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IDProjectCategoryLast Update
0004192Valley 1Gameplay IdeaSep 28, 2011 1:30 pm
Reporterwigglestick Assigned ToChris_McElligottPark  
Status closedResolutionwon't fix 
Product Version0.503 
Summary0004192: Monster nests should respawn on turn advancement
DescriptionPer malkav11 on Quarter to Three, monster nests should respawn on turn advancement in strategy mode; this way, if you were trying to e.g. kill a tough boss, if you went to his room, took a minute to clear any monster nests to make it easier on yourself, and then died anyway, your hard work in monster-nest-clearing is preserved and you can get right back to trying to kill the boss again.
TagsNo tags attached.
Internal WeightNew

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Chris_McElligottPark

Sep 28, 2011 12:48 pm

administrator   ~0014339

I disagree -- that encourages players trying to whittle down bosses by throwing a bunch of characters through the meat grinder. If you can't do it all in one go, you have to start over when you come back.

I might be open to changing that in a while, but I want to try it this way for a good bit first. I don't think taking multiple passes at a boss leads to anything positive, honestly, and most games I can think of don't let you do that either (Zelda, Metroid, Castlevania, etc).

wigglestick

Sep 28, 2011 1:20 pm

reporter   ~0014361

Ooh, no no, that's not the intention at all. I'm fine with boss health regenerating and wouldn't want it to happen any other way. But I really like the idea that taking the time to destroy monster nests in a boss room provides the player with a (semi) permanent tactical advantage to make their subsequent attempt a bit easier.

The scenario I envision is that you go into a boss room, and it's a pretty tough boss, so you decide you might have an easier time of it if you kill the nests. Maybe you get unlucky or mess up in your monster-avoidance and by the time you get the nests taken care of you're down to half health, and the boss winds up killing you. You run your next character back there, and now you have a clean shot at the boss with no distractions and with full health and mana. If you kill the boss, your tactical decision to kill the nests paid off. If you fail again, it's now pretty obvious that this boss is just too tough for you right now and you should come back later.

Anyway, just something I hope you'll consider down the road a bit.

Chris_McElligottPark

Sep 28, 2011 1:30 pm

administrator   ~0014365

It's possible... but I really view the other enemies as being "part of the boss" in a non-literal sense. It's kind of like Mother Brain at the end of metroid (the origianl). She does stuff to you directly, but then there's all these floating things hanging around, and the passages that close up when you're not actively shooting them, etc. Being able to clear out the floaty things and the passages and then come back on another life and kill mother brain would be... not the same experience. That's where I'm coming from.

My view is that if you want a permanent advantage on the boss, you want to get better equipment, better levels, or whatever else that's intrinsic to you -- that's just the general design direction I see this heading in at the moment.

Issue History

Date Modified Username Field Change
Sep 28, 2011 12:42 pm wigglestick New Issue
Sep 28, 2011 12:48 pm Chris_McElligottPark Internal Weight => New
Sep 28, 2011 12:48 pm Chris_McElligottPark Note Added: 0014339
Sep 28, 2011 12:48 pm Chris_McElligottPark Status new => closed
Sep 28, 2011 12:48 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Sep 28, 2011 12:48 pm Chris_McElligottPark Resolution open => won't fix
Sep 28, 2011 1:20 pm wigglestick Note Added: 0014361
Sep 28, 2011 1:30 pm Chris_McElligottPark Note Added: 0014365
Apr 14, 2014 9:30 am Chris_McElligottPark Category Suggestion - Gameplay => Gameplay Idea