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  #1  
03-29-2002, 10:26 PM
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Possession energy colection idea

Ok, so a lot of people hate OWIs Spoce colection idea or at least think it could have been beter... I mean I've played the game only once and I dont like it (Spoce colection has less then no relivence to the story).

But it is important to game play that you colect some kind of possession energy so that the game is more chalenging then just being able to possess anywhere anytime.

So hows this for a idea...

Abe is given two different types of chants. The first chant 'gathers' hattred, evil, damage, and all the other bad things on Oddworld and Abe stores it like spoce (he dosent become more evil or anything). The amount of energy he can gather in any amount of time depends on where he is: If he is in a industral enviroment it is unlimited because it is actualy a renewable resorce, but in a native enviroment it depends on how much hattred, evil and damage the flora and forna have been inflicted with. But because he takes on these 'burdens' (by chance like Jesus in the Christain faiths- OWI has often taken ideas from religins, eg. Abe frees his peoples) it makes things heal and become better, so it is not compleatly renewable. However this is not as easy as it might sound because when he gathers the hattred, evil and damage he draws the enbodyments of them- The Bad guys: Sligs, Glukons, Vykkers, Interns, etc. (not cretures like Scrabes and Paramites though because they're not evil, they're just looken for a meal) as if they smelt something good and it dosen't make them any less evil. Also if Abe dose something evil himself (like kill a Mudukon, etc.) he also gains this possession energy, but its total is less then that to fix the problem (resurect a Mudukon, etc.).

The second chant casts the 'possession energy'/burderns to be use in native machines, native wepons, and possesion, etc.. This chat dosn't atract enermys but scares them (Sligs yell "Help" and run around... lol).

This idea more less sticks to what has already been set by the other games, I think?... what do you think?

Last edited by oddguy 999; 03-29-2002 at 02:31 PM..
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  #2  
03-29-2002, 10:59 PM
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Re: Possession energy colection idea

:
Originally posted by oddguy 999
The Bad guys: Sligs, Glukons, Vykkers, Interns, etc. (not cretures like Scrabes and Paramites though because they're not evil, they're just looken for a meal)
*grins* Glukkons are just looking for a meal, too...
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  #3  
03-29-2002, 11:12 PM
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Glukons are beyond "just looking for a meal"... They are sneeky, under handed and greedy... As well as being plane old not nice.

There's a difference between killing for suvival and killing for your daily doss of Satanick pleasure.

Last edited by oddguy 999; 03-30-2002 at 08:04 PM..
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  #4  
03-30-2002, 01:46 AM
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i guess its just the way that they are brought up
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  #5  
03-30-2002, 05:48 AM
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I like the actual system...
It's funny

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  #6  
03-30-2002, 04:56 PM
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soo... when you kill a native you will get NRG?
And the nwhen you ressurect it , you will have more??
Sounds like limitless NRG to me...
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  #7  
03-31-2002, 04:02 AM
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I see your point... But at first all great plans have there mistakes...

Although this is not a big one because the thing that has been forgoten is "Karma"- If you simply harvest your possesion energy from innocent creatures by first inflicting the damage to them your Karma is bound to drop like a rock because you are exploting them and that would be hippercritical too the theme of the game (If you wanted to fix a mistake of yours and end without a lost of good Karma you would have to use a native mechine to do it, it would burn the energy you gained from your mistake thus making sure there was no personal gain).

Edit: Also you could not keep on exploting any single Mudukon/Fussel/creature forever because their pesonal emotions would be forced past repairable limits (saying sorry just wont help) and they would kill themselves faster then you could heal them.

So anyone who dose this to much will not finsh the game (they may get to the end but is will keep on looping) because they would have taken the fast road, they thus pay for their crimes... Think of it as a temptation, A test from Odd if you will. If you can resist it you will end up all the better for it because of the endding. However if you where going for the bad ending this would act as a reward And you may be able to use all the extra energy you had gathered to do somthing like... Turn into a Shrykull at will?

However I would like to sugest that the test of Karma is done before the end of the game and that the story ether changes down each road or the bad one loops... Maybe they could be many tests aproching the end to weed out the lowwer and lower Karma levels. However after the first one they would all come to a end or at leat have the choce to come to a end.

Last edited by oddguy 999; 03-31-2002 at 04:18 PM..
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  #8  
03-31-2002, 05:51 AM
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Well, THATS an interesting idea!
but then there could be 3 endings
- One for saving critters like muds
- One for failing to save them (Or getting captured)
- One as a bad ending for exploiting the muds for NRG

Sounds cool to me
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  #9  
04-01-2002, 12:06 AM
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The hole point is to have different endings so you keep on playing the game. With this system Karma would not be dirrectly related to how many Mudukons/Fussels/creatures you saved... You could still get these endings-

-Perfect Bad: The highest possible amount of bad Karma- Bad movie clip+ game rebegins/loops with a reward.
-Bad: Below mean/average Karma- Bad movie clip+ game loops.
: (Different degrees of Bad?)
-Angelic: Mean/Average Karma- Speacial movie clip(?)+ game rebegins/loops with a reward.
-Good: Above mean/average Karma- Good movie clip.
: (Different degrees of Good?)
-Perfect Good: The highest possible amount of good Karma- Good movie clip+ game rebegins with a reward.

-And maybe some speacial rewards for certain achivements that do not affect your Karma?
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