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BeezlyBob's Incredibly Realistic Outlaws Ideas
(cut an' pasted from his letter)
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1st of
all, fer sum
suggestions:
-
in single play,
the money you make, mercinarying could buy ya better weapons, supplies,
and
whores too.
-
along with
boiler plates, your other possesions would add weight, slow ya down, and
fill up
yer pockets (i.e. ya can't carry all weapons at once, all that dinamite,
etc.
due ta the fact that ya only got two hands, a few pockets, and sum
saddle
bags). an' your attributes could help determine sum a
this.
-
for sum more
ideas into realism, take a look at D&D rules/game
play.
-
other than jus
bein tired, ya git thirsty, drunk, an effected by the elements.
perhaps a
coat or hat (available at the local genral store fer a small price)
could help
ya.
-
if ya git
killt, ya have ta start over from scratch, givin ya more incentive an
drive ta
bring that primortial side out a ya
-
in the sequal,
you'd hav ta end it one day due ta ol' age, lead poisonning, if ya were
a
criminal, eventially the calvery would come - if ya weren't killt by the
increasinly skilled head-hunters, an ambushers (due to yer increasing
bounty).
- you might be able ta retire after a full carreer (if
the gun
didn't catch up to ya first), an git a job/lifestyle based upon yer life
in the
game.
-
the ability ta
recruit a posse, or even army of n.p.'s (skill would depend on there
commision).
- a
"luck" attribute, randumly assigned, unwaiverable, an unknown
(except
through experience) to the players; an maybe a charisma facter for
recruiting
purposes.
-
the ability ta
import yer personal character from single play games to multiplayer
(remembering, if ya die, you start from 'fng' mode (the
begining).
-
possible training to
improve attributes (keeping in mind that if ya don't work, ya don't
eat).
-
no 'points'
against ya fer killin innocent bystanders (ecept the
law).
-
if caught
alive, previous 'hired hands' or blood-bothers / kin can attempt break
outs, and
if these fail, death by firin' squad or hangin'.
-
ability to use
anything fer weapons, dirt in the eyes, bar stools, to even cannons
(immobile of
course, but able ta blow up buildings, banks an the like, within
range)
-
cam modes, as
seen in jk
-
possible weapon
back fires / self inflicted injuries
- freak accidents
- havin' ta rest an miss some
action
- the miacle of modern medicine (of the day) - fer a
price, of
course.
- worthless junk, an brokin weapons, an spoiled food, an
junk ammo,
an not as many weapons layin around, but more on dead people, an in
tadin'
posts.
- extended use / or wet weapons would wear and decrease
in
performance, or in that case - all items.
- rottin dead boddies
- fluctuatin social / economic structures of
towns
-
age taking its
toll
-
ya talked about
cows an lil' doggies, how 'bout snakes, too; an make um interact an
killable,
too.
-
hostages
- old wounds (in the 'accumulative' characters that would
effect
the player fer years ta come, also a limit to 'honed' abillities (i.e.
the
better ya got, the harder it would be ta improve)
-
i'm no
programmer, so i don't know if any a these are practical or even
possible (i
know i went a lil over board with your request, but iv'e bin thinkin
bout this
shit for some time (it's my favorite game)); but if one helps ya - it
was worth
it. i'm no D&Der, but that's what made the game so intense -
the
realism an the fact that the character that ya spent years on honing was
mortal,
and the next move could be his last move - ever. also i like the
dual mode
of single play: story play an then the historical missions. in the
sequel,
the character in story mode, would be incompatable with the character ya
put yer
heart into in the 'historical missions' (the one you could import into
multi
games). also the character that's lived the longest, the one
that's been
nurtered, would be better than green player characters giving those that
put in
the time an effort some tangible reward fer their efforts.
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