[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
Ok, so this post will probably be a bit of a mess. In no particular order:[/quote]
Don't worry about that.
[quote]uberdowzen wrote...
I take light issue with Genlocks being called the games Goblins. Don't think that was approach Bioware was going for.[/quote]
Well if the approach was for Genlocks and Hurlocks to be all but identical (which they are) then I favour my idea which gives them both stronger self-identity.[/quote]
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
Now this is going to seem like nerdy nitpicking, but the Darkspawn are meant to be like ants, not like intelligent humans who just happen to have parts of their faces missing.[/quote]
But intelligent enough to make their own weapons and armour (or is the term Forgemaster meant to mean something else?).[/quote]
Well this is the thing I've never been totally sure the Darkspawn do make their own weapons. For the sake of argument let's assume they do, although looking at them they're pretty basic.
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
The whole idea of having a cowardly Darkspawn I think personally kind of goes against the whole idea of darkspawn.[/quote]
The genlocks would be cowardly because they would be constantly bullied by the hurlocks.[/quote]
IMO, that assumes the Darkspawn really interact all that much. I think we have to agree to differ on this.
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
And going with the LOTR anology for a minute, if hurlocks are like uruk-hai wouldn't Genlocks be more like the orcs?[/quote]
Orcs in LotR ARE 'Goblins', Uruk-hai, while nominally 'high-orcs' are effectively what the default fantasy Orc has become.[/quote]
Yeah I (after having done a quick wikipedia search) remembered that in the Hobbit that the Orcs are called Goblins.
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
Just changing the subject for a minute, wouldn't it be awesome if someone made a Dragon Age style RPG based on the Lord of the Rings? That'd be awesome.[/quote]
Could be interesting. Didn't they make a 3rd person action game based on LotR? Did anyone play that - I wonder what it was like?[/quote]
Yeah there were several third person action games. I've got the Return of the Kind one (got it for free) and the first third is good but then the pacing and balancing goes down the toilet.
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
I think the fleeing mechanic is OK, but the turning up later part would require careful balancing to stop the encounter they turn up in later becoming too hard.[/quote]
We can easily tweak the numbers of the 'Coward' mechanic. While they run if outnumbered. Higher rank allies may count as more than one ally for this purpose.[/quote]
The problem I see with that is you'd have to like define battleground areas which couldn't have anymore then a certain number of enemies. That's just getting complicated.
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
The problem I see is that a bad player would probably have more escapees meaning that they would have a harder battle later on, as opposed to the good players who probably wouldn't have any leftovers making later fights easier.[/quote]
True, at first. But it will educate bad players making them better.[/quote]
Yeah, but Dragon Age is already pretty hard and I think the learning curve doesn't need to be steeper.
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
What possible use to the darkspawn is stealing one potion? That doesn't even really disadvantage the warden except in boss encounter's or similar.[/quote]
Yes and no. My thinking for the game overall is to make potions far more important. Firstly by imposing a 60 second cooldown on potions. So the onus will be on the player to craft/buy fewer, stronger potions rather than just have half a dozen of each strength. So when the genlock steals a potion we can always have it be the strongest type the player carries. The genlock could then try to pass that potion on to the leader of that encounter group (if they were still alive), where it will make a difference.[/quote]
I'll come back to the idea of completely changing the balance later.
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
I do quite like the grenade idea, that'd add some interesting tactic, the only issue I see is that the AI for that could be quite complicated. I do like that idea though...[/quote]
Shouldn't be too complicated. All that needs added to the tactics are a friendly fire mechanic. Then we can specify that the genlock will always try and hit as many enemies in the blast radius while catching as few allies as possible. The choice of grenades could be tailored to the encounter. So that fire grenades would work well in encounters featuring the Forgemaster or Forgeborn. Poison grenades could be a special gas that has little or no effect on darkspawn (or could be used in tandem with undead who would be immune). etc.[/quote]
That is probably fairly complicated but not impossible
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
...except for honey grenades. That doesn't work for me on any level. For starters, bees are attracted to nector not honey (they make honey) and I'm pretty sure that they are only attracted to that because of colourful flowers etc. And you're a Grey Warden, what are bees going to do? You can shrug off being hit with a giant sword the size of your own body, I don't think you're going to mind a few bees.[/quote]
A swarm of bees could be a deadly opponent, especially to warriors. They would be hard to hit and even harder to damage.
My initial idea for this would be Wild Sylvans who would have bee's
nests in their branches. When hit, the nest would be shook free and fall
to the ground. The angry bees attacking those other than plants.
[/quote]
A bee sting hurts like hell, but I think if the choice was between being dismembered or getting a few bee stings, I'd choose the stings. I mean the worst that could happen is you have some bad allergic reaction.
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
How do the trappers goad the heroes to attack them? If the enemy is called a Genlock Trapper you know that to counter them all you need to do is watch them performing their set trap animation. I personally think that traps work better as preset things, I mean even I don't use them during combat.[/quote]
Firstly, get away from the notion that all genlocks are going to be openly named and health barred. If necessary I'd just name all similar looking genlocks 'as' "Genlock".
So the Trapper would not be named Genlock Trapper, nor would he look any different to a normal genlock running about. He might stop from time to time but unless he is onscreen and you are specifically watching that genlock you won't notice his antics or where he stops.[/quote]
I'll come back to this when I get to talking about the balance
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
The poison thing could work except that you do need to have an item or spell to counter it. That could work though.[/quote]
Anti-venom potions, or any healing potion or any healing spell could work for this.[/quote]
Yep perfectly reasonable
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
I still have the problem with the weapon thing that this essentially means that you a) lose your best weapon which is no fun and

unless you carry around a whole crapload of weapons means you could be without a way of fighting back.[/quote]
Well it would only be a temporary loss. Secondly, you could prevent it. Thirdly, you typically always have a laundry list of weapons in Dragon Age. Fourthly, you could always pick up a weapon from a fallen enemy in that encounter. Fifthly, we could have an unarmed combat tree and getting robbed of a weapon could switch you to the basic punching attack.[/quote]
The unarmed combat tree wouldn't work. You would have to choose between that or getting all your main weapon talents. No one is going to lose that for the occasional loss of their weapon.
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
Also if they're as effective as they sound, you're going to lose one weapon every 10 seconds or so. In a good run you could lose 6 weapons a minute![/quote]
Not necessarily. Firstly, they have to hit your flank. What we could do is impose a time limit (unseen to the player, this is just for the AI) that the sneak has to attack every 20 seconds or so. So if you cover your flanks it will still get a stab in, but not at your flank. So it won't be able to steal (which it can only do after a successful flank attack.
Secondly, as noted, it has to hit. It might not always hit. When it attacks (whether it hits or not) it comes out of stealth.[/quote]
Seems reasonable
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
How are Bombardiers any different than Grenadiers?[/quote]
1. They are Lieutenant Rank, and thus have more health
2. They have more grenades
3. When they get to 25% health they charge the greatest concentration of enemies and blow themselves up in a big explosion.[/quote]
Fine.
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
I think emissaries are actually fine as they are.[/quote]
I disagree, they are too weak and don't have any real signature spells.[/quote]
They are weak but if you don't kill them quickly they'll murder you.
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
Telekinesis has no counter[/quote]
It would be versus a characters spell resistance. So it wouldn't always work.[/quote]
Reasonable
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
and is only useful if there are other enemies about.[/quote]
Or traps, or allies.[/quote]
So wait can you have allies slammed together and stuff?
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
It seems with this one you've actually removed a tactic from the game where you charge Mages to stop then decimating your party.[/quote]
I don't think so.[/quote]
I do.

[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
The Forgemaster sounds interesting, but do Darkspawn make their own weapons? I've never been sure on that.[/quote]
Why else would he be called a Forgemaster? Being derived from dwarves, genlocks may have some minor talent for weapon/armour smithing.[/quote]
Yeah, but that's something you made up...
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
Nit picking again but, I think the Hammers with anvils on the end would make repairing the fake golems (I'll get to them in a minute) very difficult.[/quote]
Its a visual gimmick.[/quote]
But that's my point. Dragon Age is a game where the combat is cartoony or anything. In fact Bioware went out of there way to get rid of anything that made the game cartoony. No one could carry two hammers with anvils on the end.
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
The fake golems aren't doing it for me. Darkspawn are barely more than animals, how could they work out how to make Golems when it has alluded all but a few of the dwarves for centuries?[/quote]
Very simple. Genlocks are (for all intents and purposes) tainted dwarves. They come from dwarven stock. Its not unthinkable that they could have some sort of innate talent for smithing passed down to them.[/quote]
Actually I think it is. There are very few dwarves who can make Golems and by the looks of it the Darkspawns crafting abilities come down to being able to make some crude weapons.
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
These Golems also sound more powerful than the dwarves so they've actually created something better than the originals.[/quote]
1. They are only Level 3, Boss Rank.
2. You haven't seen my golem ideas yet.

[/quote]
Ok they're not more powerful but they still managed to make Golems which seems unlikely.
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
You've only marked the golems as needing a new model. The others may not need an entirely new model (except for the forgemaster) but it's going to be irritating for the player having to either hold tab or mouse over the new genlocks to see how they need to fight them.[/quote]
The forgemaster would need a new texture on the front, though not necessarily a new model.
Also I suggest a new style of gameplay where how to fight enemies is not spoonfed to the player but instead, they actually work out how to best beat them through trial and error.[/quote]
Again will come back to this at the end...
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
Quite a few of the variations are going to need a new model so they can recognized in a second (for example the grenadier's will need to have some grenades visible on their bodies.[/quote]
Just use the model for a grenade and stick a few to the Grenadier/Bombardier in a sort of bandolier.
It would be nice if the Wolfmaster had a wolf pelt as a cloak...maybe the player could take that when they win, it allows them to turn into a werewolf?[/quote]
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
I don't want to sound like I think these are all bad ideas, because I don't think they are.[/quote]
Thanks very much.[/quote]
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
There are definetly some good ideas here, but how do any of them make the game better? None of these new enemies seem to require the player to do anything different than usual.[/quote]
Lets examine that notion.
1. The Forgeborn have two sides to them, meaning players can fight them in one of two different ways. Giving the player a CHOICE of how to attack, and those choices have actual consequences.
2. The Forgemaster is strong from the front, meaning flanking him is very important. Plus he has a symbiosis with the Forgeborn meaning players have a CHOICE of who to attack first, and those choices have actual consequences.
3. The Emissary is now not simply a visible target, and he can mess up a players plans even without personally dealing very much damage at all.
4. The Wolfmaster has a symbiosis with the Wolfpack. Again players are given a CHOICE of when and who to attack. If you attack the wolfmaster first he becomes a powerful and dangerous werewolf. If you leave the wolfmaster until later, the wolves are more powerful and also can be healed.
5. The Bombardier could really frighten players, especially depending upon how significant we make his suicidal explosion. I always remember the screaming bombers in Serious Sam and that was the inspiration behind these variants.
6. The Master Sneak adds a new dimension to the game. The ability to take away a players strongest weapon and use it against him! Even without that ability they give players something else to worry about by poisoning them.
7. The Trapper is sort of like a mine layer. The longer you leave him alive, the more perilous getting to the ranged attackers will be. So the CHOICE here is the time factor.
8. The Grenadier would punish players who grouped together for defense (perhaps to avoid flank attacks). So there is this great relationship between grenadiers and sneaks. With players second guessing on whether they should 'stick or twist' as it were. Stick together for defense against the sneaks or split up for defense against the grenadiers.
9. The Sneak would punish characters who run off on their own, exposing their flanks. They can steal potions which they give to their leader.
I honestly think every variant above gives something different.[/quote]
It's coming...
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
Grenadier's for example still are countered in a very similar way to emissaries at the moment. Having items stolen is an inconvinience for the player except that I think that actually takes away some depth.[/quote]
If theres one thing players hate, its losing their items. Players do not fear death in these games. But threaten them with a stolen uber-sword and its squeaky bum time.[/quote]
Yeah and I love it when something horrible happens to me. That makes me want to keep playing.
[quote]Upper_Krust wrote...
[quote]uberdowzen wrote...
Oh, and I forgot the wolf master. I quite like that idea except the wolves returning to master when they reach a certain amount of health. Seems like they'd be very very hard to defeat. Oh and why would the wolves flee if their master died. They're still in a frenzy they'd just keep on attacking. Maybe if they're master dies that just start attacking everything?[/quote]
Glad you like the idea. But interesting combat is all about choice and consequence. Wolves themselves would have Cowardly morale, so what we could do is treat them as an independent unit. So that when the Wolfmaster is defeated, if the remaining wolves are outnumbered (regardless of other darkspawn 'allies') they would flee.[/quote]
Ok so my main problem is that too many of the things you have suggested don't have counters. It's all very well adding heaps of new ways that the Darkspawn can beat the crap outta you, but that's not fun. These new tactics the darkspawn all have to require the played to do something new, or they might as well not be added. You pointed out things like some of the enemies have to be flanked from the sides. That's not a brand new tactic that just means you have to move your heroes to a slightly different positon. The emissaries new attacks don't change how you fight emissaries. You still just charge them and kill them before they punish you too much. And going back to the cartoony thing for a minute, you can't just hit something with a hammer to fix it. You have to like melt things and crap. You need a forge.