S
stingray00alex
Guest
Balvarine infection.
A feature I would really love to see implemented in F2 would be Balvarine infection actually a game feature, not just pre-set infectees like the unfortunate merchant in F1.
Pro's to this feature:
1. Since you can affect almost everything else in the game, however directly or indirectly, it would be fitting to be able to cut down on the balvarine population of the world. Or by your incompetance or malevolence, increase it by accidently or not allowing people to be bitten. (only the generic and important npc's should be infect-able though. Would be amusing to see Lucien become a balvarine, but it might sabotage the plot a tad.)
2. It could add new gameplay elements by allowing your character to be infected. You could get the cure in time, or let the disease run its course to get the added strength it brings. For example, the balvarine strength could be a constant boost to your melee, and could make you more resistant to normal weapons (as in, not silver.). But as a drawback to the added prowess, you risk losing control and transforming in a not-so-ideal place, like in the middle of the Bowerstone marketplace.
Cons:
1. While amusing at first, it would be annoying to have an entire city or camp overrun by balvarines.
2. It would be extremely aggravating to have to buy a cure after every balvarine fight. To mitigate this, they could make the transmission chance of the curse very low.
One more note: It would also be interesting to have a limited amount of this feature applied to the Undead. For example, you are traveling with some merchants for a few minutes, perhaps because you are simply trading with them, perhaps you are guarding them for money. You encounter some undead. During the fight, a few of the merchants are killed by them. Almost immediately, or perhaps a few minutes later, they rise as undead.
A feature I would really love to see implemented in F2 would be Balvarine infection actually a game feature, not just pre-set infectees like the unfortunate merchant in F1.
Pro's to this feature:
1. Since you can affect almost everything else in the game, however directly or indirectly, it would be fitting to be able to cut down on the balvarine population of the world. Or by your incompetance or malevolence, increase it by accidently or not allowing people to be bitten. (only the generic and important npc's should be infect-able though. Would be amusing to see Lucien become a balvarine, but it might sabotage the plot a tad.)
2. It could add new gameplay elements by allowing your character to be infected. You could get the cure in time, or let the disease run its course to get the added strength it brings. For example, the balvarine strength could be a constant boost to your melee, and could make you more resistant to normal weapons (as in, not silver.). But as a drawback to the added prowess, you risk losing control and transforming in a not-so-ideal place, like in the middle of the Bowerstone marketplace.
Cons:
1. While amusing at first, it would be annoying to have an entire city or camp overrun by balvarines.
2. It would be extremely aggravating to have to buy a cure after every balvarine fight. To mitigate this, they could make the transmission chance of the curse very low.
One more note: It would also be interesting to have a limited amount of this feature applied to the Undead. For example, you are traveling with some merchants for a few minutes, perhaps because you are simply trading with them, perhaps you are guarding them for money. You encounter some undead. During the fight, a few of the merchants are killed by them. Almost immediately, or perhaps a few minutes later, they rise as undead.