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Posted: Wed Apr 25, 2007 12:59 am
by Renegade_Turner
Lol someone likes his groupies.

Posted: Wed Apr 25, 2007 1:25 am
by Usagi
Ha! Yer jus' jealous, I betcha!

Posted: Wed Apr 25, 2007 7:39 am
by BunnyWithStick
It's widely known that Usagi is somewhere up there with David and Jeff when it comes to godliness.

(Gee, I do seem to have a tendency to god-ify people a lot :P)

Posted: Wed Apr 25, 2007 7:47 am
by Usagi
Yah, I'm a legend in my own mind.

Posted: Wed May 02, 2007 1:16 pm
by ChazFox
Here's another suggestion involving using the environment as a form of combat: swamps. There could be a level or two with swampy areas, and the usual hazards that come with them (snakes, quicksand, that kind of thing) So for example, Turner (or your own character if you make an original character =3) could grab a snake and throw it in the enemy's general direction, where the snake will eventually bite the victim, poisoning them. Alternatively it could be used as a distraction, the enemy will be too busy trying to kill the snake that they won't notice you sneaking up on them. Of course, there's also the danger of the snake biting you.

Quicksand (might also happen somewhere in the desert) could be another environmental help or hazard. On one hand, you could dump a body in quicksand to avoid alerting other enemies to the situation. Or, you could sneak up on an enemy and push them in, maybe watch them trying to struggle out of it.. There's also the danger that you could fall in yourself and sink to your doom. That brings up another swamp type thing that could help...

Vines. You could either use a vine to swing to another area, strangle an enemy, or in the case that you've stepped into quicksand and gotten stuck, you could wade over to a nearby vine and grab onto it, to make good your escape. Your enemies could do the same, so perhaps you want to cut their vine when they're trying to escape. Again, the enemy might decide to cut your vine when you're almost out of the quicksand.

Posted: Mon May 07, 2007 5:45 am
by ChazFox
Apologies for the double post, but I have another suggestion and nobody else seems to be willing to contribute to the topic so I might as well make another contribution :P.

Relating to the character creation system, maybe you could let players create characters with their own strengths and weaknesses, kind of a simple character classing thing.

For example, a "Warrior" type would be stronger with a sword and would have greater defense than most characters, but would sacrifice his speed and stealthiness to do so.

The "Assassin" Class would be an expert with a knife (both throwing and stabbing) and would be able to run/sneak/animal run faster than most players while retaining the same amount of stealth for their sneaking, but would sacrifice some attack and defensive power, meaning they'd have to rely on stealth and speed to take out their enemies.

The martial artist would be strongest both unarmed and with staff/pole type weapons, as well as being great at reversals and counters, but would have less defense and attack than the warrior class, and would be slightly slower and less stealthy than the assassin (so they'd be a balance between the warrior and assassin classes).

What do you think?

Posted: Mon May 07, 2007 6:58 am
by invertin
To ^

Nice idea, but it should be a server side option, so you can have everyone the same or the class system.

What about this, one server has a level where there is a huge town, this server is open to all, no combat is allowed, no fighting, no killing, no nothing, but you can buy and sell food, weapons, armor. There are shops run by NPC's, and you can run your own shop or just sell things to other players the quicker way. Anything bought in the town-server is taken with you to other servers. Oh, and just to be fair, certain servers will not allow certain objects, and some servers won't let you bring in objects from other servers at all. Server hosts can set what weapons you can bring. Oh, and weapons that are not being used for a server are kept safe in a virtual bank. And if you want to save a weapon for later you can put your objects in the bank for safety.

Oh, and a level system for the weapons, I don't mean the weapon can level up, I mean that the weapon starts off with a level, and that level is used to show the status of that weapon, for insance, a rusty dagger would be level 1. But a huge broadsword would be level 10 or something like that.

Posted: Mon May 07, 2007 7:24 am
by ChazFox
invertin wrote:To ^ Nice idea, but it should be a server side option, so you can have everyone the same or the class system.
Yeah, in multiplayer that should probably be the case, although if they're thinking of letting players design their own rabbit I think at least the appearance and weapon preference should be kept (Like Rainbow Six Vegas for example). For singleplayer, well, the computer rabbits won't mind so the class system would be in singleplayer either way =3

Posted: Mon May 07, 2007 8:53 am
by Zaphon
I really liked your suggestion about the use of environmental dangers, Chaz.
Sounds fun, especially seeing the enemy struggle to grasp a vine, only to have it cut by a grinning bunny. =)
Dunno about the character customisation in singleplayer though, because the player will be revising his role as Turner in the game. But there could be a possibility of getting to get to decide if he’s let himself go, slimmed down or if his fur has become greyer (and so on) in the time between the games. You can definitely customise Turner by deciding what clothing or armor he wears though. As for the classes, I’m not sure; I think Turner will subtly get better at things throughout the game. (That might have been a suggestion someone made though.)
But multiplayer is a whole other story!
Classes and customisation are right at home there.
Uh, anyhow, that was sort of off-topic, seeing as this is the combat thread and all.

I’d like to redeem myself by posting some suggestions, but I can’t think of anything worthwhile to add at the moment.

Posted: Mon May 07, 2007 9:03 am
by ChazFox
Zaphon wrote:I really liked your suggestion about the use of environmental dangers, Chaz.
Sounds fun, especially seeing the enemy struggle to grasp a vine, only to have it cut by a grinning bunny. =)
Thanks, I thought it might be fun too, while keeping the idea of "Whatever you can do, your enemy can do". So if you got stuck in some quicksand you'd have to make sure you had something to throw at any enemies that might come nearby and try to cut your vine. :P
Zaphon wrote: But multiplayer is a whole other story!
Classes and customisation are right at home there.
Maybe classes and customisation would work in custom campaigns or the challenge singleplayer modes though. Again, this would be similar to Rainbow Six Vegas, where the main story had you playing as the main character, but if you played the Terrorist Hunt mode you could choose to use your custom character. Or perhaps there could be two different ways to do the campaign, one from Turner's point of view as he continues wandering the continent, or a new story with your own character exploring the continent for their own reasons, and possibly bumping into Turner along the way too.

Posted: Mon May 07, 2007 3:05 pm
by Ultimatum479
Gah.

Since when has Lugaru been an RPG?

Posted: Mon May 07, 2007 9:47 pm
by BunnyWithStick
It never has, at least not in the stat systems 'n' stuff sense. David calls Lugaru 2 an RPG though, in the role-playing sense. :P

Posted: Mon May 07, 2007 10:09 pm
by pyros soul
While I am playing Lugaru the NPC sometimes catches the knife.....that would be cool



If this has been said already.....TOO BAD!

Posted: Mon May 07, 2007 10:55 pm
by Ultimatum479
BunnyWithStick wrote:It never has, at least not in the stat systems 'n' stuff sense.
The prosecution rests. You may step down, Bunny.

Posted: Tue May 08, 2007 2:59 am
by BunnyWithStick
Yeah yeah, I surrender. I know.