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After Playing Magic Candle
Posted: December 2nd, 2007, 3:21 pm
by Rune_74
I have no idea how I missed this when I was younger since I played all the other big ones back then....anyways, there are a few things from this game that I think would be neat to put in.
-Seperate combat map....both this game and the older ultima games did this and I rather like it. Maybe a way to make the current engine work with a party?
-I enjoy jobs to be hired at, its neat.
-Seperate overland map from in location map? Could allow you to really expand the world and narrow down the work to do it.
-Like libraries those would be cool.
-like the freedom to go where you want at first....gave vague overall plan and then let you decide.
-ordering armor takes time...interesting.
-gambling, within limits.
-hunting, herbs, food etc all adds to the depth of the game.
just some ideas after playing magic candle for a bit...anyone else who played this think of anything else to borrow?
Posted: December 2nd, 2007, 7:11 pm
by dak
Separate combat map? no thanx, prefer it the way it is.
You don't have freedom to go where you want in Eschalon?
Herbs, yeah I think you should be able to pick the in the wilderness, would be cool your survival skill and alchemy skill and spot hidden skill could help to find herbs of different kinds.
The others... nothing major I guess.
Posted: December 2nd, 2007, 7:52 pm
by Rune_74
Well I was thinking of it as an easier work around for having a party.
I'm also replaying ultima 7 at the moment and looking at Britain and seeing how it was implimented as a city where your adventures basically took you through is very cool. Lots of locked up areas you just want to get inside and see what is there...really could work well with Eschalon engine.
As to it being free to go where you want, I do agree Eschalon has that too a point, but it needs to have a much larger world to make it more epic and freedom to seem more free.
Posted: December 2nd, 2007, 11:53 pm
by Mr Smirk
EDIT: Nevermind. Posted on the wrong thread.
Posted: December 3rd, 2007, 9:50 am
by sapper_astro
Interesting ideas, but I would prefer it if Basilisk works on making the current engine better at what it does. I have seen too many indy games come to nothing after they tried to implement too much, and I would love to play book 2 sometime next year

Posted: December 3rd, 2007, 10:03 am
by Rune_74
Alot of the ideas are just content ideas now t hat he has the engine content is the focus:)
Posted: December 7th, 2007, 9:20 am
by Sakar
Many of MC's innovative features require a party-based system, like splitting up the group while in a town so you can multi-task. Man, that was cool! For instance, put a guy in the library doing research, another at the Inn repairing weapons and armor, another in skill training of some sort, another in a job to earn some money, and the last guy (with highest Charm) you control and talk to NPC's and go shopping. I loved that!

Posted: December 7th, 2007, 9:27 am
by Sakar
dak wrote:Separate combat map? no thanx, prefer it the way it is.
You don't have freedom to go where you want in Eschalon?
Herbs, yeah I think you should be able to pick the in the wilderness, would be cool your survival skill and alchemy skill and spot hidden skill could help to find herbs of different kinds.
The others... nothing major I guess.
I think an "overland" travel system would be cool. Instead of the current "insta travel", there would be an overland map (like the one you buy at the shop) and you'd be able to use skills along the way, like Survival (Hunting, Herb Gathering, etc). It would be quick and abstracted and not interactive in any way but it might make some of the lesser skills more useful/worthy.
Posted: December 7th, 2007, 11:25 am
by Rune_74
I totaly agree on an overland map...bu not one like geneforge....I like the walking....it could make the wold soooo much bigger with the least amount of work required....just think you could have encounters that pop up like they did in fallout....and these could be random or set ones....also the idea of leaving characters in libraries in a modern game awesome.
Posted: December 7th, 2007, 1:39 pm
by Sakar
Rune_74 wrote:I totaly agree on an overland map...bu not one like geneforge....I like the walking....it could make the wold soooo much bigger with the least amount of work required....just think you could have encounters that pop up like they did in fallout....and these could be random or set ones....also the idea of leaving characters in libraries in a modern game awesome.
Yup. I think the important thing is that it's "optional" to travel via overland, like it is now with the instant travel.
Posted: December 7th, 2007, 3:01 pm
by Rune_74
Or just faster modes to travel...like horses, ships, air ships;)....who knows.
Posted: January 24th, 2008, 11:20 pm
by ThwockSplort
I loved those games too. You think it would be a chore, but the planning and managing was a fun part of the game.
- Maybe a time limit and a dynamic world that gets worse the more you dawdle. Like the Blight creeping over the land in MCIII.
- Hunting for food and profit. Maybe not food but selling hides for coin.
- Being able to buy low and sell high. Buying in bulk from one place and selling in a scarce place. That could be abused though.
- Clothes that give you better protection from weather- more health regen.
- Treasure hunts. Find X marks the spot from clues.
Re: After Playing Magic Candle
Posted: January 28th, 2008, 2:20 pm
by joed100
Rune_74 wrote: Maybe a way to make the current engine work with a party?
I would DEFINITELY like to see the sequel be party based. Certainly most of the real classics (Ultima, Might and Magic, Bard's Tale, etc.) were.
- Joe
Posted: January 28th, 2008, 7:02 pm
by Jude
ThwockSplort wrote:
- Maybe a time limit and a dynamic world that gets worse the more you dawdle. Like the Blight creeping over the land in MCIII.
That would ruin the game for me. One of the advantages of turn-based games is that you can take as long as you want to think, savor the game, etc.
Jude
Posted: March 4th, 2008, 12:59 pm
by krisklef
Just to note, time pressure of a dynamically changing environment (spawning new monsters?) could be used in a turn-based system as well. Simply requires you to consider time in your character's actions.
Edit: Could even impose time limits on quests or the storyline.