Author Topic: More advantages/disadvantages?  (Read 453 times)

Sakiro A.

  • Hydlaa Resident
  • *
  • Posts: 70
    • View Profile
More advantages/disadvantages?
« on: April 27, 2003, 02:10:14 am »
We should set up the disadvantages/advantages similar to how Daggerfall did it. I know, I know, Daggerfall was grossly misbalanced, but we could try and balance it more. Here are some ideas:

1) Some disadvantages which completely restrict the use of some items, like armor or some types of weapons, and advantages which make you better or faster at learning certain kinds of armor/weapon skills.

2) Maybe we could have some nocturnal/diurnal advantages/disadvantages. Some harms/heals you during day/night, or (if that\'s a bit too extreme), they could lower/raise your stats depending on the time of day.

3) A disadvantage which makes some diseases worse or more common. I know one makes them less common, but we should have a disadvantage concerning disease aswell.

4) Maybe some disadvantages which make certain kinds of weapons or creatures hurt you more, or advantages which make them do less damage. I know there already is something like this for races, but it would be interesting to add it to the advantage/disadvantage menu also.

5) Daggerfall had a neat immunity/resistance thing going on where basically every type of attack was listed, and you could select if you\'re immune to one, resistant to one, have a weakness to one, or have a critical weakness to one (which basically means you\'ll probably die if exposed to it). This may misbalance the game a bit... I donno, you could just stick with resistant and weak. (such as, you\'re weak to fire type damage, or you\'re resistant to fire type damage).

I understand if someone states the argument that many of those disadvantages would have more to do with your race than anything else, like nocturnal/diurnal. But we could justify it as calling it their \"class\", so it makes sense. :P

Wormtail_

  • Hydlaa Notable
  • *
  • Posts: 500
    • View Profile
(No subject)
« Reply #1 on: May 17, 2003, 02:16:28 am »
I apologize for bringing another thread to the top from the bottom, but I would rather post my ideas in an already open thread rather than post in a new thread.

Anyway, this is an interesting idea. Depending on the character\'s race, they can have advantages or disadvantages suited to that race. It could be because of the terrain, weather, and others already mentioned. For example, creatures not suited towards nocturnal fighting should get a minus on certain statistics, while those who excel in nocturnal fighting either get a bonus or no effects on the character. Now for comments on the suggestions made. Of course, the poster may not be active, so I\'ll only comment on a few points and then make my own.

Quote
1) Some disadvantages which completely restrict the use of some items, like armor or some types of weapons, and advantages which make you better or faster at learning certain kinds of armor/weapon skills.


I believe that this has already been implemented into the game, in some ways. The \'quicker learner\' ability and \'slower learner\' affects how easily you learn how to cast spells, but I\'m not too sure about the others. For disadvantages of  not being able to use certain items will be a problem. Nobody cannot use an item, although if they try to use it, they are, to put it politely, unskillful with it. Perhaps certain levels, experience points, or whatever is being used to measure experience or how strong you are (Or intellect, wisdom, etc.) can affect the disadvantages. Maybe race can affect this as well, but maybe not.

As for advantages, it is an interesting idea. It could be like the \'quick learner\' and \'slow learner\' already in the game, and perhaps race can affect it. Of course, if race affects too many things, things might go a little awry.

Skipping...

Quote
5) Daggerfall had a neat immunity/resistance thing going on where basically every type of attack was listed, and you could select if you\'re immune to one, resistant to one, have a weakness to one, or have a critical weakness to one (which basically means you\'ll probably die if exposed to it). This may misbalance the game a bit... I donno, you could just stick with resistant and weak. (such as, you\'re weak to fire type damage, or you\'re resistant to fire type damage).


Interesting. Age of Wonders II also had the immunity/resistance/weakness abilities. Units also had the ability to strike with fire, magic, steal hipoints, possess the will of the enemy, strike with lightning, and so on. If this idea is implemented, perhaps players will not be able to choose what they are resistant to or there could be another page labelled something that will tell people that it is the page for resistance and weakness. Also, if this idea is implemented, then every attack will have to be labelled as the elements and others. Regular attack styles can be labelled as \'physical damage,\' \'regular damage,\' \'ordinary damage,\' and so on. It should have an universal name, as if regular damage is chosen, then everything having that should be labelled regular damage.

Now for my own ideas.

Terrain

It is pretty much self-explanitory. Where you fight affects how well you fight, defend, travel, speed, and so on. Many things could influence this factor, like race. For example, fighting in the forest is obviously different than fighting in grassland. For one, you can\'t shoot arrows straight unless they pass through trees. In which case it would pass through the player unless magical. Anyway, perhaps Elves could fight better in the land of their ancestors, then say, Kran. Oh boy, a Kran romping through the woods, bumping into trees... Terrain types can include forest, grassland, desert, buildings, caverns, and so on.

Weather

Perhaps weather can affect how well you fight and perhaps also other things, like floods and abundance of clay. While fighting during a snowstorm, creatures can freeze to death without warmth. In combat, someone can use that to their advantage. Rate of fire or attack would be greatly decreased, as I doubt someone can swing a sword and chop off a limb quickly in a snowstorm. Disasters may have already been discussed, but either way, they are self-explanitory. Other effects of weather can be abundance of resources, depletion of resources, traveling rate, whether you stay holed up in a hole, and so on.

Some more of my confused thoughts.
You pay the same price for doing something halfway as for doing it completely. So you might as well do it completely.
-Richard Nixon

Despise the enemy and you will lose.
-Li Tien (or Dian)

Join the BISM!