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Thought

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Everything posted by Thought

  1. Like others in this thread, I think the Mistborn series would most easily translate into a videogame. Partially this is because the magic system is the simplest, actually, and Sanderson has stated he intentionally tried to create a system that would allow for very cinematic effects. The fact that this game is actually being made sort of helps give a vote weight, of course. Now, one might wonder why I said that allomancy is simple. Well, take a look at the skills. The general concepts of each have been done in other games already (force push v steelpush, for example), so the key is just tweaking things to fit Scadrial. Part of what makes allomancy so interesting is that it is limited. In many other games, magic seems dumbed down. There is so much that magic is supposed to be able to do that is entirely outside of the player's possibility. Since allomancy is limited, the player can do everything (or at least a very close semblance of everything). Since there's been a lot of talk of mistborn "flight," I suppose that would be a good place to start explaining why this would be easy. In the books this is usually presented as something that Vin and Kelsier barely have to think about: likewise in the game, make it a passive skill. As long as the mistborn is around a lot of metal, they can "fly" in a bobbing sort of manner. Double-jump would be a standard way of activating this, with a button devoted to increasing altitude/speed and the other devoted to decrease these. All in all, the programming behind mistcloaks would probably be harder for the developers to figure out. For pushes and pulls in general, have the PC get flung about a little, and then have them learn a counterbalance passive skill so that the game keeps them in place as long as there is a legitimate anchor nearby. Tin? That's straight forward: have it increase the brightness of the screen, and the loudness of the noises (not any background music). When it is dark, that is useful as it makes details easier to see. But, when it is light, it is problematic since details start to get washed out. The game Eternal Darkness did basically this same things nearly a decade ago with some of its sanity effects. Atium would be really easy to implement: the burner's attacks always hit, and they always dodge incoming attacks. If used against another PC burning atium, they both always miss the other. Again, the visual effects would probably be harder to get right than the mechanics. Gold, of course, should be added. Have it split the screen, with the normal PC's avatar being replaced by a "poor" and a "rich" version of him or herself (or, possibly, a good and evil version). I doubt that there would be a real in game purpose, although I suppose this might be the key, somehow, to accessing certain secret areas that aren't actually relevant to the game.
  2. It is? I mean, it is! But, you see, I didn't mean to say brass/duralumin, I meant zinc/duralumin. Yup, that's it. Decrease awareness while increasing feelings of distraction. Totally. Ahem, moving on. My main objective is just to show that iron+iron flight is possible (not that it is simple). Perhaps we agree more than it seems? It appears that you are under the impression that I think it would be easy (I don't), while I am under the impression that you think it impossible (it seems you don't). Something that would further add safety to the twinborn is that, provided he was aware that a collision was about to occur, he could greatly increase his mass. While he still wouldn't have pewter enhanced skin, massive objects tend to fair better in collisions than less massive ones. The second counterweight likewise adds safety. While indeed there will always be one with a different trajectory, that is a good thing. While there would be twice as many times that a counterweight would pass the twinborn during flight, the number of times that the twinborn and counterweight were on the same trajectory would decrease, thereby reducing the number of points where a collision could occur. Furthermore, the twinborn would always have a counterweight not flying towards him that he could use to pull himself out of the path of an impending collision. As for using an ironmind as a replacement anchor, using two counterweights provides this safety. If one counterweight falls, the other can still be used to make an emergency landing. As for landing, it is a matter of a controlled fall (and, admittedly, a bit of a controlled crash). To increase in altitude, the twinborn would need to give the counterweights and himself enough vertical velocity to exceed gravity's pull (lets say, on average, 11 meters per second squared). To decrease in altitude, the reverse is true (so, 9 meters per second squared). The net effect of gravity, then, would be around 1 meter per second squared. That makes for a light landing. Of course, the twinborn wouldn't have that fine of control, but the principle is what I am getting at. The forward (and side-to-side) momentum would really be the difficult part to break, since gravity isn't working in those directions, but wind resistance could be used to a similar, if not slower, result. Just a, Thought
  3. First, a new combination: brass/duralumin twinborn. They would make the perfect spy/thief. Walk into a bank, drain your connection so that the guards are less aware of you, sooth away any remaining suspicion, grab a mound of cash, and walk out. Second, more flying twinborns! Alas, my apologies for the wall of text. I tried to trim things down, but there were a number of objections to respond to. Deus Ex, if I'm reading you right, it seems like your three objections are lack of control over pulling, the likelihood of collision during flight, and the difficulty of maneuvering. Is that correct? For control, there are two things to consider. The first is simply Renette (Alloy of Law). She clearly displayed a somewhat fine degree of control over her powers. The second is that a small force applied over a long period of time can have the same effect as a large force applied over a short period of time. Even if a lurcher couldn't control the strength of their pull, they can control the duration of the pull, thereby granting a similar degree of finesse. Collisions in air would be less damaging than one might think, since it is only the relative speeds that would cause damage, not the total speed. Additionally, since the twinborn can change their mass, they are also changing their mass to surface area ration, which will in turn influence how much air resistance affects them. As long as they didn't keep their mass to surface area ratio the same as the counterweight's, then air resistance would slow one or the other enough that they shouldn't collide. And finally, maneuverability, yes, that would be problematic if one were to only use a single counterweight. The addition of a second counterweight, however, solves this. The concept is similar to tacking. A twinborn could travel north by flinging one counterweight to the northwest and the other counterweight to the northeast. He could then gain maneuverability by flinging one not as hard at the other, thereby slowly turning the entire effort. There are two other lesser considerations that are worth discussing. The first is the weight of the ironmind. This method of flying depends on relative masses and the twinborn's ability to adjust his own. If his metalminds are too massive, the solution is simply to use a larger counterweight. However, we don't have even an inkling of how much weight an ironmind can hold. The second minor issue is that of mental processing power, and the assumption that one would need to have access to a zincmind. However, much as a juggler works by instinct, a flying twinborn wouldn't need to calculate the angels of trajectory, he or she would just need to practice a lot in order to develop the necessary reflexes. Even with two counterweights, this should actually be easier than Vin's horseshoe wheel thingy (fewer items to keep track of, while the need to pull at certain trajectories, and to switch between powers, remains the same).
  4. Nikomis, while the landing would be more difficult than the rest of the process, the basic principle seems like it would be the same. To gain altitude, the iron-twinborn (let's call him an Ironman) would have to fling the counterweight and himself hard enough upwards that the collective vertical force would exceed the pull of gravity. To maintain altitude, the collective vertical force would have to match gravity, and to decrease altitude, it would have to be less than gravity. If it was just slightly less than gravity, it would be a slow fall. When the Ironman got close enough to the ground, he could let the counterweight drop and then just reduce his weight enough to glide to the ground himself. Exile, I am not sure I understand your stance properly, or, actually, that you understand mine either. The key to this twinborn flight comes from the twinborn's ability to adjust their mass. Kinetic energy is F=ma, while acceleration is a=F/m. The twinborn decreases his mass substantially and then pulls on the counterweight, pulling himself towards that direct. Even though F might be small, he can make m even smaller, so his acceleration can be great. He can then increase his mass substantially. No matter how small that F was, it is now being ridiculously multiplied by m. This gives him a huge amount of kinetic energy, which by pulling he can then transfer partially to the counterweight. He's now low on kinetic energy, so he decreases his mass, pulls on the counterweight when it passes, accelerates, and increases mass, restoring his lost energy and allowing him to repeat the process again. There's a net gain of energy, which is what lets one hover (if one is only pulling directly up and down) or, if one angels it properly, fly. Hovering would probably be the harder of the two possibilities. Just a, Thought
  5. I didn't see anyone suggest this, but an Iron Twinborn (Lurcher+Skimmer) could, essentially, fly. Throw a bit of metal into the air, reduce one's weight to significantly less than the metal, and pull, thereby flinging yourself at the metal. Because of gravity, as long as you don’t constantly pull you won’t hit the object but rather fly by it. Then, you increase your weight, pull on the metal, and let it fly past you. Decrease, pull, increase, pull, etc. Combine this basic premise with compounding iron, and you’d essentially get a human-powered airplane, since on that scale you’d really just need to increase your weight to several tons. A Nicrosil/Steel twinborn would be an excellent support unit in an army. Get a bunch of coinshots lined up with explosives in metal casings, then have the twinborn run up to each can cause them to launch the explosives like a cannon. A copper compounder could get past the annoyance of memories decaying when taken out of a coppermind. Put a memory in a coppermind, swallow it, and burn. You get the memory back, but at 10x the force. With such a strong memory, it seems unlikely that you'll ever forget it, even if you just let it sit in your head. Total recall. Just a, Thought
  6. Kchan seems to be on an interesting track. To my understanding, Sanderson's various magic systems are mechanistically related. That is, each needs a focus (metal for allomancy, aons for AonDor, etc). Furthermore, each shard seems like it can fuel at least one, possibly more, magic systems. We might extrapolate from this, then, that the use of any magic requires, to an extent, a specific spiritual/genetic code. Spook might not have been able to use AonDor, but his DNA could have been changed to allow for that. As such, it seems likely that if someone knew what they were doing when they burned lerasium, they could then change their spiritual DNA to gain access to different magic systems. At the least, I'd expect that it could turn someone into a feurochemist as well (since Preservation had a hand in it). Probably, it has no limits in that regard. Of course, this then raises the question of why, when Elend or Rashek burned it, did it grant them the use of allomancy rather than AonDor? There could be a variety of factors explaining this, but I suspect that, given the science-y nature of Sanderson's magic systems, it is simplely the path of least resistance. One is using allomancy to burn it in the first place, so it seems like a smaller step for it to just grant allomantic powers rather than AonDor ones.
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