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Choices and Consequences


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#21 Qwinn

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Posted 14 April 2009 - 05:35 AM

Yeah... it's a close call on some of 'em. For example, this one:

You lie upon the table, and Marta stands over you, a chisel and mallet at the ready. There is a sharp *crack*, as she splits your ribcage open, and you choke back your screams as she begins to fish in your lungs... as you try and gasp for air, you go numb, then black out from the pain.


That would certainly kill anyone normal, but yeah, it could reasonably be argued that this is just passing out, not actually dying. On the other hand, when you ask her to look in your skull:

You lie upon the table, and the last thing you see is Marta standing over you, chisel and mallet at the ready. There is a sharp *crack*, and you scream as everything goes black.


That seems kinda deadening to me. But again, mebbe not.

It would be kinda unbalancing though. I think you're right, in Marta's cases we'll just presume your regeneration keeps up with the damage. It's never said explicitly that you die, so I won't add the counter there. In the cases of Jolmi, Death's Advocate, and Yi'minn, though, it does explicitly say that you are killed. All other cases we've discussed so far, Kill() is used so no question there (and I don't believe I need to change anything).

Qwinn

Edited by Qwinn, 14 April 2009 - 05:37 AM.


#22 ghostdog

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Posted 14 April 2009 - 06:47 AM

So, the game actually adjusts the number of souls according to your deathcount?

#23 Qwinn

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Posted 14 April 2009 - 06:48 AM

If by souls you mean the number of shadows in the fortress - yep. Sure does. Spawn count increases at 5, 10 and 15 deaths.

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#24 Philiposophy

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Posted 14 April 2009 - 06:59 AM

If by souls you mean the number of shadows in the fortress - yep. Sure does. Spawn count increases at 5, 10 and 15 deaths.

Qwinn

That's actually quite awesome.

It means that the "kill yourself strategy" that I sometimes use isn't as safe as it seemed. You can use it to skip through Baator the first time, for instance, and an easy way of navigating back to the the control room in the Modron cube is to kill TNO. Neat.

Edited by Philiposophy, 14 April 2009 - 06:59 AM.


#25 ghostdog

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Posted 14 April 2009 - 07:18 AM

Indeed that is awesome, PST always finds ways to amaze me. Here are some C&C for ya!

Maybe if the consequences were bigger we would really have noticed it. How about a tweak that increases the number of shadows with a faster rate after the first 5 deaths ?

Edited by ghostdog, 14 April 2009 - 07:19 AM.


#26 Qwinn

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Posted 14 April 2009 - 07:23 AM

Actually, if I were to do anything along those lines, I'd be more inclined to leave the fortress as it is, and instead apply the same logic to the shadow attacks that sometimes occur in the Lower Ward. Those attacks are annoyingly trivial as it is, the fortress isn't.

Qwinn

Edited by Qwinn, 14 April 2009 - 07:24 AM.