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Terran Vampires REVIVED


Urko

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Just to bump the thread, I was wondering if the community could offer a few suggestions on some planned features. We aren't completely sure what way to take these, so I would be very interested to hear what you think :)

 

- Burying yourself with Blood magic: Those who played the previous versions probably remember how you could cast a power called "Meld with The Earth" and you would be buried underground, anywhere outdoors. Highly useful if you couldn't get back indoors when the sun came up, but in this release it could quite easily unbalance the game due to the use of coffins. Coffins half your blood usage and prevent the sun from sapping your blood (which it can do even when you are indoors) so they are quite important - having the spell just makes coffins another technicality. The solution is simple, having this advantage must incur a disadvantage when used. The Question is: What is the disadvantage?

 

- Regent Disadvantage: Every clan has an advantage and a disadvantage, which both reflect the clans collective personality. For example, Connoisseurs have early access to seduction, but will not do well in a grapple against a resisting opponent. This reflects their "Lovers, not fighters" mentality. The Regents are natural born leaders, their advantage is early access to Psychic Radiance - a power which boosts the abilities of friends and drains the abilities of enemies. The Question is: What is the disadvantage?

 

- Necromancy: There is a few powers in this school that this release will make obsolete. These are "Taste of Death" (which allows you to feed on undead, which is something I am against) and "Ethereal Summoning" (Which summons a ghost. Whoop-dee-doo :down: ). The Question is: What should these be replaced with?

 

I look forward to seeing some suggestions.

Edited by WarRatsG
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The burying power can be that it is no coffin in it and because of this you will lose more blood than if you did use blood or it wil drain some of your personaly as an reason of being dirty

 

the drink from undrad can be somthing like fuse whit undead insted. You juse the undeads flesh to heal your own wunds as a result of this you lose personaly bacause of your flesh is that of an zombies until the flesh chsnges to your own and the personalytiy loss disapear. you will also regain health and the fused undead will die. an zombie wil give more life than an skeleton as it has more things for you to use as replasment and flesh atronack will give most life.

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buryng yourself: maybe u can use this ability only if u don't have a coffin and this ability costs a lot of blood becouse u have to use magic not to burn in sun and when u wake up at night u are a lot thirsty.

 

regents disadvantage: they cannot feed on beggers, lowerclass, or corpses and the access to higher ability is more difficult becouse it required more blood points respect other clans

 

necromancy power: u can make a power that stronger necromancer can dominate enemy vampires and turns them to their comrade...

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@Elricshan

I like the idea of consuming the flesh. It sounds useful :)

I am unfamiliar with The City of The Dead mod, so Im not sure what the skeletal minions are like :L

 

@Dav22pd

The whole point of the coffins are to reduce the amount of blood you use :L

The disadvantage there seems quite drastic, but if it was toned down a little then perhaps it could be used. Feeding will be hard enough, but if you get rid of the lower classes then that would make things insanely difficult. Toning it down could make it more possible ;) Keep in mind that their advantage (IMO at least) isnt great anyway :L

Dominating an enemy vampire sounds decent, I'll consider it.

 

 

Keep them coming :)

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From what I understand, storing your blood in a coffin will allow you to still use your magic while not losing it?

 

Here would be the disadvantage: Your blood level is halved, so you will be able to use less blood magic, at the cost of preserving the other half to prevent yourself from starving. The sun will damage you accordingly, but you will not lose blood magic during the day. This also provides the convenience that you could designate a certain amount of blood for survival, while the other half can be used freely for the sake of blood magic. Of course, once you reach 50% blood level, you can't cast any spells requiring blood until you get above 50% again.

 

Replacements

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"Taste of Death" - If you can't already feed on a corpse, let the player feed on the corpse with the replacement for this spell. If we already can feed on a corpse (I can't remember from the last version >_<) then I'm not sure what else you could replace it with.

 

"Etheral Summoning" - Replace it with a new self-casting spell "Etheral Presence", which will apply the ethereal (Night Mother) shader, allow you to resist normal weapons for 100% (but be completely vulnerable to silver, deadric, and enchanted items, as well as magic, so it's not too powerful) and (if you want) disable collision so you can walk through units (not sure if you can exclude walls from such an ability). So basically, normal weapons go through you without harming you, and you can walk through units (again, not walls, as that would be entirely unbalancing).

 

The reason I'm not suggesting active combat spells for replacers is that any mod can provide a summon skeleton champion spell, or a shiny new shock spell and name it accordingly. If you want to attract people from the endless mob of generic spell mods out there, you need to make sure your spells are unique and interesting, not just another "summon epic ghost of 1337" spell. I really hate those mods.

 

Regent Disadvantage

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Perhaps enemies with a high resistance would also be resistant to psychic radiance, but I can't think of a disadvantage since the talent itself barely has an advantage (unless the attribute/skill bonus and decrease are both quite large). Enemies with a high magic resistance, in-character-wise also being natural born leaders, could probably resist someone's psychic influence.

Edited by Guest
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why do we have sun damage for other then wraiths think about it why have sun damage when you can just make it unconceal your identity while outside or for a thought make it so the vampires have an allergy to both light enbued items and garlic that wont hurt but still expose them and for power replacer for the necromancers i agree with Kalekunai mabe we can change the ghost or something into a spell called shadow portrait were you may summon a dark reflection of yourself like in the shivering isles .anyways gata go im busy :turned:
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