Talk:StendhalDesign: Difference between revisions
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imported>StephenIerodiaconou No edit summary |
imported>MiguelAngelBlanchLardin No edit summary |
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What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve |
What happens if you get a pig, it gets killed, you buy another , it gets killed, and so on, and then u have no more money... you are stuck, maybe should be removed from game? - steve |
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Ragnar wrote: |
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<pre> |
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Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, but never far away from the village. Beides, I |
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like sheep. Call me Wallace. I will say animals for now, as I can't say if you're still free to decide, or even willing... ;-) |
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I would make weapons and armour expensive. |
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Too expensive to buy under normal conditions, that is: No way by just selling animals. |
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Weapons should be "made" by the character, that is, available for free. |
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Selection: |
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Axe (entirely of wood, as in the ancient tales of slavian lore) |
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Staff (*the* proverbial herders staff, yes!) |
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Sling (call me David) |
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Instead of "healing potions", let there be "bandages" in the shop. Wounds heal one point per bandage over night. |
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Also have herbs available, that can also be collected in the woodlands near the wolves cave. Make that heal one point additionally. |
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In the wolves cave, there could lie the remnants of some hunter or knight, that is, serious equipment, that can be sold or used. |
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The animals could: |
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- have a tendency to wander away (or at least, stray), as long as there's no wolf around |
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- wander away a bit directly away from the character, if beaten by a stick (to make them go this or that way) |
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- have a tendency to follow the biggest animal of the herd (so it usually is enough to make the biggest one go some way) |
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- have a tendency to get nearer to the character, if a wolf can be seen, but is not approaching the animal directly |
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- run away from any wolf, once at least one wolf is attacking it |
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"have a tendency" means "usually not while the character is moving, but more often while grazing" |
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If we have a wolf: Recolour it, and name it "shepards dog" (yeah, Gromit, in example), make it "bite" animals, which makes them go |
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nearer to the shepard. It must be bought, of course, and perhaps grow as well. |
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Wolves should not be attacking the character, until really pressed, AND outnumbering the character by at least 2:1. |
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Thus, character + dog = 2, and that means 4 wolves at least. |
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Otherwise, they should just be chasing the animals, whereas two wolves are needed to hunt down a grown animal (one for holding fast, |
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one to do the kill), and only one wolf for a small animal. |
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Running animals (including dog) and running wolves should be 50% faster than the character! |
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Small animals should be still 25% faster than the character, but that may not be enough against wolves... :( |
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Two wolves are needed to attack a character, one to hold it at its leg (no need to show this, only have one "fixed" near to the |
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character), and one to jump at the character. Movement -50% for the character. |
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Once the character is down, wounds or a kill can happen. |
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Three wolves make "two hold, one jump", which shoud lower the defence, and make movement impossible. |
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Perhaps "bloody hunting" should not happen regularily (only perhaps when "season" is "winter", but that needs more work on |
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graphics... :-) |
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Perhaps a more tactical "chasing" game instead is more fun. |
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</pre> |
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