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-   -   Oddworld Questions & Answers VII (http://www.oddworldforums.net/showthread.php?t=16599)

Nate 12-10-2008 03:25 PM

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the developers have said that they are all part of the single ‘Outlaw’ species.

Where was that said?

Bullet Magnet 12-10-2008 05:54 PM

Prior to your miraculous (and possibly fraudulent) interview, of course.

Wil 12-11-2008 06:52 AM

OddChat.

abe is now! 12-25-2008 11:25 AM

A question about AE: why aren't the Mudokons in the Zulags 1 and 2 blind?

Wil 12-25-2008 03:19 PM

Purely gameplay reasons. Blind Mudokons make the most sense storywise in the first level, but the most sense gameplaywise later in the game. Someone with a better imagination will have to come up with a good suggestion why the Glukkons have let sighted Muds mine.

abe is now! 12-26-2008 12:11 PM

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Someone with a better imagination will have to come up with a good suggestion why the Glukkons have let sighted Muds mine.

Do you mean that everyone could see it?

Wil 12-26-2008 04:44 PM

I mean that I can’t think of an explanation right now.

Fuzzle Guy 12-26-2008 05:43 PM

I remember reading once, either by Alf or by Max, that the non-blind Mudokons weren't digging for bones, but were digging for other valubles, probably to cover the costs for the mines.

abe is now! 12-27-2008 03:06 AM

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I remember reading once, either by Alf or by Max, that the non-blind Mudokons weren't digging for bones, but were digging for other valubles, probably to cover the costs for the mines.

I can't understand... help me please...

Wings of Fire 12-27-2008 06:52 AM

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I can't understand... help me please...

Suppose you built a mine to harvest Mudokon bones, and then found coal or gold seams in it, now Blind Mudokons are slightly harder to maintain than normal ones, and Glukkons are out to make the biggest profit after all, so the gold and coal etc would be mined by Mudokons who could actually see what they were digging to cut costs, the only difficulty would be ensuring the two groups never met. This would explain the paranoiac security around the place.

abe is now! 12-27-2008 07:55 AM

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Suppose you built a mine to harvest Mudokon bones, and then found coal or gold seams in it, now Blind Mudokons are slightly harder to maintain than normal ones, and Glukkons are out to make the biggest profit after all, so the gold and coal etc would be mined by Mudokons who could actually see what they were digging to cut costs, the only difficulty would be ensuring the two groups never met. This would explain the paranoiac security around the place.

And why in the game this doesn't appear? Why do I see some normal Mudokons digging something that I think it's bones whereas it's something else?

crazysteef 12-28-2008 01:59 PM

Didn't the Glukkons get the labor they needed for Necrum mines by getting Mudokens addicted to Soulstorm brew and only giving them more if they worked in the mines? If the Mudokens were all Soulstorm addicts who would do anything for the next can of the stuff, then they would probably dig up their ancestors bones and not think of it as long as they got their Soulstorm, and thus there was no need to blind them. But then again, maybe the normal Muds were digging up something else, I'm not really sure.
So were the sales from Soulstorm Brew not enough to cover the costs of the mine?

abe is now! 01-03-2009 11:28 AM

What does the train take to the Slig Barracks? (I'm talking about AE)

Fuzzle Guy 01-03-2009 01:12 PM

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What does the train take to the Slig Barracks? (I'm talking about AE)

Abe.

Wil 01-03-2009 01:35 PM

HMMMMMMMMMMMMMMMSLIGS?

Bullet Magnet 01-03-2009 06:01 PM

Was it a cargo freighter or passenger train? Personally, I don't think the Cartel sees a difference.

lbyrd2 01-03-2009 09:14 PM

Slig food/pants/parts to make pants?
who knows?

Phylum 01-04-2009 01:41 AM

Bullets. Those sligs are trigger happy!:D

Or maybe pillows. You never know.....

abe is now! 01-07-2009 06:24 AM

I think FeeCo Depot is useless for Slig Barracks...

Xavier 01-07-2009 06:40 AM

Sligs do need supplies, food, ammo, equipment... and they probably come to them trough FeeCo trains. So I doubt the FeeCo Depot is useless to them.

abe is now! 01-07-2009 07:12 AM

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I doubt the FeeCo Depot is useless to them.

I do it too... now... thank you, Xav :fuzzle:

lbyrd2 01-09-2009 10:52 PM

maybe it is to transport the sligs themselves

abe is now! 01-11-2009 04:22 AM

Question: why can't Mudokons jump and roll in the games?

Fuzzle Guy 01-11-2009 05:24 AM

Do your spend your idle hours thinking of the most mind boggling or laborious questions for us?

Xavier 01-11-2009 07:15 AM

They can... just they don't do it...

Phylum 01-13-2009 12:01 AM

Because the coders were incapable of accomplishing a realistic result. Simple. To make mudukons jump independently would of consisted of many, many tests being run at once(I'm guessing) to see if there were platforms above them to grab onto, if there was a platform with a safe landing space, if there was a platform with a place where the mudukon would end up hanging etc. and that could of caused lag. this is, of course, pure speculation. plus mudukons not being able to jump adds to the puzzle aspect

abe is now! 01-13-2009 07:02 AM

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They can... just they don't do it...

But why? It would be funny.

Fuzzle Guy 01-13-2009 02:17 PM

I'm often roaring with laughter when I see a Mudokon take both feet off the ground.

lbyrd2 01-15-2009 12:16 AM

they can jump, but only when you give them a command when the're "wired" out on laughing gas and maybe when you tell them to work then they're under the hanging ring lever thingys, and they can't grab onto ledges.

crazysteef 01-17-2009 05:27 PM

Does anyone know how exactly an octigi takes control of its host's mind?:fuzconf: