I'll be most interested in how this will actually play out gameplay-wise. I'll make sure this stuff is added to Alpha 8 so it can be tested. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid="
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Perhaps doctors and medical items could be made much more important now as well. Also: I replaced potions with bandages in most cases and made the potions less common still. That will make the fights harder. Perhaps a bit too hard with the new HP code.
<!--quoteo(post=229476:date=Dec 31 2007, 07:08 PM:name=Captain Fitzpatrick)--><div class='quotetop'>QUOTE(Captain Fitzpatrick @ Dec 31 2007, 07:08 PM) [snapback]229476[/snapback]</div><div class='quotemain'><!--quotec-->I had a thought would it be possible to attach a skill requirement to swords, i.e., needing to have say 6, 8 or 10 in the melee skill to reflect the training that certain swords need to use effectively rather than a character level requirement (As we all choose different skills while playing), if it was possible then you could have presentation swords but also a couple of swords above this level meaning only the best melee fighters could use these swords.<!--QuoteEnd--></div><!--QuoteEEnd-->An interesting though. Using a minimum fencing skill instead of a minimum character level makes much more sense. However, gameplay-wise I see a possible problem: If you require a certain fencing skill to be able to use the high level blades, when you get that higher fencing skill, you get a double bonus which might be unbalancing: First of all, your actual damage done will increase because your skill increased AND you can use the better blade, increasing your damage further.
UNLESS the damage done with a blade is made to no longer depend on your fencing skill at all. So your fencing skill solely changes which blades you can use. But a low fencing level character with a saber is going to do just as much damage as a high fencing level character with the same saber. However, the high fencing level character can also use a rapier, which would do more damage. For example. Not sure how well that would work for gameplay though. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--quoteo(post=229576:date=Dec 31 2007, 10:52 PM:name=OddjobXL)--><div class='quotetop'>QUOTE(OddjobXL @ Dec 31 2007, 10:52 PM) [snapback]229576[/snapback]</div><div class='quotemain'><!--quotec-->I'm not certain how quickly skills will max in Build 14 but they go up <i>real</i> quicklike in Build 13. As most players will be buying up (or training up) melee and leadership first and foremost won't that mean bonuses to leadership and melee will be the first to go obselete if they're weapon mods? How long will those bonuses be viable for?<!--QuoteEnd--></div><!--QuoteEEnd-->In Build 14 we have the Auto Skill System used by default: You can only increase your fencing skill by actually fencing and it will increase automatically. That does make a difference in this respect, I think. Experience gained by trading and playing quests can't actually be used to increase your fencing skill anymore.
<!--quoteo(post=229742:date=Jan 1 2008, 05:45 AM:name=Ron Losey)--><div class='quotetop'>QUOTE(Ron Losey @ Jan 1 2008, 05:45 AM) [snapback]229742[/snapback]</div><div class='quotemain'><!--quotec-->Here's a re-written text file. You can see there what I finally came up with on the presentation swords... had to re-arrange a couple of them. Re-named a lot of stuff.<!--QuoteEnd--></div><!--QuoteEEnd-->I'll have a look at it. Thanks very much! Could you also update the blade list I posted before with the new names and applications for the blades? I could try and actually have them used as presentation blades for the proper cases then. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid="
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<!--quoteo(post=229742:date=Jan 1 2008, 05:45 AM:name=Ron Losey)--><div class='quotetop'>QUOTE(Ron Losey @ Jan 1 2008, 05:45 AM) [snapback]229742[/snapback]</div><div class='quotemain'><!--quotec-->I also wrote myself into the credits list ... the journal page of all the people what's-his-name was going to kill. (I put myself in there in a most humorous way.)<!--QuoteEnd--></div><!--QuoteEEnd-->That list's a joke of Sir Christopher Mings' who rewrote and improved he Mateus Santos quest. There is also the REAL credits list in RESOURCE\INI\TEXTS\ENGLISH\about_build.txt.
<!--quoteo(post=229767:date=Jan 1 2008, 12:10 PM:name=Whiteshaix)--><div class='quotetop'>QUOTE(Whiteshaix @ Jan 1 2008, 12:10 PM) [snapback]229767[/snapback]</div><div class='quotemain'><!--quotec-->Hmmm... Yesterday I started a new game (Build 14 alpha 6 update 2) with Ron's modified file, and I could no more find swords anywhere.<!--QuoteEnd--></div><!--QuoteEEnd-->There was a typo in that file with a double ,, which caused a problem. Changing ,, to , solved it for me.
<!--quoteo(post=229767:date=Jan 1 2008, 12:10 PM:name=Whiteshaix)--><div class='quotetop'>QUOTE(Whiteshaix @ Jan 1 2008, 12:10 PM) [snapback]229767[/snapback]</div><div class='quotemain'><!--quotec-->Moreover, I l<i>ike</i> the bladedamage and ammo mods, so in my opinion you should keep them toggleable instead of scrapping them.<!--QuoteEnd--></div><!--QuoteEEnd-->I like them as well. In the worst case, we'll just have them turned off by default. But removing them completely is a bit too much as far as I'm concerned. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid="
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