I am creating a class project for NWN. If anyone has any requests for classes and ideas they would like to see implemented. Send me a private message of what you would like to see happen. I can't say that is going to be done, but any input and ideas will definitally help make a better project. Anyone who wants to help make this project can send me a private message aswell. Please do not post your ideas in a reply if you want someone to steal your ideas. Thats why I reccomend sending me a private message instead. Here are some ideas I have thought up for some of the classes.
- Magic will require mana
- Warriors will have a adrenaline bar
- Rogues will have a faster sneak
- All classes will have completely new selectable feats, and abilities. No class will be even remotely the same.
Cant wait to hear your ideas.
[Work in Progress] Total class Conversion Project.
Débuté par
LifeInsense
, avril 30 2011 11:37
#1
Posté 30 avril 2011 - 11:37
#2
Posté 01 mai 2011 - 12:39
- Magic will require mana
- Warriors will have a adrenaline bar
These sound alot like wow. Good luck on these.
Only thing I'd really like to see added to the game at this point are the addition of a few of the classic spells (like mirror image, disintegrate, etc) that never made it in. Personally, I'm pretty content with NWN's selection of prestige classes.
#3
Posté 01 mai 2011 - 01:09
Oh, and I'd replace the sorcerer class with the warlock.
#4
Posté 01 mai 2011 - 04:20
Yea if you want wow, why you just go play it?
Im really not a fan of recreating when you can make brand new classes and "mana system" was already implemented in PRC for psionics.
but GL anyway
but GL anyway
Modifié par ShaDoOoW, 01 mai 2011 - 04:23 .
#5
Posté 01 mai 2011 - 08:11
I'm mostly retired from NWN, but I've been down the same path so I thought I'd give some pointers:
First off, decide on a set of distinct, rational objectives to work towards - Why do you want to overhaul the class system? And why do you want a mana/adrenaline bar? There are a number of valid reasons to want to change the class system, and sometimes the answers to these questions can point to alternative solutions that are more elegant or require less work to integrate into the NWN framework. These objectives will also create something to adhere to, in case the threat of feature creep or conflicting ideas comes in. They can help to distinguish between what is truly necessary and what can be put on the back burner.
Second, decide on your lore. classes are impacted by and have an impact on the lore. With a solid backstory, it is easier to make classes - especially unique, diverse classes, that integrate well into the world. Comparing NWN with Dragon Age, for example, the NWN holy warrior is the Paladin, a lawful good class with divine abilities. The Dragon Age equivalent is probably the Templar, which while lawful, is not necessarily good, and draws its abilities from consuming the addictive Lyrium instead of pure faith. These differences, while subtle, go some way in shaping the face of the world.
Third, decide on your classes. You mentioned Warriors, Mages and Rogues. For a single-player or purely action-type multiplayer mod, that's okay. For multiplayer with roleplay involved, I believe players expect a bit more. It's not simply enough to have a Rogue class, for example, when there are so many ways to play a Rogue - from the boorish thug to the smooth-talking spy, the taciturn assassin to the sassy bard. Based on whatever lore you create, some archetypes will be more relevant than others. These will need to be developed well as classes to facilitate roleplay.
Anyway, all the best in this project, and I hope these pointers lead you to some interesting ideas.
First off, decide on a set of distinct, rational objectives to work towards - Why do you want to overhaul the class system? And why do you want a mana/adrenaline bar? There are a number of valid reasons to want to change the class system, and sometimes the answers to these questions can point to alternative solutions that are more elegant or require less work to integrate into the NWN framework. These objectives will also create something to adhere to, in case the threat of feature creep or conflicting ideas comes in. They can help to distinguish between what is truly necessary and what can be put on the back burner.
Second, decide on your lore. classes are impacted by and have an impact on the lore. With a solid backstory, it is easier to make classes - especially unique, diverse classes, that integrate well into the world. Comparing NWN with Dragon Age, for example, the NWN holy warrior is the Paladin, a lawful good class with divine abilities. The Dragon Age equivalent is probably the Templar, which while lawful, is not necessarily good, and draws its abilities from consuming the addictive Lyrium instead of pure faith. These differences, while subtle, go some way in shaping the face of the world.
Third, decide on your classes. You mentioned Warriors, Mages and Rogues. For a single-player or purely action-type multiplayer mod, that's okay. For multiplayer with roleplay involved, I believe players expect a bit more. It's not simply enough to have a Rogue class, for example, when there are so many ways to play a Rogue - from the boorish thug to the smooth-talking spy, the taciturn assassin to the sassy bard. Based on whatever lore you create, some archetypes will be more relevant than others. These will need to be developed well as classes to facilitate roleplay.
Anyway, all the best in this project, and I hope these pointers lead you to some interesting ideas.
Modifié par Aelis Eine, 01 mai 2011 - 08:21 .





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