Scarabaeus | Tue 05-Mar-02 08:17 AM |
Member since 19th Feb 2011
1524 posts
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#45, "RE: Race - more then just stats."
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>Before I step ahead of myself, I know this has been brought >up, but what about adding racial languagues?
I know I've answered this before, but I suppose I'll answer it again. Imagine this, we spend a couple weeks generating perl-based language rules for a handful of races. The language goes in and you do a little dance as your Drow begins speaking pig-latin to his buddies and all the Dwarves in the room grumble to themselves. Then one Dwarf creates a Drow and begins speaking every word combination he can think of to build up a lexicon/translator for Drowish. He then runs that through his client and has it autotranslate everything you say so he can understand it perfectly. There goes a couple weeks of work and this "cool feature" of the game becomes a non-issue as translators are pawned off over out-of-character channels.
>To take it a step further, what about adding racial cabal >options? Such as the Dwarven Brigade, or Elven protectors, >or Fire Giant Marauders, etc etc.
Oddly, this was the original plan for the Empire. The draft title was "Empire of the Underdark" and it was going to be a racial alliance cabal. Things changed. Morale was based heavily on racial combos (encouraging racial separationism); interestingly enough, the people that were cleaning up from having high morale said nothing and the great gnashing of teeth from folks with low morale woke the dead. Would I like to see CF race wars? Yeah. Do I think it's going to happen any time soon? Probably not.
>To take this even a step *further*, how about adding Cabal >items for them?
I'd be ok with (for example) Orc Clans being able to down cabal items, regardless of whether or not they had a village item themselves. A few years ago, after visiting Venice, I was intrigued by the idea of having holy relics in different cities; possession of the relics resulting in various benefits, loss of the relics resulting in various urban misfortunes. Those ideas have sort of been back-burnered and may or may not ever see the light of day again. I'd probably vote for that before voting for cabal items for the non-human villages.
>To take this even a step *FURTHER*, how about adding >race-only classes to these race-cabals.
There is some talk of handling races separately from classes. I won't say much of anything about that, though.
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Race - more then just stats.
[View all] , CRS (Guest), Mon 04-Mar-02 07:32 PM
RE: Race - more then just stats.,
leekie (Guest),
09-Mar-02 05:29 AM, #9
RE: Race - more then just stats.,
Scarabaeus,
05-Mar-02 08:17 AM #3
RE: Race - more then just stats.,
Circuits Edge (Anonymous),
05-Mar-02 09:55 AM, #4
RE: Race - more then just stats.,
Valguarnera,
05-Mar-02 12:38 PM, #6
RE: Race - more then just stats.,
Circuits Edge (Anonymous),
05-Mar-02 01:21 PM, #7
Round Two,
CRS (Guest),
05-Mar-02 02:46 PM, #8
RE: Race - more then just stats.,
CRS (Guest),
04-Mar-02 10:00 PM, #1
I like it,
Jesrad (Guest),
05-Mar-02 12:25 AM, #2
In fact I liked so much I decided to put some thought i...,
Jesrad (Guest),
05-Mar-02 11:32 AM, #5
race/sex/class revamps,
shark69 (Guest),
20-Mar-02 05:54 PM, #10
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