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Poll: Damage Types
I'm curious about the spread of opinions.
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Re: Poll: Damage Types
Ha, I was the first one this time. http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Poll: Damage Types
"They would be interesting and beneficial, if designed carefully to have moderate effects."
That's what i voted for. If balanced and well thougth out, the system would/could/will be good. It's all about balance. |
Re: Poll: Damage Types
Bah, don't want it !
It'll add eventually +3% gameplay for +20% micromanagement, at the dev cost of 5 patches that could be used for MUCH better improvements http://forum.shrapnelgames.com/images/icons/shock.gif ! It'll be mostly a waste of resources, forget about that .. http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: Poll: Damage Types
I think it might be a system that the developers could use to make sure there is balance in the game. But it doesnt need to be something that the players HAVE to work with if they dont want to. It could all be background stuff for the discussion of the addicted people the way the number formulas were for Dom 1.
If different weapons had different attacks, different armors had different defense bonuses, different sizes, mounts, forms (mist, ethereal, etc) all had different things which affected at different levels then the variety might help keep any ONE strategy from getting out of hand. Of course everything would damage everything, just at slightly different levels. Plus they could insure that each race had a variety of pluses and minuses, but not covering everything. Gandalf Parker [ October 14, 2003, 21:58: Message edited by: Gandalf Parker ] |
Re: Poll: Damage Types
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Re: Poll: Damage Types
"They would be interesting and beneficial http://forum.shrapnelgames.com/images/icons/tongue.gif , if designed carefully to have moderate effects."As long its BALANCE.
Thats what i voted for too. |
Re: Poll: Damage Types
"The system might be nice, but there is such a high chance of ruining a good game with it, that I don't want it in Dom2."
I'm against this. Firstly, it replaces attack and protection with six new stats (at least). Secondly, it requires that certain kinds of armor are made arbitarily weak against certain kinds of damage, for example, plate armor being weak against crushing, even though the only real difference between armors is the protection, weight and cost, which the game already models. Thirdly, there are already differences in the way that different weapons and armors interact, which provide far more flavor for much less complexity. |
Re: Poll: Damage Types
Heh, I was hoping more people would vote for making it moddable, that's what I voted for. Give the players the tools to improve or destroy the game, always more fun that way http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Poll: Damage Types
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