View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0010341 | Valley 2 | Suggestion - Gameplay | Jan 11, 2013 8:21 pm | Jan 18, 2013 5:32 pm | |
Reporter | theqmann | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 0.713 | ||||
Summary | 0010341: Racial Abilities | ||||
Description | Right now, choosing a character is only based on appearance, with no practical difference between the time periods. One idea I had is to bring back racial abilities. There are a few ways this can be done: 1)instead of die-rolling, make the time-period/gender choose the 3 stats 2)give each time-period/gender a strategic ability: a)Scavenger - your followers produce extra scrap when scavenging b)Worker - your followers produce extra scrap when working a farm/factory c)Pathfinder - your followers can move one extra tile etc 3)give each time-period/gender a action mode ability (like AVWW1), basically choose the options from the equipment: a)run faster b)jump higher c)bonus damage d)damage resist or even new ones e)Immolator - your attacks have a chance to set enemies on fire f)Frostbringer - your attacks have a chance to chill (slow) enemies etc | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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Period based abilities made a lot of sense in Valley 1 because you didn't play the same character the entire time. In fact, the game made a point of you being comfortable with rolling new characters. Valley 1 was more of a roguelike than a Metroidvania, and so the abilities could be wild and powerful because you needed all the help you could get. I question the need for unique period abilities if players are going to be playing a single character for ten hours and not be able to change them. |
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I'm not talking about the random abilities, but the static ones. So say all medevil chars could have 10% resist (due to wearing armor) and followers work farm tiles better (due to being a Lord of serfs). It would add a good dose of replayability to want try out each period. |
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This might be a good idea to separate the characters more. Think like the Skyrim starter characters. Maybe even expand on these with each tier class as well, like Tier 2 Iron-Men could get 10 more damage resist. Think perks, but ones that you get forever and can't switch out. But strategic bonuses might be hard to do what with multiplayer and that. |
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I had thought the goal was to move away from picking things pregame with a big impact on gameplay, though I'm not opposed either. Another possibility is to have each character/time period/whatever have an affinity to a given Mage class, which would just make them more likely to have certain classes. For instance one that tends to have fire spells at each tier - or alternatively one that gets forgician (or any given Mage class) without impacting other tiers. In short allowing a better odds at either a Mage line or a particular Mage class. This might impact the desire for some to try the other classes however. |
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Why have the whole random race picking thing then? It would be easier to pick a character portrait/model and then pick/roll the stats. |
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Well, as it currently is you can roll for ammo/health/damage, I wasn't suggesting removing that. It just seems weird to me that they would take away random stats and then put them back in based on races. |
Date Modified | Username | Field | Change |
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Jan 11, 2013 8:21 pm | theqmann | New Issue | |
Jan 11, 2013 10:39 pm | Dash275 | Note Added: 0029744 | |
Jan 12, 2013 12:01 am | theqmann | Note Added: 0029746 | |
Jan 12, 2013 12:02 am | theqmann | Note Edited: 0029746 | |
Jan 12, 2013 12:27 am | MouldyK | Note Added: 0029747 | |
Jan 18, 2013 11:31 am | tigersfan | Internal Weight | => Feature Suggestion |
Jan 18, 2013 11:31 am | tigersfan | Status | new => considering |
Jan 18, 2013 1:27 pm | madcow | Note Added: 0029914 | |
Jan 18, 2013 1:55 pm | theqmann | Note Added: 0029922 | |
Jan 18, 2013 5:32 pm | madcow | Note Added: 0029935 |