Slayerhero90 wrote:Capture targets:
The one foe that comes to mind that sounds like she would be the most fun to capture is the draconian. Can't say it'd be the safest to contain her but man, do I love beating down the haughty. Though, in this breath, I should also ask if the draconian can respawn and isn't just a once-off, because I have other ideas for interactions with her.
Money, Nutrition, and Ship Upgrades:
Note: this will assume the prices you get with my stats. I don't know if they vary depending on social skills but the purchase price proportions should be the same to everybody, except with the Crescent.
Personally, I think there may be multiple goofs in the pricing structure.
- As it stands, a single meal (75 g) costs more from the two village traders than a bolt of fabric or a blue crystal (both 62.5 g). The total cost of nine of those same meals (675 g) can buy you one item of most forms of armament sold post-Serpent (usually 500-625 g).
- The practical elements in favor of being a pred are just as much about time spent doing versus time spent getting ready to do. If a deku nut sells to the elven shopkeep for 100 g and a primitive meal costs 75 g, then farming deku nuts will more than provide the means to feed an abstinent nomad, but it will also take up a fair amount of your time, as well as lock you into a pattern of spending money for food instead of saving up for something that will help you for much longer. This is something I would not actually change; I just needed to make more of my stance clear.
- Most quests offer only 100 or 200 g. The reward can only feed you for a night or two.
- Gourds provide more nourishment than primitive meals and, if Brightfeather has been spoken to, can be safely farmed in one of the two areas they spawn in, supplementing the more common and less-nourishing alien fruit. Moreover, they sell for less than primitive meals.
- Saurians eat salad, apparently, because that's what primitive meals are.
- The Crescent (1000 g) costs only 375 gold more than a bottle of hermilixir (625 g). It costs exactly as much as an arming sword (1000g).
- Statistically, the aplas carapace is a direct upgrade to all of the armors of AM II, but not a godly upgrade. It's more useful to get before going into Zorr, due to its shock resistance, than before journeying to AM III.
My takes on all this:
- The cost of new equipment, talharan or medieval, is just fine, in my opinion. The numbers feel right, even in the case of the aplas carapace. Let's use the price of equipment as the standard by which we judge all other prices.
- Primitive meals cost too much for the amount of nourishment they give. If they went down in price or went up in nutrition, it would be sensible either way, though the former has a little more grounds since primitive meals are salads.
- Perhaps a more nourishing alternative to the elves' primitive meal is due for the saurians. The idea of lizardfolk eating salad feel wrong to me.
- Quests need to offer way more money for their completion. It may be too easy to get your hands on permanent assets as-is, but that's mostly because farming renewable and largely-useless-to-pred resources far outclasses doing nonrenewable quests in terms of profit. A deku nut or two can net you the same profit as an entire quest. You could well afford to quadruple or quintuple some of the more difficult quests' rewards. Like, "Oh, you found my sister's sword? Here's enough to actually buy a weapon from me."
- Alchemical mixtures may also be a touch pricy, but their limited and mostly aesthetic use lowers the priority I place behind altering their prices.
- The Crescent is very cheap to obtain, but not as severely imbalanced as quest rewards are. Consider doubling or tripling the price to unearth it. I can't give better advice until I've compared it to the ship found on AM III.
This is just how I'd go about it. I haven't taken any game design courses so if my thoughts are bunk let me know.
1. draconians do not respawn, but the encounter spawner for those zones will produce additional ones if one is removed. so if you kill or remove one there's a 25% chance each time you enter the zone it'll spawn another. But the spawners only ever produce 1 draconian per zone. This distinction is important as draconians will not share local flags, not even if they replace the one in the same zone.
I figured maybe someone'd mention the draconians though as I had a fair bit of fun writing their defeat scenes. That being said, an important question would need to be addressed with regards to them before we could make them capturable or further develop them.
1A. Just where exactly do the draconians come from? and why? the draconians show up after you blow the pass, but from where? why are they here? what have they been doing and how come the elves (normally quite good at giving information on surrounding hazards) never mentioned the DRAGONGIRLS?
2. so food items should be cheaper, quests should be more rewarding. I suppose that works out okay.
3. The crescent and the prospector are broadly similar being both tier 2 ships and not particularly specialized ones. The crescent is a bit more armoured, a bit slower and a bit more fuel hungry though(it's in the files as the heavy, cause i figured an armoured ship would explain why it basically smashed into the ground and survived the impact better than the hillside it hit did). Considering how much more challenging the prospector is to acquire there's something to be said for significantly increasing the price of the crescent.
4. with regards to perks that provide 'natural attacks' it's conceivable. though i need to think about things like fire breath. But I had notions of adding a psi branch for TK that let you do physical damage with psionics and I've also considered a perk that'd let you increase your hand to hand damage if you had claws.
edit:
5. Another thought. and this is a more general question anyone can answer...what possible out of combat uses should navigation have?
in combat it provides a bonus to your 'not getting shot' defence and improves the ship's rate of turn..out of combat though it doesn't actually do anything. So possible answers, what should the navigation skill do? what COULD the navigation skill do?