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Topics - Aiesha Nazarothi

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[Archived] Siralim 3 - Development Discussion / Some brief suggestions.
« on: November 19, 2017, 06:11:27 AM »
Sounds like a nice time to propose something, I guess. So, let's see:

1.   Creature-wise lore. Yes, exactly like ones I adored in S1: brief and atmospheric.

2.   Some inborn spells to differentiate actual creatures from mere artifact with their trait. I guess, it’s quite natural for Priests to all have access to magic buffs or Smogs being able to use Defile from start.

3.   Defend to actually be useful. Changing it to “Rest” with some Mana restoration could be a way.

4.   Ability to change your equipment and spellgems right before battle – at least some of them. Always dreamed about being able to react on different enemy setups somehow.

5.   Sideteam. How about like… 4 more creature that you can take with you, yet unable to join combat unless you decide to change some of your partymembers between battles ?

More to come...

General Discussion / What we lost since S1 [discussion]
« on: January 11, 2017, 02:20:30 PM »
Disclaimer: first of all, don't get me wrong, please. Second edition of Siralim ruleset was a huge leap forward, actually transitioning series from some kind of roguelike tactics to "proper" party-based RPG. For me, it was something like DnD 2.0 -> 3.5 with all those new systems for player to care about.

But. Actually, in some areas S2 regressed - let me give some more specific breakdown here:
1// Lore. While original game wasn't exactly rich in terms of storyline, it provided lots of flavor text about creatures and their abilities. F.e., one of my personal favorites, Resin, was a tossing jar of flammable liquid, not just "strike random enemy for % of Attack". While mechanically it's same thing, providing some concise description was actually helping a lot to imagine how those static sprites move and act.

2// Pierce mechanics. Though technically Splash is more potent and, honestly, usable for average normal battle, there are still 3 pairs vs 2 triplets in full team. After all, it's extremely easy to lose in damage output by accidentally killing potential Splash targets (especially central ones), compared to row piercing from S1.
More diversity never hurts as well.

3// Surrounding party members. Rather clunky and hard to manage properly, those mechanic provided some actual strategic layer for team positioning, compared to current predominance of whole team affecting traits. That being said, so far it's only Splash and Splash-like effects on spells\traits was ever supposed to be taken into account when arranging your party in S2.
Streamlined, yet somewhat less interesting for detailed buildcrafting.

4// Poison and Burn stacking rules. Given that whole buff\debuff systems received probably most devastating overhaul in sequel, those changes was expected, yet not really needed in my opinion. So far, there is just not enough difference between poisoning and burning except for stats their damage is based on. Not sure if it really looks well for current debuff list, considering dominance of DoT and turn-skipping effects here without much diversity here already.
Anything else I missed here ? Your opinon ?

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