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TruePurple

Member Since 28 Jun 2005
Offline Last Active Jun 29 2009 04:38 PM

Posts I've Made

In Topic: stoopid $15,000 requirement

13 July 2005 - 10:54 AM

Hehe I mean, -Is it a optional component? I'm not sure I'd want side quests to progress based on getting to chapter 6. Though changes like that would be cool if they were based on time instead.

Sorry I made my post so short that it was unclear.

In Topic: stoopid $15,000 requirement

13 July 2005 - 10:17 AM

An optional component nightmare? Not sure I'd want that.

In Topic: stoopid $15,000 requirement

12 July 2005 - 05:23 PM

Completed quests or XP triggers would be no better imo.

It should be time and not only should some quests expire like Hendryk and Jester said but some quests shouldn't even be doable till a certain amount of time has past, imo. Though that would be some work so might need to be limited few at first.

Time dependent quests means very interesting time management factors in the game, especially when it comes to sleep. Would make for a real fun challenge.

In Topic: Mod:Magic Item Crisis

12 July 2005 - 05:05 PM

"which abilities/features go with which metal"
mostly it could be a difference of weight and potential effectiveness (attack defense and penetration). Some of the more effective stuff could be heavier and some lighter. Also some metals could take enchantments better then others (better metals in terms of performance doesn't follow better at taking enchantments) No special abilities needed though. With the exception of say silver which can be especially good on killing undead and stuff.

These metals could be in the rock itself. Using a special miner pick item players could attempt to mine it out (based on strength) Most areas wouldn't have anything. But if they knew where to look via some in game clues..(mild visual clues or npc)

Then you have to find a blacksmith skilled enough to use the material. If the blacksmith isn't skilled enough then better metals may turn lower grade/less effective then lower grade metals.

Looking nice? Not necessary, while a mild recoloring would be nice thats not necessary either. We know that its different and that should be enough, anyways BG isn't exactly a graphics based game. Looking nice/different is unimportant imo.

In Topic: Mod:Magic Item Crisis

12 July 2005 - 12:09 PM

Was that question directed at me rabian?

I figure different blacksmiths would forge weapons/armor of different qualities (due to different levels of skill) also different types of metal, metal alloys and tempering methods (which also is a skill as well as a technology issue) come into play with real weapons/armor. I'd like to see this in game, instead of all normal weapons being indistinguisable.

It would be interesting if you had to figure out the skill of a blacksmith, shop around for different prices and skill sets of blacksmiths. Maybe even seek out some master blacksmith for the really good stuff (not necessarily magical) which is more of a bg1 idea since its more a exploring idea.

Other ideas to throw out there is blacksmiths improving with how much they sell, developing relationships with them where the more they like you the more willing they are to put extra effort and time into developing a quality item for you. Seeking out alloys for blacksmiths to use in making items would be interesting.

Also mage shops who can upgrade your weapons/armor to magical, their ability and and chance of success (failure meaning loss of item) depending on weapon quality and material.

Ok, thats alot of possibly just pie in sky wishful thinking. But on the most basic level is different qualities of armor and weapons. The simpliest approach being to think of plus weapons/armor as another grade of regular nonmagical item. And doing something with master craftsman items so they reflect a really nicely made item (a really high plus factor or something)