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- Jan 28, 2011
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- 99,730
I can't believe I didn't do this sooner.
I can't believe I didn't do this sooner.
You control up to 7 charactersCan someone fill me in why do you have access to every skill i noticed people talking about this?
Enter area, get briefing about what your mission are, then proceed to execute it in any fashion or order you desire. Find side-quests along the way that are actually related to the main mission and offers you new approaches. Enter any building and use it to your tactical advantage. And there are secrets here and there that can either help you out or provide a optional tough challenge... not to mention that you can party with a ghoul, a deathclaw and supermuntant and jump on a tank, cruising the wastes... oh yeah, and multi-player.
You control up to 7 characters
There are 11 classes in PE and only 6 characters, so it would be kind of hard to play them all at once.And how's it gonna be in PE? Plus I thought it was awsum that you can get all skills with all classes in PE?
You control up to 7 charactersCan someone fill me in why do you have access to every skill i noticed people talking about this?
You're underestimating the game. Sure, some map are straight up dungeon-crawls, but others like Quincy are quite complex. Here's a ultra high resoution map of the area with all encounters and a run-down of the map from GameBanshee:Come on, man. I don't remember that map specifically, but I do seem to remember that most missions in Tactics were railroaded. At most you'd have a couple of paths that were explicitly laid out to you: here mines, here mobs! choose!
And how's it gonna be in PE? Plus I thought it was awsum that you can get all skills with all classes in PE?
that sounds terrible.You control up to 7 charactersCan someone fill me in why do you have access to every skill i noticed people talking about this?
- you get XP multiplied for every character (encounter gives 100 xp alltogether, - but each ranger gets 100 xp alone)
- too much of xp in general on top of that.
- too few skills which are designed for a Single Player RPG game.
- a lot of them are flavor skills anyway
Wouldn't that again just turn main character into charisma dump? I mean why wouldn't you want to have 6 other people for the price of one...That means that playing with 7 people is always the best thing to do. Even ammo isn't an issue, just give them one level in melee and a crowbar and they are already useful.
The obvious solution was already discussed: make the currently pointless Charisma attribute limit the amount of party members you can have, something that would fix issues ranging from "every party has every skills" to combat difficulty and even replayability... but we're still waiting on any reply on that.
There's no "main character", so it should be based on the average Charisma of the squad. So you can make one bad-ass character ignoring Charisma, or have a full party of Rangers that are chartismatic but weak. As I posted earlier:Wouldn't that again just turn main character into charisma dump? I mean why wouldn't you want to have 6 other people for the price of one...
ATM you start with 3 in every attribute, having 7 points to spent freely. Playing solo (1 CHA) would mean that you have 9 points to spread, while playing with 7 rangers (avg. 9 CHA) means that the average ranger will have only 1 point to freely spent (without reducing other attributes, that is). As I said, solo Snake Plisken Vs. 7 Girl Scouts.
You control up to 7 charactersCan someone fill me in why do you have access to every skill i noticed people talking about this?
Also, as infinitron mentioned, the presence of magic also brings a whole lot of new combinations.
Also, as infinitron mentioned, the presence of magic also brings a whole lot of new combinations.
I know I haven't been bothered to keep up to date on this game, but...magic? Is this a leg pull? I really, really hope it is....
lol replying to hiver
Do I really need to point out how boneheaded that "OMG MORE PARTY MEMBERS = YOU GET FREE XP!!!111" complaint is? If a game has decided not to use the traditional "divide XP between all party members" system - and I'm not aware of any law that says that a game must use that system - then that's just how it's going to work. Obviously, if they decided to switch, then each enemy currently in the game would have the amount of XP it grants multiplied by 7, so that the end result would be the same if you were using a full-sized party.
I'm in favor of examining felipepepe's Charisma-based incentive system towards using a smaller party, rather than the traditional "divide XP between the party members" system, because I think it's not necessarily a great idea to make the members of smaller parties turn into high-level demigods faster. Smaller parties deserve to have the same sense of pacing that larger parties do.
Its not a fucking complaint based on some idiotic dislike of the "idea", you moron - its the way that the game works - and in the scope and range and gameplay of the game it does not make any FUCKING sense at all.Do I really need to point out how boneheaded that "OMG MORE PARTY MEMBERS = YOU GET FREE XP!!!111" complaint is?
i.e. - It would be the same fucking thing - with the exact same effects.Obviously, if they decided to switch, then each enemy currently in the game would have the amount of XP it grants multiplied by 7, so that the end result would be the same if you were using a full-sized party.
Oh Rlly? You mean fast turning into high-level DEMIGODS AS THEY DO RIGHT NOW? EH?I'm in favor of examining felipepepe's Charisma-based incentive system towards using a smaller party, rather than the traditional "divide XP between the party members" system, because I think it's not necessarily a great idea to make the members of smaller parties turn into high-level demigods faster.
What so unfair in having a relatively harder time when doing same missions with three rangers (instead of 6 or 7) - but getting a bit more XP for it per individual ranger as a result?Smaller parties deserve to have the same sense of pacing that larger parties do.
it isn't boneheaded. more party members make combat easier unless you implement some form of scaling to offset that, like xp split which is supposed to slow down progression when you run with bigger parties. here you instead have xp multiplied by party members which means bigger party has a faster progression since you will be able to take on harder encounters more easily, especially with many hired chars having better stats.Do I really need to point out how boneheaded that "OMG MORE PARTY MEMBERS = YOU GET FREE XP!!!111" complaint is? If a game has decided not to use the traditional "divide XP between all party members" system - and I'm not aware of any law that says that a game must use that system - then that's just how it's going to work.
so effectively, outside of some reactivity with some hired npcs, which we cannot currently judge very well, running with a smaller party is totally gimping yourself since you do less total dmg in combat, can absorb less dmg yourself, waste xp by not running with a full party, you have lower max water which may or may not be irrelevant and finally you have less room for taking every skill there is and be able to actually do everything.
in short, it kinda sucks from a design perspective.