
06-25-2002, 06:45 AM
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►Point Man◄
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Join Date: May 2002
Location: The United States of America
Posts: 621
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That was a bit to digest in one sitting, but I think I get the basic idea.
You can break it down like this:
Choose a class, then race, and then a "personality," which computes to Nation, Race, and Passive skill, respectively.
Affiliation will mainly be based on Nation (and basically Race, since it's tied to one another). I'm lost on how you want the advantage/disadvantage thing done, so I am going to assume it's still the same elemental weakness/strength. Choosing a Race would determine the basic scale (ie: Human would be 50-50 on all elementals, while Zorbi, Gaia, Gnome, Alien, and all the "good" Races will be unaffected by the 4 positive elementals but weak against the negative elementals, whereas the "bad" Races will be unaffected by bad magic and weak against good magic), and Nation will specialize in that advantage/disadvantage branch further.
The main problem with the system (no matter which way you go) is the fact that there's such a variety to choose from, certain nations are definitely going to be utterly neglected and basically rendered useless. It might be a good idea to start combining some Nations (or their attributes) to form fewer popular Nations (or just do a public vote to see which ones get voted out).
Also shouldn't limit people from doing the opposite of their Race/Nation's theme or goal. It would be far more interesting to see a rogue dragoon being evil than to have everyone be too predictable and uniformed in their actions. Specialization would be great, but you should also be able to reset and start over with a new "character" because people are bound to ***** about how they screwed up due to a lack of instructions. |
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Fearless Leader of the Squirtle Squad Initiative
Quote:
Originally Posted by Bell
Once again I flipflopped
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