So, in reply to the topic; if you could take an entire vessel with 100 slots which could be filled by 100 options of 1000 components and then remove and respec, then you could always make a new combination and keep the activity fresh - continual discovery. And I?m not talking axe + hammer combinations where you could change the axe for a sword or something. More strategic, rather than just effect.
My idea here is concerning RPG characters which could be set with any e.g. 100 of 1000 skills which could then be combined to form unique tactical character setups.
DR2 is limited to melee offensive, but if you could combine self transformation (physical), force spells (magic) and a jet pack (jet powered bear with telekinesis, lol) in equal measures (33% Physical, Magical and Technological) and then remove those skills and choose something else then it would be far more inventive and dynamic in its possibilities for experimentation comparative to static class RPG's. Add just 1 more skill and you can then make 1000 new combinations.
Granted that example is a gross extension from DR2 but you get my point; the future of nextgen gameplay is in recombination of base components to form variable whole entities, which is displayed by DR2's item recombination, even if it's imbalanced, as the man states in the extra punctuation.
The issue, asides from the imbalance, with DR2 is its static gameworld; once you have worked out what works, because the game doesn?t change, you can win and that ends the replay, less your masochistic enough to play it with lesser weapons for self-inflicted difficulty, also as the man says.
Yeah.
My idea here is concerning RPG characters which could be set with any e.g. 100 of 1000 skills which could then be combined to form unique tactical character setups.
DR2 is limited to melee offensive, but if you could combine self transformation (physical), force spells (magic) and a jet pack (jet powered bear with telekinesis, lol) in equal measures (33% Physical, Magical and Technological) and then remove those skills and choose something else then it would be far more inventive and dynamic in its possibilities for experimentation comparative to static class RPG's. Add just 1 more skill and you can then make 1000 new combinations.
Granted that example is a gross extension from DR2 but you get my point; the future of nextgen gameplay is in recombination of base components to form variable whole entities, which is displayed by DR2's item recombination, even if it's imbalanced, as the man states in the extra punctuation.
The issue, asides from the imbalance, with DR2 is its static gameworld; once you have worked out what works, because the game doesn?t change, you can win and that ends the replay, less your masochistic enough to play it with lesser weapons for self-inflicted difficulty, also as the man says.
Yeah.