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Old 07-04-2009, 02:01 PM   #17
manikus
Jack Burton
 

Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
Default Re: The complexity of event-based combat

In DC we can using the icon swapping technique to change from a player to a ship icon, if one so chooses.

But, I was just popping in to post my screenshot of a random/wandering monster chain for the Prohovost design.

Each encounter has an equal chance of occurring, and the chain starts with a utility event so that it can be turned on/off with a quest.

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