CapnHun
Shared on Tue, 11/02/2010 - 21:42FABLE III SPOILER ALERTS GALORE!!!!
2. Plater CANNOT go into the negative. A player would be forced to put off a decision that would put them in the negative until they either get enough money from their personal stash or go on to another choice that would put more money in the coffers (ie taxes are raised or breaking their promise to the Dwellers by not giving them land and having their trees cut ).
3. Income from shops immediately goes down to almost nothing (a result of civil war) and the player must get it back up by making some choices that are negative with the people (ie tax increase or raising prices). This negativity needs to really be shown by people booing them or throwing rotten fruit or whatever.
4. Make certain decisions either/or…for example, either continue with child labor or the ‘eco – warriors’ get forced to work and let their little town goes ‘back to nature’ or monarch is forced to make a ruling to drag enough people to the factory to work for (I can just see a scene of soldiers marching through out the land and pulling up every hapless begger off the street and throwing them in the factory). Since later the player gets option to build the town of driftwood it wouldn't be THAT bad of a consequence would it?
6. No drinking and rebuild the old quarter for no extra funds (increased productivity?) , drinking stays the same and player has to rebuild the old quarter with treasury funds or no drinking limit and hire extra guards to keep the peace.
7. Aurorians get their protection but have to ‘donate’ people to work in factories or mines. They have too many sales people in Auroria anyway.
I have a feeling that probably originally they had a similar system but getting the mechanics of it to work programming wise was to difficult so it was scrapped.
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Submitted by char on Wed, 11/03/2010 - 08:49
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