[QUOTE] Originally posted by Sandman
Oh yes they can! The Gift of Reason spell allows you to turn any unit into a commander. It's a rather expensive spell, though.
Really? wow. I must of missed that spell.
Still, there should be some more conventional way of promoting a unit like that.
My games:
I was thinking about a similiar thing aswell. It could be cool to have a sci-fi game set solely in the Sol system, rather than the entire galaxy. Have the different factions be made out of regional coalitions on earth, corporations, and "grass-roots" political movements. There could be colonies on the other planets, space stations, ect... sort of similair to empire of the Fadin Sun, only kept in check a bit, and probably some space stations and such aswell. The game could be set at the start of space colonization, or it could start with colonies and space stations already established, with all the politics that go along with them...
That sounds promising, too.
This, I don't find such a good idea... although, if it was done right, it could be really great (but that's true of most things, really). You're thinking of it as a sort of adventure game, right?
Sounds like a good setting for an RPG, and also something that you could probably make reasonably well in NWN.
Oh yes they can! The Gift of Reason spell allows you to turn any unit into a commander. It's a rather expensive spell, though.
Really? wow. I must of missed that spell.
Still, there should be some more conventional way of promoting a unit like that.
My games:
The space strategy game that has all players starting on the same homeworld, with all the politics that brings.
A fantasy game that involves horseback exploration and combat, with steppes being the dominant terrain. Preferably 'light' fantasy; no omnipresent magic, no dozens of non-human races. You'd have set-piece battles and chase scenes as part of the story.
Another fantasy game where you don't play a person, but a sentient magical sword. Instead of the warrior changing his sword, you change the warrior! And of course, you're stuck in stone or at the bottom of a lake as hundreds of years pass, and the world changes around you. This could work as either light or heavy fantasy; my personal preference is for light, I just find such worlds more interesting. Eternal Darkness achieved something like this.
This, I don't find such a good idea... although, if it was done right, it could be really great (but that's true of most things, really). You're thinking of it as a sort of adventure game, right?
Yet another fantasy game. This time, the setting is a city under siege. This setup allows for lots of violence in a convincing context, rather than 'encounters' or dungeon crawling. As the game progresses, you have lots of subplots within the besieged city (finding traitors, investigating intrigues, etc), as well as regular combat on the walls. Parts of the city get closed off as the besiegers press onward, and other parts get opened up. Once, you'd be forbidden from entering the palace grounds... now, it's the only part of the city left in your hands, crammed with refugees, as the enemy prepares for the final assault.
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