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Party System?
Last post 11-18-2009, 15:18 by tsiper29. 20 replies.
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11-05-2009, 10:40 |
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11-05-2009, 20:06 |
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11-05-2009, 23:59 |
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Interesting idea. I think either a ![G o o d [Good]](/emoticons/g_o_o_d.gif) co-op system, or awesome NPC henchmen for hire wouldn't be asking for too much.
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11-06-2009, 3:44 |
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11-06-2009, 23:35 |
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11-07-2009, 6:01 |
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11-07-2009, 8:47 |
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thefurie
Web Geek From Hell
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Joined on 07-19-2006
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Happy Senior Member
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old karma : 10
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This is a feature I've been after since Fable first came out, though obviously a lot less in depth than in Dragon Age. The way I see it would be that you can hire mercs like in Fable and set up camp at the campfires in any region you've cleared completely. While in camp you could talk to your mercs (two travelling with you at any time) and pay them a set price for training. The training would be one of two things. Firstly each merc would have access to a spell or ability that characters can't usually buy from the level up section, and they'd teach it to you for a premium price which would open it up to further level ups. The second bit of training they would offer would be you paying money for a little bit of experience in their basic type (mages give will, rogues give skill, etc). Villagers could also be brought along and give little bits of experience training though they'd cost less than mercs and give less experience. Finally each merc type would have a specific quest that they'd be able to take you on if you were travelling with them and talked to them in camp. Completing that quest would make them more powerful whenever they travel with you as well as change their character model to give them new weapons and armour, but you'd have to pass a certain point in the game with them travelling with you before the quest would open up (to increase replayability and the feeling of comradery).
Sweetest moment in the game? My dog came back from the dead to help me open the Rookridge Demon Door. I fed him a snack and he followed me to see what the treasure was. When I left, he disappeared, having helped his master out one final time.
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11-07-2009, 9:39 |
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11-08-2009, 11:18 |
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11-08-2009, 19:30 |
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11-09-2009, 12:55 |
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11-09-2009, 13:57 |
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11-16-2009, 15:09 |
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PenguinSnuSnu
YOU GOT NABBED!!!
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Joined on 11-11-2009
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Happy Junior Member
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Penguin Snu Snu
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old karma : 0
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I think this is a ![G o o d [Good]](/emoticons/g_o_o_d.gif) idea. Especially since fable 3 is getting followers. Perhaps the first quest is about clearing an area and claiming it as yours, and then you obtain followers. As you get followers you can have 2 follow you at one time, certain followers have certain abilities (i.e. Red can heal, Blue can swordsman, Yellow is a marksman, Green is overall.) The more you fight with certain people the more they level up.
Maybe i go on two quests with my red guy, he now has more healing power. After each quest a follower will level up, get better armour, weapons, stats, etc. Once you are king you can have an "army" tax where your followers all have a certain armour and weapon type you can afford. So they go from poor folk, to ragged fighters, to rebels, to your own gaurd.
Off-topic but pimoreland said something about specialization, yeah i want that. I like using range. so maybe i can certain attributes higher but only one.
for example i can either pick a spell dexterous styles, brutal styles, or shock to be level 6, 5, or 4.

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11-16-2009, 15:20 |
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11-16-2009, 15:50 |
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diesel93
That one forum guy...
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Joined on 09-04-2009
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NY
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wolfskull23
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I don't know. I would just like a ![G o o d [Good]](/emoticons/g_o_o_d.gif) co-op where you and 6 others can go into a dungeon, fight a horde of enemies, find a mini-boss, and get epic treasure.
Favorite Games: Monster Hunter, CoD4, Bioshock, Too Human, and Halo 3. Fable 3 Multiplayer ftw!
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11-16-2009, 16:46 |
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RedRacoon
ODST
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Joined on 05-24-2009
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Iowa, the midwest heartland.
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Senior Member
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Why do you have to decide what another person wields and fights in? Why not just let them buy their own? Say you have a merc under your payroll, and you reach a town. They would use their own pocket money(not exclusive to what you paid them) for the best preferred weapon and armor they could find there, leaving you out of having to make decisions after decisions of what to give them to wear. I would not enjoy being hired and then told what to equip myself with, I would make it my own choice.
Different mercs have different skills, I like that. Unless they're Heroes, they'll never have the potential that you do. However, I do see something in the magic training. Say that one merc is a shady witch, dealing in harmless street magic. she's only useful for the spell she has, which is only level one(sidesuggestion, any citizen of Albion can learn magic, but of those who aren't Heroes are considered adept at level 3, with up to three spells). You hire her, starting a little sidequest, and fast travel is not available(hopefully unavailable altogether. Can't teleport in front of them, if teleportation is available). You travel with her to a certain region that is part of the road to your main quest, or she suggest going somewhere off-road. An cutscene commences, and you could be taught the spell for half price.
I think it should be possible to train mercs. If they're not as as as you, and they have untapped potential, you could train them in it, and that could save you from having to pay them for the next few times they require your payroll in action. If you're finished with them, they'll give back whatever money that you gave them up to however much the training/spell costed. Next time you hire them, or someone from the same spot, they have all the training that you gave them.
Another thing to add to that: Merc factions. It could add to the revolution, if you choose a rebellion. Of course, you'd have to pay the faction, but if you teach one merc-for-hire, they teach the rest, and the faction gets tougher. If you teach one person in your initial faction of voluntary rebels, they teach the rest and that group gets stronger. Upon getting better, they will require more monetary funds.
On the subject of teaching a merc--and ultimately an entire faction--spells; each slightly Will-pontent merc has their own preferred spell, which they will learn and teach the others. If they prefer to learn everything they can, you can only teach them their preferred spells up to a certain level.
Fighting fire with fire burns the whole world.
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11-16-2009, 18:39 |
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11-17-2009, 5:37 |
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11-18-2009, 15:18 |
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