Bonds or Champions of Krynn had same 16-color gfx as PC versions.