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Poll: An RPG equipment concept

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Consider this concept included in a single-player action RPG:

The player does not loot enemy corpses after battle. All of their worn and wielded equipment is purchased from vendors, or granted as the reward for a completed quest or sidequest. No consumables exist or are found as loot, instead the player must rely entirely on their equipment loadout and selection of spells/skills/techniques for healing, removing debuffs, etc. In addition, all worn equipment grants no combat benefit with its base abilities, instead the player can enchant/enhance the armor when at home, adding things like elemental resistance, increased movement speed, etc. Weapons function the same, except weapon categories (like swords, two-handed axes, rifles, pistols, bows, etc) have defined qualities, generally in terms of range, speed, and damage - however, all weapons in the same category have the same base stats (thus making a simple iron sword as deadly as Excalubur, without any enhancements).

This idea would completely remove looting and consumable item management from the game, instead focusing on the tactical nature of combat, and encouraging research and preparation in order to best combat your enemies - exploiting their weaknesses while protecting yourself against their more deadly attacks.

What do you think? Please comment and give reasoning for your opinion.


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