Ideas (For last minute or for next update)

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Aragton450

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If you don't mind, I would like to give some ideas to the mod maker, here they are!

-Make Dragon,Wyvvern, whatever else Mounts by using the horse model as a start but then editing it!

-Add Magic "Archetypes" with each allowing you to learn different and unique spells determining your character level, magic power, and magic defence. Ideas for those would be Umbrakinesis, Telepathy/kineses, Pyro/Aqua kinesis.

-Take away wages for undead and golems, I don't want a skelly to be like any man at the tavern and steal my money!

-Maybe fix them companion dialogues and write some lore? (If you want I can help there) also put costs and higher stats!

-Add in companions from famous video game franchises with custom companion only spells. (Maybe a button that you click on you that you ask to be taught but need a high magic power?)

-An option for short drows, elves, anything else that shouldn't be short to be tall.

-Some Necromancer spells?

-Summoning Spells!

-Dragoon & Draconian races and very rare spawns with best armour & weapons in game!

Other stuff I can think of xP anyway please send feedback of my ideas!

 
A few comments on all that, from my understanding of Warband modding / guspav intentions:

- Sure, but one very delicate thing is the hitbox. I played the Floris, which has elephants, and you simply have one giant model for a horse hitbox... Which makes you going into the model, having a hard time to hit it with a sword or with arrows... And it makes a "herd" just a big bunch of models in other models, it's ugly ^^

- Implies the creation of more spells, a huge balancing for each archetype. Quite a lot of work.

- Undeads are going to be revamped (probably multiple times). Golems probably too, just have to wait a bit =p

- About the lore, the developer is probably focusing on more important stuff for now

- You mean having actually short races? One issue with that (as said by guspav somewhere) is again the hitbox. The hitbox will stay the same, and due to the head-hunting the IA makes when aiming with ranged weapons, dwarfs could basically go under the arrows all the time, this phenomenon would be increased as the IA gets better (ex: Elven Hawkeye) since high-tier rangers have better head aim... Which would make no sense.

- Yeah I asked that too, will have to wait though.

- First have to upgrade the former factions I think! I'd personally like to see top-tier versions of all armies.
 
I don't really like the idea of crossover characters...what game franchises?

Pls no Lara Croft, Altair or Mario!

I like the idea of companion-unique abilities (not spells, since that would limit their builds to spellflingers), but the hero should also be able to choose gain 1-2 unique ability.
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Not sure how the drows are being worked on:

I'd like to see increased drow stats at night or indoors, and some penalty in daylight. In the same spirit, "darkness" spells, or "temporary night" spells.
Also "invisibility" and "improved invisibility" spells...
A "lower magic resistance" spell would also be nice.

I really don't want this mod to end up like 2nd edition AD&D, which was nice for most parts, but at high levels was just a horrible play between insta-death attacks, monster-immunity and magic-resistance avoidance.



 
I really don't think crossovers are viable. Besides the work to implement them in a satisfactory way (and not just a naked compansy with that name), don't forget that guspav is practically winging this mod by himself.

Considering the near endless work to incorporate 'ph'antasy magic, classes, creatures, factions, magic items, and the fact that he has to make do without the diplomacy mod, crossovers are aside from being questionably long-term fun contributing or potentially immersion-breaking simply not in a priority category that warrants consideration in the near future.

At least that's what I think.
 
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