Thanks for this.One day I'm gonna play this.... but not today, 'cause I'm now downloading something far better.
One day I'm gonna play this.... but not today, 'cause I'm now downloading something far better.
One day I'm gonna play this.... but not today, 'cause I'm now downloading something far better.
Does it have TB Combat?
Im wondering could the so called "diplomatic" path be enhanced with more double-crossing between the guilds.
It seemed to me that part of gameplay is pretty linear and limited. As soon as i took the first assignment for thieves i couldnt even talk to heads of other guilds.
I didnt play much so i might be mistaking but that kind of telepathy seemed rather off putting.
Instead, wouldnt it be better to implement more freedom to doublecross and work for several guilds at once at the very start and through early quests, but with consequences.
Namely guilds finding out you have been "talking" to other guilds (since they all have informants and bribed members or NPCs around) and then turning actively against you after you fuck up some bigger or several quest important for them?
Using the assassins guild more (if you have the money), also wouldn't be amiss. Or paying (in money or otherwise) the thieves to get some things done for you.
Geneforge 5 had factions that worked something like that, you could betray them and join others if your reputation (affected by talking to people and choosing how to deal with sidequests) was good with them and you hadn't fucked them over in a quest you did for another faction.Im wondering could the so called "diplomatic" path be enhanced with more double-crossing between the guilds.
It seemed to me that part of gameplay is pretty linear and limited. As soon as i took the first assignment for thieves i couldnt even talk to heads of other guilds.
I didnt play much so i might be mistaking but that kind of telepathy seemed rather off putting.
Instead, wouldnt it be better to implement more freedom to doublecross and work for several guilds at once at the very start and through early quests, but with consequences.
Namely guilds finding out you have been "talking" to other guilds (since they all have informants and bribed members or NPCs around) and then turning actively against you after you fuck up some bigger or several quest important for them?
Using the assassins guild more (if you have the money), also wouldn't be amiss. Or paying (in money or otherwise) the thieves to get some things done for you.