ideas for new attributes

正在查看此主题的用户

corksacker69

Recruit
since this game is kinda lacking in rpgish character customization features, how about adding a few more attributes? here are some ideas

constitution/toughness: would give a bonus to hp, be a requierment for iron skin, reduces the time it takes to recover from a hit, and lets you heal faster.

perception: the ability to notice things around you, and generly be a stat that archers would want to raise. would modify the size of your reticle when using ranged weapons, and modify your ability to see other partys on the world map.

oh, and agility should give a small bonus to running speed, because i have 8 athletic and not really noticing any differernce in run speed at all, with or without heavy armor.
 
These all seem covered well enough by the existing stats. Adding new stats would make Armagan have to rebalance the entire stat and skill system. Not really worth the effort.

However, I wouldn't be against agility also adding to walking speed, now that strength once again adds to attack strength. Strength is a little overpowered now compared to agility.
 
I was kinda thinking of specific character builds, that require more stat concentration in perticular areas then others to be most effective.
This would enable a player to play through the game in different ways using several different templates.

The current game, while boasting a good amount of skills and skill combinations to make a few effective templates, there's too lttle to distingish between templates, and too easy to cover all the skills of several templates at once.

For example, the only attribute difference between fighter type characters and leader type characters are strength/agility and charisma/inteilligence.
While this really isn't a problem, what does bother me is that the games two primary fighter classes, ranged and melee fighters, can almost both be played to their full potential at the same time because both classes require equal amounts of strength and agility.

The skill distribution does little to differentiate between ranged and melee fighters, because the only real skill difference is power strike/power draw
/power throw, and they all have the same attribute requirement, strength. The other factor between templates and how they are played is mounted or demounted. The only three skills governing these styles of play are athletics/riding/mounted archery, and they all have the same attribute requirement, agility.

In the end, you are only going to end up with 2 different effective attribute combinations, heaps of agility/strength with a little bit of charisma, or heaps of charisma/intelligence for total commander like characters.

As for different templates based on skills, such as horse archer/thrower/meleer or ground archer/thrower/meleer, there are too little skills to really distinguish them, and some skills need tweaking to make ground based templates even partially effective (athletics).

There should be more attributes to base more character templates on, and the attribute requirement for skills should be rearanged.

For example, depending upon the kind of melee character you want to make, one that is fast and can dodge hits, or one that can take the blows, you would have to put points in strength/toughness or strength/agility.
For archers, you would want to put points in agility/perception, and throwers would want to put points in perception/strength.

It would be also nice if fighter characters needed intelligence more, like making weapon master based on inteilligence instead of agility, or a combination of the two, such as 1/4 agility and 1/4 inteilligence.

Anyway, just some stuff to think about. Id much rather perfer fresh new game content like better army customization/town and castle battles then revamping a system that is only partially broken.
 
后退
顶部 底部