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Author [EN] [PL] [ES] [PT] [IT] [DE] [FR] [NL] [TR] [SR] [AR] [RU] Topic: Animal Gameplay  (Read 1652 times)

Offline Nigama

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Animal Gameplay
« on: January 08, 2013, 06:23:16 pm »
Whether Protean (to turn into a wolf) or Animalism (to take over a dog or wolf), I saw something in a game I think would work well.  I was watching a Let's Play for Game of Thrones RPG game.  Well, instead of describing it, just watch, from here:

http://youtu.be/lgAw4Gu9f4Q#t=05m12s
For some reason not loading the video for me.  It's at 05 mins and 12 seconds.

This is the first time he experiences it, so you get all the tutorial stuff describing it in this clip, but it also means that the scent trail is the only one (they wanna keep it simple).  Later there are two weak scents you have to follow and then a really strong sent (much bigger, easier to see).  But I could see wandering through a forest following your main scent and getting MANY secondary sents, like quest givers.  That could be so cool!

Nigama
stronger scent:
https://www.youtube.com/watch?v=AX56HFUgBYY#t=20m31s
For some reason it's not loading the right time... it's at 20 mins and 31 seconds.
« Last Edit: January 08, 2013, 06:26:43 pm by Nigama »
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Offline Radical21

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Re: Animal Gameplay
« Reply #1 on: January 09, 2013, 03:38:46 am »
Yet another crazy not so easy to implement mechanic. it can definitely work and to think there are only 1-2 core disciplines that uses this (though Serpentis arguably also to a lesser degree(tongue of the asp can smell the same way a snake can smell? http://en.wikipedia.org/wiki/Forked_tongue) if so that is 3 but then Serpentis was always abit OP.).

Come to think of it Protean , Serpentis and Auspex will probably share some of that code with protean having both shape transformation and a degree of Heightened senses with Eyes of the Beast..

Auspex of course being the most effective of the 3 because you can get Heightened senses early on and it extends all senses. Although I think in all cases it should depend on the character to determine how powerful the effect is, having someone leave a long gas trail, especially when talking about a creature that doesn't breath,sweat,farts and doesn't give off pheromones is overkill IMO.

Then you also have  recognized the scent among-st a million other scents which typically means you need either a reference of what you are trying to track or recognize something that stands out like a small that should not be in the settings you are found in..

« Last Edit: January 09, 2013, 03:46:43 am by Radical21 »

Offline Nigama

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Re: Animal Gameplay
« Reply #2 on: January 09, 2013, 05:35:35 am »
Yet another crazy not so easy to implement mechanic. it can definitely work and to think there are only 1-2 core disciplines that uses this (though Serpentis arguably also to a lesser degree(tongue of the asp can smell the same way a snake can smell? http://en.wikipedia.org/wiki/Forked_tongue) if so that is 3 but then Serpentis was always abit OP.).

Come to think of it Protean , Serpentis and Auspex will probably share some of that code with protean having both shape transformation and a degree of Heightened senses with Eyes of the Beast..

Auspex of course being the most effective of the 3 because you can get Heightened senses early on and it extends all senses. Although I think in all cases it should depend on the character to determine how powerful the effect is, having someone leave a long gas trail, especially when talking about a creature that doesn't breath,sweat,farts and doesn't give off pheromones is overkill IMO.

Then you also have  recognized the scent among-st a million other scents which typically means you need either a reference of what you are trying to track or recognize something that stands out like a small that should not be in the settings you are found in..

Yeah, heightened senses could use it as well, although it'd be cool if it were larger and more vivid for animals.  Also, lvl 3 of Protean can be bat and you could do some cool sonar stuff with that that. 

Nigama
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Offline Radical21

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Re: Animal Gameplay
« Reply #3 on: January 09, 2013, 03:48:02 pm »
Ya right, you know that most bats can't really see and that is why they use echo location, it doesn't give them any real advantage other than being able to navigate in complete darkness.


Offline Nigama

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Re: Animal Gameplay
« Reply #4 on: January 09, 2013, 04:28:17 pm »
Ya right, you know that most bats can't really see and that is why they use echo location, it doesn't give them any real advantage other than being able to navigate in complete darkness.

They can see, just not well.  And they have other strong senses besides echo location, like UV light detection, smell and hearing.  They could also make use of scent trails.

"Although the eyes of most microbat species are small and poorly developed, leading to poor visual acuity, none of them are blind. Microbats use vision to navigate, especially for long distances when beyond the range of echolocation. Some species have been shown to be able to detect ultraviolet light. They also have high-quality senses of smell and hearing. Bats hunt at night, reducing competition with birds, and travel large distances of up to 800 km in their search for food."

If they plan on having outdoor areas like parks, forests/woods, countryside then this could be very useful and fun.  If they're going to stick to cities, it could still be useful and fun.

Nigama
"You may not remember us, but we may be responsible for your lack of memory."

Offline Radical21

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Re: Animal Gameplay
« Reply #5 on: January 09, 2013, 05:49:03 pm »
I think you are abit confused(not speaking as an expert here), bats are divided into two sub families, the ones that use echolocation(sonar) and the ones that don't.

Only the predatory Vampire bat uses Thermoreceptors to find prey but it doesn't belong to the family of bats that uses echolocation and its only native to southamerica and mexico.
Some Echo location bats may be able to see light but they have shit for visual acuity so it doesn't help them that much

So in nature it seems that you don't have a Superbat that is capable of doing everything. as for sense of smell I don't think it exceeds heightened senses, the auspex discipline because its basically the sense of smell a rodent has.

That a vampire can just turn into whatever species they can dream up is unlikely.(Rhinos and Zebras running through the streets)
I think Trasforming into a Barn owl is far more effective, you get razor sharp talons, expert night-vision and a shriek that can really scare people who are not used to it.http://en.wikipedia.org/wiki/Barn_Owl

But when it comes to game mechanics I think allowing Characters to transform into animals would be more limited because of Art Assets: you would only have so many animal NPCs in game and because of potentially making characters overpowered:
As a gangrel not only do you have the best melee weapon in the game(Claws of the Wild that were long considered OP even in the P&P game) you also get to transform into an animal and later even a gas cloud

Which brings our next topic: How much will Disciplines be dumbed down to avoid balance issues?
« Last Edit: January 09, 2013, 06:28:44 pm by Radical21 »

Offline phonixor

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Re: Animal Gameplay
« Reply #6 on: February 04, 2013, 11:04:52 am »
this looks very similar to skyrims clairvoyance spell...
not that hard to implement... its just coloring were something has been, or pathfinding results  ...

please help me attain a negative reputation
i love RPing the jerk :)

Offline Rick Gentle

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Re: Animal Gameplay
« Reply #7 on: February 11, 2013, 09:59:09 am »
Love what I'm hearing so far, especially being a Gangrel fan. Few things, though:

1) Agreeing with Nigama in saying that this kind of power should not be limited to an animal form. Auspex improves all five senses (though in the game perhaps they could make it so you have to activate one sense at a time) - sight gives you a zoom function, sound means you pick up more sounds farther away (letting people "listen through walls", etc), and smell gives you this power. For Protean animal forms, you'd get one sense for free depending on the type of animal you shapeshift into. See below.
2) Vampires' senses of smell and taste are focused around one thing: blood. If there is any blood ANYWHERE NEAR the character, that "scent" needs to be the most overwhelmingly powerful one, cluttering up most of the screen with its residue. It should be much harder to distinguish other smells (like a mortal's personal odor) if there's blood around. On the flip side, blood should be incredibly easy to track, so if somebody's been bleeding, you should be able to find them in a snap.
3) Level 4 of Protean^   I would also really like it if we got more options than the standard "Old World" bat and wolf forms. I'm thinking things like ravens and puma, etc. (Bats and wolves aren't really urban animals, and the game seens to be focused around cities just like in tabletop.) Bats could get an echolocation mechanic*, wolves get the smell power, ravens get faster flying speeds, and puma get a climbing ability (as with Feral Claws).
*perhaps this power would even allow you to sense Obfuscated enemies, since they're still physically present, and sound waves still bounce off of them. That would probably end up being overpowered, though.

As a note, bats have okay sight, but if you're flying around at night, what exactly are you able to see? Hence, why they developed echolocation. I'm guessing the same reason with dolphins and echolocation - sunlight only penetrates the watery depths for a few dozen feet.
Remember: It's not the size of your fangs that matters; it's what you stick them in.

 

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