Author Topic: Spells that generate shooting companions?  (Read 2438 times)

Offline Tallgeese

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Spells that generate shooting companions?
« on: May 07, 2012, 11:56:52 pm »
Let's face it: the way the combat works out so far, it's pretty similar to a scrolling shooter like, say, Gradius. Minus the on-rails aspect. You dodge enemy shots and trade fire until one of you falls, essentially.

So I was wondering... are there spells similar to "Options" that I missed? In case you've never played Gradius, Options are basically little orbs that swirl around the character and fire with you whenever you press the attack button.

If not... should there be? Consider the idea of a spell that calls up an elemental orb around the character for a large mana cost. This orb would stick around for awhile and fires along with you. It might be a way to do multiple element damage at once if you're willing to pay the up front time+mana setup cost.
« Last Edit: May 08, 2012, 12:06:16 am by Tallgeese »

Offline Misery

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Re: Spells that generate shooting companions?
« Reply #1 on: May 08, 2012, 12:17:34 am »
Let's face it: the way the combat works out so far, it's pretty similar to a scrolling shooter like, say, Gradius. Minus the on-rails aspect. You dodge enemy shots and trade fire until one of you falls, essentially.

So I was wondering... are there spells similar to "Options" that I missed? In case you've never played Gradius, Options are basically little orbs that swirl around the character and fire with you whenever you press the attack button.

If not... should there be? Consider the idea of a spell that calls up an elemental orb around the character for a large mana cost. This orb would stick around for awhile and fires along with you. It might be a way to do multiple element damage at once if you're willing to pay the up front time+mana setup cost.

Ooh, I like this idea.   It would be particularly useful when dealing with multiple foes as it could target something that you are not firing at.

Perhaps it would use mana over time like one of the shields?  That strikes me as the best way to implement it;  like the shields high-mana characters would be best at using it.

Definitely support this one.   You should set up a Mantis thing for this suggestion.

Offline Drjones013

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Re: Spells that generate shooting companions?
« Reply #2 on: May 08, 2012, 02:11:45 am »
+1, really enjoy any opportunity to gain more summons

Offline zebramatt

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« Last Edit: May 08, 2012, 07:19:45 am by zebramatt »

Offline Tallgeese

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Re: Spells that generate shooting companions?
« Reply #4 on: May 08, 2012, 10:12:50 am »
I'll add a comment to that Mantis idea then.

I would not try to give them their own AI as that Mantis section seems to suggest, because that would cause a problem with Anachronism missions. A dumbfiring summon that triggers whenever the player attacks seems the superior, er, option.
« Last Edit: May 08, 2012, 10:28:29 am by Tallgeese »

Offline Zozma

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Re: Spells that generate shooting companions?
« Reply #5 on: May 08, 2012, 05:18:11 pm »
I think you could make any variety of shooting companions. Stationary turrets, "options" that float alongside/temporarily replace your glyph and fire, ones that fire when you fire, one that shoot on their own, ones that only shoot at what you shoot at, ones that rapidly fire at the opponents you "mark" with an initial spell, etc, etc. I think the more variety of situnational spells AVWW has, the better.

Offline Misery

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Re: Spells that generate shooting companions?
« Reply #6 on: May 08, 2012, 07:42:27 pm »
I'll add a comment to that Mantis idea then.

I would not try to give them their own AI as that Mantis section seems to suggest, because that would cause a problem with Anachronism missions. A dumbfiring summon that triggers whenever the player attacks seems the superior, er, option.

Hmm, I dunno..... I think I would end up not using them if they just dumbfired.

Specifically because most attacks need to be pretty accurate to hit; if their shots arent truly aimed they wont be hitting very much, and if they're ONLY firing when I do.... whatever I'm firing at will be dead before the thing has much chance to do it's own damage.   It would end up being just yet ANOTHER direct shot thing (except with bad aim instead of perfect aim)

Yeah, they wouldnt be good in Anachronism missions, but...... what summon is?   I wouldnt drop rhinos in one of those either.

Offline Tallgeese

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Re: Spells that generate shooting companions?
« Reply #7 on: May 08, 2012, 08:02:29 pm »
Well, typically in games with this kind of sentry companion (particularly Gradius, hence the "Option" comparison) you get to press a button to switch around how these things align themselves with the player. One formation might swirl around the player in orbit, one might fan out behind the player and stick to his back, one might follow the player in a line pattern, and so on. No reason one mode couldn't be an "autonomous formation, fire at will" if insisted upon.

I personally prefer the "fire when player presses an attack button/makes an attack" mode, maybe someone else would take an autonomous mode.

If it turns out making it fire in "the same general direction" makes it miss too often (which frankly I think also has its uses via general suppressive fire, bats where you sort of miss anyone? Or more giant enemies where you don't need pinpoint accuracy and can bombard them with multiple shots?), either let the player tighten the sentry formation so they don't have too wide a spread or make them hew closer to your firing cursor in general.
« Last Edit: May 08, 2012, 08:13:49 pm by Tallgeese »

Offline Misery

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Re: Spells that generate shooting companions?
« Reply #8 on: May 08, 2012, 11:41:54 pm »
Well, typically in games with this kind of sentry companion (particularly Gradius, hence the "Option" comparison) you get to press a button to switch around how these things align themselves with the player. One formation might swirl around the player in orbit, one might fan out behind the player and stick to his back, one might follow the player in a line pattern, and so on. No reason one mode couldn't be an "autonomous formation, fire at will" if insisted upon.

I personally prefer the "fire when player presses an attack button/makes an attack" mode, maybe someone else would take an autonomous mode.

If it turns out making it fire in "the same general direction" makes it miss too often (which frankly I think also has its uses via general suppressive fire, bats where you sort of miss anyone? Or more giant enemies where you don't need pinpoint accuracy and can bombard them with multiple shots?), either let the player tighten the sentry formation so they don't have too wide a spread or make them hew closer to your firing cursor in general.


I like that mode-switch idea, if they could find a good way to implement it.

Offline zebramatt

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Re: Spells that generate shooting companions?
« Reply #9 on: May 09, 2012, 06:16:04 am »
I don't see why you'd need a mode-switch at all.

Just have some summons which have a little AI, and others which just fire where you fire.

It's up to you to use which when and it adds variety to your load out.

Offline Misery

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Re: Spells that generate shooting companions?
« Reply #10 on: May 09, 2012, 06:57:52 am »
I don't see why you'd need a mode-switch at all.

Just have some summons which have a little AI, and others which just fire where you fire.

It's up to you to use which when and it adds variety to your load out.

Even better.

Offline Tallgeese

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Re: Spells that generate shooting companions?
« Reply #11 on: May 09, 2012, 01:29:36 pm »
I don't see why you'd need a mode-switch at all.

Just have some summons which have a little AI, and others which just fire where you fire.

It's up to you to use which when and it adds variety to your load out.

This is true. Wasn't sure they'd want to add two spell sets that are slightly different, was all.

Though, either way, allowing players to switch how the dumbfire companions follow your aim via a formation would be nice. One time you might want them to help you lay fire over an area, but another time you might want them to focus on exactly where you are firing.

Whatever's easier to implement, though. If a formation-change button is too difficult to do, then two spells without it would be just fine.
« Last Edit: May 09, 2012, 01:46:55 pm by Tallgeese »