SmokeStriker125 wrote:Don't sell yourself short, your game has a lot of potential to be pretty fun gameplay wise; it's already my favorite creation on this board by far. I especially appreciate how easy it is to mod [
http://e.deviantart.net/emoticons/a/animesweat.gif ] (I'm working on a retexturing of the game, hope you don't mind).
Just so long as you don't mind me stealing the retexturing mod should it turn out to be better than the 10-15minutes of effort programmer art that comprises most of the stuff in the game.
SmokeStriker125 wrote:Well since your asking for more ideas
, how about giving the combat more depth.
Example: introduce new a stat and a toggle ability, fatigue(the stat) and running (the toggle ability). Combat actions and running drain fatigue (standing still restores fatigue, walking restores fatigue slowly, and maybe a few items can refill fatigue artificially ), if fatigue is drained too much you'll move slower and become unable to fight effectively (which I suppose could have smut consequences). Enemies also have fatigue (but for the sake of programming simplicity can't run, although you could give certain enemies a short sprint ability)This could give ranged combat and melee combat a little more depth, where people can build characters that are more endurance orientated with low damage output high health and fatigue or focus on higher damage output over a shorter amount of time (thus relying on items that refill fatigue if they get into a protracted fight).
Or in the case of giving seduction more depth, you could have different types of seduction be more effective versus certain NPCs/creatures. Submissive vs. Dominant (Yin/Yang) might be the right way to go way to go.
It might be better to move an indepth discussion of combat improvement to the collaboration thread. But yeah, Nomad does hurt somewhat for a lack of an MP/AP/TP/Stamina bar as a short term resource to spend on combat abilities. The only costs I can tag on to abilities at the moment are costs to satiation, or the price of having to find ammo or recharge the device.
as for seduction, i already gave a seduction perk tree..and i'm reluctant to move away from the 6 damage types model i have now (kinetic, thermal, shock, tease, pheremone, psionic)
Zygrograxgra wrote:"If you could have one thing added to nomad, what would it be?"
Not losing the ability to unbirth when I use the Phalifungi would be nice.
Maybe the ability to 'capture' enemies with vore? Like, eventually perhaps, have an area the player can claim their own, and then take defeated enemies there. That's an awful lot of work though.
phalifungi turns you into a dickgirl not a herm, so being able to still unbirth after losing your vagina would probably qualify as a hell of a trick. If you want to reverse that pussy fruit should be in the world somewhere, possibly in store. If you want to not have it happen in the first place use hermilixir instead.
As for capturing enemies. It's one of those longterm goals, mainly as predatory players can't stock up on 'rations' for long space voyages as it is..which kinda sucks for them. But I baulk at it for a variety of reasons, the main one being that I might need to write a whole nother context of vore scenarios for captured prey...which...my plate is already so full it could kill me by toppling over.
Though the area the player owns is their ship, there's a silly idea of adding bases but for now, the player owns whatever ship they're currently using...and there will be other ships.