Thread: Mod New Crobuzon
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Old October 5th, 2007, 02:22 AM
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Default Re: Test Mod: New Crobuzon

Added descriptions.

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Remove the trader as a scout
I was using the trader/spy from "The Scar".

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feel the cactacae need some more thought, they seem a little underpowered to me. I remember in Perdido Street Station it says somewhere that cactacae are almost immune to missiles and piercing-type weapons (which is why they invented the Rivebow) but with your current implementation of 3 protection they'd get creamed up by arrow fire.
Juzza felt they are overpowered. They have shield to protect them against arrow fire. I hadnt had a chance to play a game with them yet. I'll see how they feel when I do.

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I'm not sure about giving nature to biothaumaturgs, after all new crobuzon doesnt give a crap about Nature, look at how polluted new crobuzon is, and blood magic pretty much covers all aspects of their remaking.
Cross Breeding requires nature. I see nature and blood magics as a Life magic, so if biothaumaturgs deal with morphing life they should have both.

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For heroes you could have:

The Weaver (can teleport anywhere, powerful in astral)
Construct Council (immobile, strong in construction, can summon mechanical men allies)
Silas Fennec
I agree about Weaver (plus I've already got the spider sprite so thats 70% of the work done). The rest are as anti government as they get. I was thinking of adding Isaac and Vermishank as heroes. And maybe the guy from Scar with the possibility weapon (dont remember his name at the moment). The handlingers are so few in number they might make a powerful multi-hero.

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