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Post by goran on Aug 21, 2015 2:56:34 GMT -5
They might not have anything to take beyond their weapon though. Besides, 'looting' is more something you'd do when they're on the ground. I suppose it's also possible that some enemies would try to run away instead of actually being beaten. That depends a lot on how enemies are implemented. That problem only happens assuming enemies are equivalent to normal players, with inventory and such. For such a perk it might be a lot more feasible just to give you a random item based on the kind of enemy you use it on. Please no, I'd rather not get anything than get a random item. Oh, and you shouldn't get money from every fight, only those with anthros or other characters likely to actually use or have cash.
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Post by ano on Aug 21, 2015 13:47:34 GMT -5
Why wouldn't you want to get a random item? Could you please elaborate?
On the money, every enemy should have A monetary value, but that doesn't have to be necessarily represented through money.*wink wink*nudge nudge*
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Post by goran on Aug 21, 2015 14:27:46 GMT -5
You mention snakes, but what sort of items would a snake be carrying?
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Post by droark on Aug 21, 2015 14:35:06 GMT -5
Possibly none, if say you are fighting a snake. 'Cause, you know. No arms and all. No pockets either. He mentioned the snake's lack of items. For the Looter perk, I did mention it would cover only intelligent enemies, who would presumably be carrying something of value.
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Post by goran on Aug 22, 2015 1:36:00 GMT -5
Why should looting be a perk? Neither threatening people nor rifling through clothing is particularly skilled work as far as I can see. Also, any item you get should be the sort of item your assailant was carrying, which in the case of say a wilderkin (think skaven with a bit of fox in them), would be a wood-and-stone spear and maybe a sachet of herbs or two.
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Post by bobbright on Sept 5, 2015 12:41:35 GMT -5
I have idea:
A forest spirit that tries to possess you, slowly taking over your body after it wins, if you don't get it removed after a set time, it takes over, giving a bad end.
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Post by ano on Sept 5, 2015 23:05:31 GMT -5
I have idea:
A forest spirit that tries to possess you, slowly taking over your body after it wins, if you don't get it removed after a set time, it takes over, giving a bad end.
That would need to be a lot more thought through, but I rather like where that idea could take us.
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Post by bobbright on Sept 6, 2015 7:37:46 GMT -5
I have idea:
A forest spirit that tries to possess you, slowly taking over your body after it wins, if you don't get it removed after a set time, it takes over, giving a bad end.
That would need to be a lot more thought through, but I rather like where that idea could take us. Maybe the town would tell stories of the spirit, and you'd sometimes encounter it while wondering.
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Post by serathinian on Oct 18, 2015 17:46:38 GMT -5
Dying will actually force you back to your last saved state. You could have something like the Bad Ends from Corruption of Champions. Some enemies beat you in battle and it cuts to months later. The player is stuffed to immobility with no chance of ever escaping, being stuffed silly every day for the rest of their lives. You can go to town with this sort of thing when losing causes you to load your previous save.
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Post by Kazan on Oct 18, 2015 17:51:49 GMT -5
Dying will actually force you back to your last saved state. You could have something like the Bad Ends from Corruption of Champions. Some enemies beat you in battle and it cuts to months later. The player is stuffed to immobility with no chance of ever escaping, being stuffed silly every day for the rest of their lives. You can go to town with this sort of thing when losing causes you to load your previous save. This had already been mentioned somewhere about end states. Certain enemies and events could very easily lead to unique end states like that.
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