3E-style feat system
#1
Posted 07 August 2009 - 07:28 AM
Could have been done via HLA selection interface, but it's limited to 24 max. Also, may easily sovle the problem with fighters getting 4 stars in a single weapon at the start.
Dialog file will clearly get bloated to huge size, but it can be autogenerated, so no trouble here.
What do you think?
Before you start breaking wall tiles with your bare fists, ask yourself first - do you truly need it?
#2
Posted 07 August 2009 - 10:05 AM
#4
Posted 07 August 2009 - 11:38 AM
Quote
Before you start breaking wall tiles with your bare fists, ask yourself first - do you truly need it?
#5
Posted 07 August 2009 - 02:04 PM
yarpen, on Aug 7 2009, 09:05 PM, said:
Demivrgvs, on Aug 7 2009, 09:22 PM, said:
FAQ for the Megamods. Frequently Answered Questions.
#6
Posted 21 August 2009 - 10:57 AM
Ardanis, on Aug 7 2009, 08:28 AM, said:
Could have been done via HLA selection interface, but it's limited to 24 max. Also, may easily sovle the problem with fighters getting 4 stars in a single weapon at the start.
Dialog file will clearly get bloated to huge size, but it can be autogenerated, so no trouble here.
What do you think?
Sounds like a very PRC-ish system (if I may use NwN modding terminology here). I have always been rather turned off by dialogue-driven selections like that, preferring a GUI interface. However, if someone were willing to put in the substantial amount of work required for this, I think the benefits in character customization would greatly outweigh the clunkiness of an immersion-breaking dialogue system. Another bonus is that it could make wisdom and intelligence desirable on a fighter character as ability score prerequisites for certain feats ala Expertise requiring intelligence in NwN.
Even if such a system were implemented, would it be possible to realize a good deal of the feats that would be desired within the limits of the BG2 scripting language (of which I know very little).
#7
Posted 26 January 2010 - 09:03 PM
What about creating two kits for every original kit? You know, You've your Berserker. Ookay. His HLA table has Low Level Abilities, only Low Level Abilities. And at level 17th via table you're changing his kit into... EPIC BERSERKER, who's main difference is having another HLA table only with High Level abilities!
What about this one?
#8
Posted 26 January 2010 - 10:21 PM
"Crush the alien beneath your tracks."
My DA gallery
Fallout1: Fatal Damage Mod
#10
Posted 27 January 2010 - 12:29 AM
yarpen, on Jan 27 2010, 07:03 AM, said:
What about creating two kits for every original kit? You know, You've your Berserker. Ookay. His HLA table has Low Level Abilities, only Low Level Abilities. And at level 17th via table you're changing his kit into... EPIC BERSERKER, who's main difference is having another HLA table only with High Level abilities!
FAQ for the Megamods. Frequently Answered Questions.
#12
Posted 27 January 2010 - 02:32 AM
#13
Posted 27 January 2010 - 02:51 AM
yarpen, on Jan 27 2010, 11:32 AM, said:
2) and how would you do this?
3), 4), 6) these would cause "compatibility" issues with RR imo
5) interesting
Anyway, such work would requires AGES to be discussed and implemented imo, it would require to cover all classes at the same time or you'll create a "messed up" situation, and it wouldn't be applied to all mod-added kits. Long story short, it wouldn't blend so well with the pre-existing material.
I'm not saying it wouldn't be interesting, but it seems "too much" to handle.
#14
Posted 27 January 2010 - 05:33 AM
Low Level Abilities (aka Feat System) would be quite revolutionary and cool, feh, that's sad that you're not going to implement it.
#15
Posted 27 January 2010 - 08:15 AM
Quote
Metamagic Skills
Quick = +1 casting speed
Still = -% arcane casting failure
Silent = immunity to silence
Maximize/Empower/Extend, well, yeah...
Before you start breaking wall tiles with your bare fists, ask yourself first - do you truly need it?
Reply to this topic

1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users













