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Brainstorming Thread: Show Me The Clever Players.

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Martyn van Buren:
Tight.  I think it appeals to me for the same reason you mentioned about switching to side-view --- it makes space not just space.

Ixiohm:
I like this idea too :) How about a spell that make you kind of astral project (visually maybe similar to the vengeful ghosts). In this form you could scout and make some preparations without drawing the attention of the enemy. However, you would not be able to physically interact with anything and the preparations you make would only 'activate' once your character travels there physically.

x4000:

--- Quote from: Ixiohm on November 28, 2011, 04:27:26 pm ---I like this idea too :) How about a spell that make you kind of astral project (visually maybe similar to the vengeful ghosts). In this form you could scout and make some preparations without drawing the attention of the enemy. However, you would not be able to physically interact with anything and the preparations you make would only 'activate' once your character travels there physically.

--- End quote ---

That would be really cool!

Hearteater:
Inventory

The less inventory I have in the field (to a point), the more creative I need to be in selecting what I bring with me.  You've already touched on this with the spell ammo concept.  But an important part of making inventory selection interesting is to make the costs interesting.

For example, if I can carry an equal number of 10 types of items and they each solve a different problem, I'll carry an amount of each type proportionate to how often I encounter those problems.  If there are 30 item types each of which solves three problems, I now am burning solutions to two other problems each time I use an item.

Further, if I had extremely limited in carrying capacity for any item I haven't increased my max capacity, things become more complicated and interesting.  Each player is now making decisions based on what he is capable of carrying.  Somewhat similar to the limitation of starting ship types in AI Wars.  Implicit here is you can never max all your item types capacity.  I actually would say to a degree, item types would be similar to ship types in AI Wars, with certain core items being like the triangle ships.

Obstacles

I'd like to seem more physical obstacles (which would be the above mentioned "problems" although other things can be problems too) that require certain items to overcome, or cost a steep amount of health/mana/spell ammo as an alternate means of passing them.  For example:

* Magical barriers over doors/chests that can be removed with something, or destroyed with a lot of spell damage (problem for non-cost spells as that just makes it a time cost which is bad).  So bring the counter, or burn a lot of mana/ammo.

* Attrition Totems that slowly damage the player in the chunk until destroyed.  Certain items can make you immune to the damage, so if you opt not to carry those items you'll lose health when you encounter them.

* Anti-Warp stone that prevents warping into or out of a chunk.  This might be something that gets seeded into a fairly large (4-8 adjacent chunks) area to make the items that circumvent it more interesting.

* Null Magic Field that occupies an area of a surface chunk (unlimited vertical height, limited horizatal size) that prevents spell casting, or at least reduces the effect of spells you cast.

* Rotting Mold in caves on the walls that destroys any wooden platforms after a few minutes (guess you should have brought steel platforms)

Unlocking Chunk Warps

Part of the challenge with this idea is once a player passes an obstacle, they can return to town to recover and then warp past the obstacle that was expensive to bypass.  So maybe chunks shouldn't be warp targets automatically when visited if certain obstacles are present.  In fact, warp unlocks should maybe only be applied when the player reaches a chunk through a path that contains no un-defeated obstacles.  Think of it like supply in AI Wars.  I can ignore an Attrition Totem (losing a bit of health) but I won't unlock that chunk for warping TO (I can still warp out) and further I won't unlock any other chunk I visit past that point until I personally travel an unblocked path.

This would still leave players always with the option to leave, but going deeper would require them to either bite the bullet on the alternate resource costs, or bring the right item to get past.

Spell Customization

Making custom spells to solve your problems is fun and interesting.  More so when the custom spells are strict improvements in every area, but instead specializations.  As long as limitations come with power, we'll be forced to be more creative with our spells.  Obviously our inventory needs to limit our spell slots to some very reasonable number.  I'd say 8-10 is probably close to ideal.  It could be interesting if we could make multi-slot spells that were powerful at the expense of less diversity.

I'll wait to see the crests to see what direction you go with custom spells.

TNSe:
I was thinking about the strategic view and the village view. And the more and more I was thinking about it, the less inclined I am to keeping the village view. Everything in the village view can be done on the strategic view instead, think more like Civilization. Actually right now, village view adds an extra complexity to the game with very minor impact on the rest of the game.

With more focus on building buildings/securing areas for villages (somehow allow you to claim, demonsterize tiles) and building on them... I dunno, maybe it turns the game too much into civilization. And this kind of game has been somewhat done before, in Actraiser (which is a great game). http://www.youtube.com/watch?v=_a0boYKS1RI

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