Forum changes: Editing of posts has been turned off until further notice.
Started by Wormwood, November 07, 2002, 01:08:40 PM
Quote from: WormwoodValamir,Well, for that purpose it's useful to approach the question from the angle of what things do I want to be catagorized:Creating RepairingAttacking or directingDefending or resistingPercievingHiddingExplaining or relatingDestroyingFrom that I see:CreativeDirectDestructiveResistiveDeceptiveRevealingRestoringInformativePerhaps those could be cleaned up a bit. I'm not sure if making them less accessible is worth the added setting link. Thanks for your suggestions, -Mendel S.
Quote from: WormwoodWell, for that purpose it's useful to approach the question from the angle of what things do I want to be categorized:Creating RepairingAttacking or directingDefending or resistingPercievingHiddingExplaining or relatingDestroying[/list:u]From that I see:CreativeDirectDestructiveResistiveDeceptiveRevealingRestoringInformative[/list:u]
Quote from: WormwoodOn the otherhand the colour scheme seems almost as risky. I suspect that it would detract, unless there was some in game story element associated with it.
Quote from: WormwoodFang,Thanks for the list but it goes somewhat counter to the effect I'm going for. I want the flavours to be combinbable, a given action having two or more flavours associated with it. To me it makes far more sense to have an action being Creative, Revealing, and Direct, than it does for it to be a Produce, Direct, and Sense action all in one. A flavour is meant to be something that describes the slant or tone of the action, rather than the core of it, I want that to remain as the truth or insight involved.
Quote from: WormwoodFor example, the mid-trip collisions could be handled by carefully callibrated electric fields, which 'rail-gun' the particles into the velocity of the ship, causing them to bounce off at comparitively small relative velocities due to acceleration.