[project1dev] Re: combat musings - injuries, status, partylist, matchups and tagteaming

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 30 Apr 2009 11:29:34 -0700

oh good point about #1 so maybe when you get your guys that are F'ed up and
have only 20% of their max health so you can keep going but you are kinda
wrecked.

On Thu, Apr 30, 2009 at 11:25 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> for #1, I see Eric's idea of lowered max life being implemented. The
> lowered max life would be all they get until they receive proper healing.
>
> #2 sounds good
>
>
> On Thu, Apr 30, 2009 at 11:22 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> if that does make sense maybe we should tweak it so that...
>>
>> #1 - when a person in your party dies they disapear.  Whenever you come to
>> a spirit node, it will contain all your fallen team members, you can "pick
>> them up" but maybe they are still injured.
>>
>> #2 - when everyone dies, it loads your last save game - and whenever you
>> are near a spirit node, it auto saves
>> hows that?
>>   On Thu, Apr 30, 2009 at 11:19 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>
>>> oh i see...
>>>
>>> Eric will correct me if i'm wrong but as i see it...
>>>
>>> #1 - when a person in your party dies, they teleport back to the last
>>> spirit node.  You have to go back to pick them up if you want them again
>>>
>>> #2 - when everyone dies, it loads your last save game - and whenever you
>>> are near a spirit node, it auto saves
>>>
>>> so spirit nodes are kind of like checkpoints
>>>
>>> does that make sense? (im not sure if it does haha)
>>>   On Thu, Apr 30, 2009 at 11:17 AM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>
>>>> I thought we were looking for a different death system to avoid monotony
>>>> and repetition. Since we are settling on the classic start over system, how
>>>> will we avoid monotony and repetition?
>>>>
>>>>
>>>> On Thu, Apr 30, 2009 at 11:13 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>
>>>>> what do you mean kent?
>>>>>
>>>>>
>>>>> On Thu, Apr 30, 2009 at 10:56 AM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>>>
>>>>>> Will prevention for repetition (such as repeating levels) be in
>>>>>> dungeon / character / enemy design with a lot of fine balance as opposed 
>>>>>> to
>>>>>> altering the concepts of how losing works?
>>>>>>
>>>>>>
>>>>>> On Thu, Apr 30, 2009 at 10:44 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>>
>>>>>>> I thought the experience giving you tickets thing was seperate from
>>>>>>> the dying thing, but the rest sounds right as far as i understand it 
>>>>>>> yeah
>>>>>>>   On Thu, Apr 30, 2009 at 10:40 AM, Kent Petersen <kentkmp@xxxxxxxxx
>>>>>>> > wrote:
>>>>>>>
>>>>>>>> Alan: I agree that the death scenario should not be for every time
>>>>>>>> but for a few times that make sense for an extra bonus.
>>>>>>>>
>>>>>>>> What did we settle on for saving and dieing? Game autosaves when you
>>>>>>>> hit a savepoint and when you die you return to your save point with
>>>>>>>> everything reset. Any experience earned turns into some kind of bonus 
>>>>>>>> point
>>>>>>>> that can be spent on games?
>>>>>>>>
>>>>>>>>
>>>>>>>> On Thu, Apr 30, 2009 at 10:36 AM, Matthew Morgan <
>>>>>>>> MMorgan@xxxxxxxxxx> wrote:
>>>>>>>>
>>>>>>>>>  Gotcha!
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto:
>>>>>>>>> project1dev-bounce@xxxxxxxxxxxxx] *On Behalf Of *Alan Wolfe
>>>>>>>>> *Sent:* Thursday, April 30, 2009 10:34 AM
>>>>>>>>>
>>>>>>>>> *To:* project1dev@xxxxxxxxxxxxx
>>>>>>>>> *Subject:* [project1dev] Re: combat musings - injuries, status,
>>>>>>>>> partylist, matchups and tagteaming
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> From the tech side, no reason why we can't do both (:
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> Not sure what the plan is though
>>>>>>>>>
>>>>>>>>> On Thu, Apr 30, 2009 at 10:28 AM, Matthew Morgan <
>>>>>>>>> MMorgan@xxxxxxxxxx> wrote:
>>>>>>>>>
>>>>>>>>> I have a q, are the minigames in all the towns, or is it wandering
>>>>>>>>> vendors (like the guys in fallout who sell stuff?).
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto:
>>>>>>>>> project1dev-bounce@xxxxxxxxxxxxx] *On Behalf Of *Alan Wolfe
>>>>>>>>> *Sent:* Thursday, April 30, 2009 10:25 AM
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> *To:* project1dev@xxxxxxxxxxxxx
>>>>>>>>> *Subject:* [project1dev] Re: combat musings - injuries, status,
>>>>>>>>> partylist, matchups and tagteaming
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> ok we can just do a straight up load last save game on death, and
>>>>>>>>> have spirit nodes do autosaves.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> easier to program so im all for it! (:
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> Yeah your ticket idea sounds good to me
>>>>>>>>>
>>>>>>>>> On Thu, Apr 30, 2009 at 10:20 AM, <figarus@xxxxxxxxx> wrote:
>>>>>>>>>
>>>>>>>>> Alan, I think maybe the character doesn't keep exp... Ppl could
>>>>>>>>> exploit that by killing some high exp boss, die and repeat... I was 
>>>>>>>>> thinking
>>>>>>>>> that thing where it keeps track of your total player earned exp and 
>>>>>>>>> can
>>>>>>>>> trade it to get minigame tickets - did you not like that idea?
>>>>>>>>>
>>>>>>>>> Sent via BlackBerry from T-Mobile
>>>>>>>>>  ------------------------------
>>>>>>>>>
>>>>>>>>> *From*: Matthew Morgan
>>>>>>>>> *Date*: Thu, 30 Apr 2009 10:02:02 -0700
>>>>>>>>> *To*: project1dev@xxxxxxxxxxxxx<project1dev@xxxxxxxxxxxxx>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> *Subject*: [project1dev] Re: combat musings - injuries, status,
>>>>>>>>> party list, matchups and tagteaming
>>>>>>>>>
>>>>>>>>> That makes perfect sense, the only thing you get to keep is exp, so
>>>>>>>>> that would just overwrite after every battle, and everything else 
>>>>>>>>> would get
>>>>>>>>> saved only if in a node?
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto:
>>>>>>>>> project1dev-bounce@xxxxxxxxxxxxx]*On Behalf Of *Alan Wolfe
>>>>>>>>> *Sent:* Thursday, April 30, 2009 10:01 AM
>>>>>>>>> *To:* project1dev@xxxxxxxxxxxxx
>>>>>>>>> *Subject:* [project1dev] Re: combat musings - injuries, status,
>>>>>>>>> party list, matchups and tagteaming
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> ok so when you die it does a load of the save it made when you were
>>>>>>>>> at the last node (or your last save game if you havent hit a node 
>>>>>>>>> yet?) and
>>>>>>>>> resets everything to that point, but keeps any experience you've 
>>>>>>>>> gained.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> sound right?
>>>>>>>>>
>>>>>>>>> On Thu, Apr 30, 2009 at 9:08 AM, <figarus@xxxxxxxxx> wrote:
>>>>>>>>>
>>>>>>>>> I dunno about gold
>>>>>>>>>
>>>>>>>>> Sent via BlackBerry from T-Mobile
>>>>>>>>>  ------------------------------
>>>>>>>>>
>>>>>>>>> *From*: Alan Wolfe
>>>>>>>>> *Date*: Thu, 30 Apr 2009 09:06:50 -0700
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> *To*: <project1dev@xxxxxxxxxxxxx>
>>>>>>>>> *Subject*: [project1dev] Re: combat musings - injuries, status,
>>>>>>>>> party list, matchups and tagteaming
>>>>>>>>>
>>>>>>>>> Ok so lose all items but keep exp and gold?
>>>>>>>>>
>>>>>>>>> i think thats doable.
>>>>>>>>>
>>>>>>>>> I think i'll just have it do the game save / load idea, but make it
>>>>>>>>> over-write the exp and gold after load with your at death exp and 
>>>>>>>>> gold.
>>>>>>>>>
>>>>>>>>> any other values we want to persist past death we can do in a
>>>>>>>>> similar manner too (:
>>>>>>>>>
>>>>>>>>> On Thu, Apr 30, 2009 at 9:00 AM, Kent Petersen <kentkmp@xxxxxxxxx>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> I'm with Eric, you don't want to let them keep items when they die.
>>>>>>>>> I think keeping experience is good. If we design our dungeons 
>>>>>>>>> properly there
>>>>>>>>> should be no reason for a boring walk back to town anyway. All levels 
>>>>>>>>> should
>>>>>>>>> be engaging at all times, especially when they are almost finished. 
>>>>>>>>> That's
>>>>>>>>> when you should pull out the big surprises.
>>>>>>>>>
>>>>>>>>> I was thinking you could do it DnD style where your not really dead
>>>>>>>>> untill you achieve negative 10 life. So when you hit 0 your player or 
>>>>>>>>> party
>>>>>>>>> member is knocked out and unusable. If you don't swap them out of 
>>>>>>>>> combat
>>>>>>>>> they can still be targeted. If a knocked out player (a player with 0 
>>>>>>>>> life)
>>>>>>>>> is damaged further they can die, perhaps if your maxlife (as eric 
>>>>>>>>> described
>>>>>>>>> above) drops below 0. A complete loss will only occur when everyone 
>>>>>>>>> is dead
>>>>>>>>> and the player should not be able to be killed but only knocked out 
>>>>>>>>> to 0
>>>>>>>>> life. If there are no surviving party members to first aid him then 
>>>>>>>>> the team
>>>>>>>>> loses and returns to a node.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Thu, Apr 30, 2009 at 8:54 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> that makes sense about the knockout before dying.
>>>>>>>>>
>>>>>>>>> About not keeping items that makes sense.
>>>>>>>>>
>>>>>>>>> Should they keep exp even then?
>>>>>>>>>
>>>>>>>>> If not, we could just do an automatic game save at the spirit node
>>>>>>>>> and then load that when they died.
>>>>>>>>>
>>>>>>>>> Can you think of a situation you'll ever want to do that is an
>>>>>>>>> exception to the rule?
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Thu, Apr 30, 2009 at 8:49 AM, eric drewes <figarus@xxxxxxxxx>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> turnbased fantasy rpg version of americas army style gameplay  :-P
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Thu, Apr 30, 2009 at 11:47 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> That sounds decent (:
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Thu, Apr 30, 2009 at 8:45 AM, eric drewes <figarus@xxxxxxxxx>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> well i think health would probably work like a hybrid of halo and
>>>>>>>>> marvel vs capcom where you have two health bars, current life and max 
>>>>>>>>> life,
>>>>>>>>> your current life can go up via auto healing or first aid, but your 
>>>>>>>>> max life
>>>>>>>>> cannot be restored unless you're in a town.
>>>>>>>>>
>>>>>>>>> example:
>>>>>>>>>
>>>>>>>>> main character has:
>>>>>>>>> max hp 100
>>>>>>>>> current hp 100
>>>>>>>>>
>>>>>>>>> he gets punched, losing life
>>>>>>>>> max hp 90
>>>>>>>>> current hp 70
>>>>>>>>>
>>>>>>>>> now he uses first aid, bringing him back up to 90 (100 is truemax,
>>>>>>>>> but he cannot attain that)
>>>>>>>>> max hp 90
>>>>>>>>> current hp 90
>>>>>>>>>
>>>>>>>>> this will also influence the strategy of party set up, tagteaming,
>>>>>>>>> etc.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Thu, Apr 30, 2009 at 11:40 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> Hey just thought of something else too...
>>>>>>>>>
>>>>>>>>> Eric if you hate the war of attrition we could go the route of the
>>>>>>>>> modern games (or at least try it) like halo where you have hp but it
>>>>>>>>> recovers over time (like when you are in back row or maybe not in 
>>>>>>>>> combat...
>>>>>>>>> or potentially all the time?)
>>>>>>>>>
>>>>>>>>> Not sure if its a good idea, but its an idea :P
>>>>>>>>>
>>>>>>>>> lol
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Thu, Apr 30, 2009 at 8:35 AM, Kent Petersen <kentkmp@xxxxxxxxx>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> I like the FF view better myself.
>>>>>>>>>
>>>>>>>>> I'm am curious for the answer to Alan's questions as well.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Thu, Apr 30, 2009 at 8:32 AM, eric drewes <figarus@xxxxxxxxx>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> 100% definitely.  either ff style or maybe where its 3rd person
>>>>>>>>> over teh shoulder style.  i think you should be able to see them and 
>>>>>>>>> with
>>>>>>>>> our gameplay style i think it'll be needed to show whats going on - 
>>>>>>>>> visually
>>>>>>>>> and mechanically it'll be better.  i was actually gonna bring this up 
>>>>>>>>> when
>>>>>>>>> we got into more detailed combat stuff :) glad we're on the same page 
>>>>>>>>> there
>>>>>>>>> too.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Thu, Apr 30, 2009 at 11:28 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> BTW what do you think about us changing our battle view from the
>>>>>>>>> dragon quest 5 view to the final fantasy view?
>>>>>>>>>
>>>>>>>>> I kinda miss being able to see the characters, and see the weapons
>>>>>>>>> / attacks and skills the players use.
>>>>>>>>>
>>>>>>>>> I think it makes the combat more epic and fun. Like think of
>>>>>>>>> fighting vargas or ultros where you see his tentacles slap your 
>>>>>>>>> players, can
>>>>>>>>> you remember a fight like that at all in DQ5? i cant...most of the 
>>>>>>>>> fights
>>>>>>>>> are unmemoriable, except for the ones where like 10 slimes form into 
>>>>>>>>> the
>>>>>>>>> slime king hehe
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Thu, Apr 30, 2009 at 8:25 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> I think switching out your characters could work, that kinda sounds
>>>>>>>>> cool and i can picture it in my head.
>>>>>>>>>
>>>>>>>>> When you would switch, would you be able to switch any turn of
>>>>>>>>> combat, only the first, or what?  Also is there a penalty to 
>>>>>>>>> switching or is
>>>>>>>>> it for free?  I'm just curious cause if one guy was dying you could 
>>>>>>>>> swap him
>>>>>>>>> out with another and have a fresh guy, is that ok?
>>>>>>>>>
>>>>>>>>> If so we could do soemthing like marvel vs capcom i think it was,
>>>>>>>>> where the team mates that are in the back row and not fighting slowly 
>>>>>>>>> heal
>>>>>>>>> their wounds (in this case they heal a small amount as round time
>>>>>>>>> progresses) what you think?  If that is too overpowered, it could be
>>>>>>>>> something like they can only heal maximum up to the life they had 
>>>>>>>>> before
>>>>>>>>> they got struck in the current battle.
>>>>>>>>>
>>>>>>>>> Being held by one character and attacked by another makes sense.
>>>>>>>>> Maybe its a skill, and what happens is when you use that skill, the
>>>>>>>>> character that used it has to keep using it each turn to hold onto the
>>>>>>>>> monster and that monster basically struggles each turn where it has 
>>>>>>>>> some
>>>>>>>>> chance to escape but that uses up it's turn.  Just like real life if 
>>>>>>>>> you
>>>>>>>>> oare outnumbered, grabbing hold of someone or wrestling around with 
>>>>>>>>> them
>>>>>>>>> wouldnt be a good idea cause his buddies would kick your butt, but if 
>>>>>>>>> there
>>>>>>>>> is like 1 monster left it could be a cool skill.  Like havin a guy 
>>>>>>>>> like
>>>>>>>>> sabin be able to grab the last enemy and hold him while your other 
>>>>>>>>> guys hit
>>>>>>>>> him would be a pretty useful skill (:
>>>>>>>>>
>>>>>>>>> About the player never dying, on one hand i could see that working
>>>>>>>>> but on the other, couldnt you just scrape through anyhwere by walking
>>>>>>>>> through a dungeon and getting knocked out at each fight?  How do you 
>>>>>>>>> balance
>>>>>>>>> that out?
>>>>>>>>>
>>>>>>>>> Some cool ideas!
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Thu, Apr 30, 2009 at 6:36 AM, eric drewes <figarus@xxxxxxxxx>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> ok here is how i am thinking parties will work in combat...
>>>>>>>>>
>>>>>>>>> there will be 3 active party members in any fight and 4 on the
>>>>>>>>> sidelines that can be "tagged in" (swapped) as a combat option for 
>>>>>>>>> any of
>>>>>>>>> the active players INCLUDING the hero. this will allow you to sub out
>>>>>>>>> injured characters for fresh healthy ones, or if you want two people 
>>>>>>>>> that
>>>>>>>>> can do a special attack, you can have them sub in to pull of a coup de
>>>>>>>>> grace, or maybe there is a MATCHUP you want to exploit.
>>>>>>>>>
>>>>>>>>> Matchups? Huh?
>>>>>>>>>
>>>>>>>>> Matchups are basically already existing in games but without
>>>>>>>>> anything to quantify them.  basically, if you're in battle against a 
>>>>>>>>> big
>>>>>>>>> slow ogre or something, you can adjust your party to better match up 
>>>>>>>>> w/ the
>>>>>>>>> enemy (enemies) you're fighting.  Maybe you want a big dude that can 
>>>>>>>>> go
>>>>>>>>> mano-y-mano with the ogre, or a small quick dude who can exploit the 
>>>>>>>>> ogre's
>>>>>>>>> plodding attack and slow defense.  Maybe you're up against a flying 
>>>>>>>>> creature
>>>>>>>>> and arrows will be the best way to bring them down when standard 
>>>>>>>>> attacks
>>>>>>>>> seem ineffectual.   Picking the best match up for what you're going 
>>>>>>>>> against
>>>>>>>>> can mean the difference of life and death.
>>>>>>>>>
>>>>>>>>> Injuries/status - we don't just want fights to be wars of attrition
>>>>>>>>> where you attack attack attack and try to slowly drain your foes life 
>>>>>>>>> (and
>>>>>>>>> vice versa) - in real life, this would be the equivelent of standing 
>>>>>>>>> in
>>>>>>>>> front of someone and punching them back and forth until someone died.
>>>>>>>>> Silly!  i think most (if not all) of us are experienced martial 
>>>>>>>>> artists and
>>>>>>>>> we know fights don't work like that, there are holds, throws, etc 
>>>>>>>>> that can
>>>>>>>>> put your opponent in compromising situations that give you the 
>>>>>>>>> advantage.
>>>>>>>>> Add weapons to this and we have a fun system that is more dynamic 
>>>>>>>>> than the
>>>>>>>>> typical rpg combat system.  Examples of this would be 
>>>>>>>>> sweeps/tackles/throws
>>>>>>>>> that leave the enemy prone and thus unable to defend themselves as 
>>>>>>>>> well, or
>>>>>>>>> entangled via nets, maybe even HELD by one character while the others 
>>>>>>>>> beat
>>>>>>>>> it up (could we do this)?  or maybe getting maimed or hamstrung 
>>>>>>>>> knocks you
>>>>>>>>> over, getting stunned (like street fighter when you do a certain 
>>>>>>>>> combination
>>>>>>>>> the enemy can't move and has birds flying above their head) is another
>>>>>>>>> example.
>>>>>>>>>
>>>>>>>>> This style of combat would add a lot of depth and strategy and make
>>>>>>>>> combat feel more "alive" and dangerous and fun.  Also it adds a lot of
>>>>>>>>> potential skills and techniques to our future list
>>>>>>>>>
>>>>>>>>> Injuries - with our injury and death system, swapping to keep your
>>>>>>>>> team healthy is important.  This is kind of a big thing but I am sort 
>>>>>>>>> of
>>>>>>>>> leaning towards thinking maybe MAYBE the hero can't die.  everyone 
>>>>>>>>> else can,
>>>>>>>>> but if the hero is "knocked out" in battle, he's back after the 
>>>>>>>>> fight. he
>>>>>>>>> can then go forward to try to find the next respawn node or maybe 
>>>>>>>>> theres a
>>>>>>>>> "Recall" option where you can revert to the start of the dungeon with 
>>>>>>>>> all
>>>>>>>>> your party members intact.  i think this will eliminate a lot of 
>>>>>>>>> frustration
>>>>>>>>> as well as prevent people from keeping the hero on the sidelines 
>>>>>>>>> worried he
>>>>>>>>> will die.
>>>>>>>>>
>>>>>>>>> just as a quick guess... i am thinking you get 7 active party
>>>>>>>>> members (3 active, 4 tagteamable) and then an additional 7 back at 
>>>>>>>>> your
>>>>>>>>> "home base" that you can swap out ff style whenever you're there for 
>>>>>>>>> a total
>>>>>>>>> of 14 in your party.  We will (ideally) have 40-50 recruitable 
>>>>>>>>> characters so
>>>>>>>>> this forces you to make some decisions on who you want to pick but 
>>>>>>>>> also
>>>>>>>>> gives you a large stable of characters so you don't feel like "shit, 
>>>>>>>>> i have
>>>>>>>>> to give up one of my favs".
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> Just some thoughts... let me know what you think!
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>  ------------------------------
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> *******************************************************************************************************************************************************************
>>>>>>>>>
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>>>>>>>>> Distribution or copying of this e-mail, or the information contained 
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>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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