Thoughts and Ideas General

During some discussions on this forum there have been raised a question about how your character manges to wear random pieces or armor, probably made for different people, and still have them fit perfectly. I think in it would be benficial to include an option to pay for fitting a piece of armor for a particular character so it would have slightly less Encumbrance than generic armors of the same type. It would add a good bonus to immersion factor and more customization options for the player.
There will be feature implemented where your character won't be able to just wear any type of armour without some sort of encumbrance with some pieces completely unusable.It's currently in the works though
 
Have you not played level 4 O__O i dont know what you call 'that'
Yeah, i guess thats mutation but i mean the kind of "dirty" mutation. Imagine tentacles and goo or a hive mind; hordes of different porpoused creatures depending on theyr "mutations", like in 40k or Space Ship Troppers. That kind of "dirty"

But i guess this has alredy been considered.
 

Peasant135

Member
I'm partial to including slimy things to kill, but I would prefer to see them in some kind of swamp somewhere in SG world because in the arid, almost sterile crypt where we play in Exanima they just dont fit.
 

Jimmini

Insider
I've started an Exanima thread on a german forum and have been called a... wait for it... community manager!
I'm sure Tony, as a good moderator, would have immediately deleted such preposterous insult!

Can I have insider access now?
 

Axel198

Member
I haven't read through all of this thread, so correct me if these have already been suggested.
I feel a shield bash skill would be fantastic, though I don't know how it would be implemented with the control scheme.

another thing that would be nice would be the ability to swing dual wielded weapons from one side, as in a right to left swing from the left weapon followed by a right to left swing from the right weapon.

But one thing I think would be incredibly great would be an Alt key attack with unarmed. maybe a grab? I've been playing a lot of gang beasts, and their system for grabs might actually be applicable here. Toggle Alt and punch with left arm to grab onto the point you hit, for example someone's striking arm or shoulder, and continuing to deliver strikes with the right arm.

sometimes I feel like if another Alt attack key was implemented you would be able to implement a lot of additional combat maneuvers. However I can't imagine what it would be with the current keybind setup.
 

Kaladin

Member
Well, technically the system can still get "bugged" and simulate a sort-of grabbing effect. For example I once got my weapon stuck behind and enemy, horizontally, and was able to push him over by tripping him on my leg, like a judo move.
 
Is there any chance that the shield skills of keeping your shield up while initiating and executing an attack can be separated from requiring the countering skill? In my opinion, it doesn't make sense that two skills that are very defensive in use require a very offensive skill to be learned first, and it prevents a pure specialization in playing really defensively with a big shield.
 
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Nonsense, they'd be quivering in fear the moment they saw you reaching for your pommel. I believe pommel-throwing would be simply overpowered, but it should most definitely be a priority feature regardless.
 

Peasant135

Member
The option of recruiting a character with a higher starting rank. Its a pain in the ass to drag through all the ranks whenever your high ranking character dies. But make it cost a lot, like x4 times the cost for every level of rank, so you can reasonably often recruit a novice level character, thus skipping the most deadly ranks, but good luck recruiting an expert level one.
 
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