Well I did say getting a straight answer, not getting an answer.jack1974 wrote: What I just replied!!! besides, I hate the dentist
You're right. Now I know how I actually should be asking these questions. Silly me.I'll quote the writer on SOTW: the main theme is DECEIT. Enough said, will be clear later in the game. But I might add also survival: first in the cold lands of Ninim, then as slaves in the arena, then - beep spoilers! -. Sorry can't say more than that
Out of the cold I see two ways how Deceit could be used in a battle system. One is to have the interface lie to you from time to time. The other would be a system like PS2 where actions have executions times and you could have an option to mask one action as another. The first would have been possible with the current framework, but I'm not sure if it would be any fun and it doesn't have much impact either.
@yayswords
- That doesn't follow. The question is not about the amount of planning. The question is more or less if the difficulty comes from the encounter or from the series of encounters before and after.
- Nah that's obviously a difficulty question. At easier difficulties you can just throw around your bag of tricks. Hardcore player have to carefully consider when to use one of their tricks.
- That's not an answer to the question though. It just assigns different answers to the difficulty levels. And therefore probably different resource systems.
- Definitely not. That would dictate play style far too much. For a new game I might consider something like that, but definitely not for Loren. That will be reserved as an alternate victory/defeat condition. Creating a game in that style is a serious amount of work, since every encounter needs to be an unique finely tuned puzzle.