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Post by Jimbob0i0 on May 25, 2003 11:03:31 GMT
Most of teh ghost powers produce terror but relatively little sanity - often by the time the snity meter shows any significant change the poor haples victim has already fled - has anyone got any strategies for making people insane without terrorfying them?
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Post by Ginjur on May 25, 2003 11:09:47 GMT
These powers i know will make them insane. Mania. (nice medium power) Laughter. (small power) Footsteps. ( small power) Trap & Swallow also increase Madness but also increase terror. The headless horse man also seems to produce a hole lot of madness when he is around, even tho he dosnt use the "insane powers". On the miltaery base i used the horse man outside running around spookin everyone, some got scared but most of them went totally insane and never left the base = I failed that mission Thats about what i know so fare.
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Post by Elzar on May 25, 2003 12:59:03 GMT
psychotic rage produces most madness, and i passed the base mission by making just a few soldiers insane, dunno why you didnt
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Post by Jimbob0i0 on May 25, 2003 13:07:00 GMT
Well... I've got all the ghosts now....
On the army base mission I drove everyone insane apart from three who fled (one on purpose).
First I terrified that priest so he couldn't banish my spooks then I id the following:
In teh main thouroghfare inside weatherwitch was doing reveal aura (knowing their fears makes insanity a lot easier it seems) and all her weather effects to get teh belief nice and high. One of teh spooks (can't remember which but it doesn't really matter) was continually cating insane invitation to keep people there and bridget was doing a combination of wail and terror on the wind (depending on plasm usage). Also had that sandman dog creature doing expose fears/dreamthief to find their subconcious fears (really effective!) and teh psychotic rage. If they went outside they faced that walker/werewolf creature using mania/terror on teh wind.
It took an hour and a half to get everybody... but it was difinately worth it - they were doing some really funny things in their crazy states! Oh and it was definately worth it to see Klinger realy go crazy instead of just pretending... shame he couldn't get that section 8 with a crazy colnel ... (if you don't know what I mean watch the old series MASH sometime... all the little bits in this game I love I have to say).
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Post by Krogoth_mk2 on May 29, 2003 0:23:30 GMT
I don't know what drives them insane. For me it just seems to happen. For example I drove one woman mad with the swam powers, but it produced no madness on another.
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Post by Epyon on May 29, 2003 20:46:16 GMT
As far as I can tell, if you find out peoples subconscious fears and use them, it produces more madness than terror, however if you play on their normal fears, it produces more terror than madness.
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Post by ManInBlack on Jun 1, 2003 17:09:21 GMT
Yeah, I think that the more you know about someone's fears, the easier it is to make them lose the plot. So, for madness you need to uncover their fears, and then prey upon them. To this end, it might be useful to get a list of Warm Bloods with their fears, so the madness freaks can get a head start! I also think that when a warmie cannot escape from an area, but really, really wants to that they take madness hits. So, like Slow might have this effect, or the power that half buries people. Something for those of you who like to torment to work on. ;D
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