-
Posts
4 -
Joined
-
Last visited
-
I haven't got into the sdk or anything yet, so I can't help with most of this, but I can report that squadsight units will use it against you, though whether they deliberately seek out squadsight shots or just happen to use any that they have I'm not sure.
-
A traditional roguelike is turn based, yes - a game adapting some of the style of one does not have to be. The core elements of a roguelike - difficulty, randomness, and permanent death, are by no means exclusive to a turn based game.
-
Well, I wasn't really suggesting durability, just saying that, since items never break or are otherwise rendered un-usable, once you have, say, a daedric sword with a pretty nice enchantment, you will never ever have any reason to pick up a new sword (the way Skyrim works by default, anyway). It isn't a problem necessarily, particularly if you find a way to get random gear working to mix things up a little, but, for me anyway, finding new and useful stuff is a large part of the fun - and it will still be fun anyway, and nice daedric gear probably isn't going to be to common, it just sucks that Skyrim works that way.
-
Sounds like a very cool idea. Any idea what you'll be doing with loot? Random gear is pretty much the central feature connecting all roguelikes, so I assume there will be changes made to leveled lists to support that, but there are still things like cursed gear that would be interesting. A problem I can see with the whole thing is that, as far as I am aware, there isn't any way to make Skyrim randomly generate items like Diablo or something similar would - and since items never break or anything, there would never be much reason to get rid of a really good item once you have it. Difficulty is another big thing - Maybe make shop prices a lot harsher and potions rarer, for one? Slowed or disabled health regen, no regen on waiting, stuff like that.