View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0008122 | Valley 1 | Suggestion - Mission Ideas | May 25, 2012 6:18 am | Jun 16, 2012 12:41 am | |
Reporter | BenMiff | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 1.031 | ||||
Summary | 0008122: Allow missions in (slightly) stormy regions | ||||
Description | Rather than having missions completely removed from windstorms, why not just limit how deep they can be spawned into the windstorms? (The problem was more with missions that were really deep in the windstorm; missions that were only 1 or 2 tiles into the windstorm were interesting since then there was a strategic decision whether to risk the increased difficulty for specific rewards.) The depth into the windstorm that missions could be seeded would then be tied to strategic difficulty; the depth would be 0 tiles deep (i.e. unable to spawn) at the lowest strategic difficulty, and then increase by 1 tile per difficulty level up to 4 tiles deep at the highest difficulty. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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When you enter a new continent, the first thin you prolly notice is that practically every non-windstorm tile has a mission in it. It's not terribly inconvenient, but it does look a little odd. This suggestion would also help address this. I honestly don't find windstorm regions to be THAT bad to play in. I frequently go out into them to get gems and other ingredients when starting out in a new continent. |
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Would these missions yield any more rewards? Perhaps an extra tier orb, or 1 or 2 extra of each arcane ingredients, if available? |
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I'd definitely not want them to award extra tier orbs since it could throw the limits off (since you don't gain any tier orbs if it would put your total over the limit even if you wouldn't go over if you only gained some of them.) As for increased arcane ingredients... I'm not so sure either way. More than 1 extra would be too excessive, but it's more of a decision on whether to have the windstorms be to get rewards unavailable outside of the windstorms (no extra tier orbs), or whether to let windstorm missions be more beneficial in their own right (to the point where they could end up being preferable to non-windstorms.) Either could work; a good middle ground might be to only offer gems / iron ore / copper ore / etc. for the extra ingredients (i.e. not allow the extra ingredient to be anything that can only be obtained as a mission reward). |
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Well, the glyphbearer is the one protected by the ilari and capable of surviving the windstorms. While the goal is to make peace, I think having an option available to the glyphbearer heading out into said storms for a higher-risk-higher-reward mission is appropriate. Even if returning the tier boost only for inside missions (or a scaling tier boost? xD missions 4 out would be T13 at the highest, about the same as the overlord without defeating lieutenants) T1 ->> T2 -> T3 -> T4 -> T5 T2 ->> T3 -> T4 -> T6 -> T7 T3 ->> T4 -> T6 -> T7 -> T9 T4 ->> T6 -> T7 -> T9 -> T10 T5 ->> T7 -> T9 -> T11 -> T13 Would fit/make sense that, while the lieutenants boost the overlord, as the lieutenant's die, the overlord gets enraged and reckless, making himself weaker. However, the windstorm of his continent would grow in strength with his rage. At T5, and four out (T13), all of his rage is focused on containing you and killing you with his storm, although the ilari mostly protect you from such. The stronger wind boosts the enemies out there while you're on a mission in that he knows where you are, as you're doing the mission, and tries all he can to stop you. At least that's how it makes sense and could work with a whole continuity aspect. Wind = no tier increase? Well for missions, it does. You're vulnerable, so he pushes his power on you in an attempt to stop you. Now, I haven't completed all the mysteries, so I don't know if any of this conflicts with some official reasoning and story... But if it doesn't, a mystery piece of a log from someone noticing that the overlord tries to kill you so much harder when you're noticeably out in the storms. Or maybe I'm just trying too hard to rationalize this. *addon* I do have to say that i really enjoy diving into a cave, pushing the monster tier far above where i'm at, like fighting T5 and such while only T1. Nice challenge. T13 enemies at T5 would probably be equally fun... |
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This seems to encourage players to not have "A Valley Without Wind." |
Date Modified | Username | Field | Change |
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May 25, 2012 6:18 am | BenMiff | New Issue | |
May 25, 2012 9:41 am | tigersfan | Internal Weight | => Feature Suggestion |
May 25, 2012 9:41 am | tigersfan | Status | new => considering |
May 25, 2012 10:45 am | GauHelldragon | Note Added: 0024873 | |
May 25, 2012 10:46 am | GauHelldragon | Note Edited: 0024873 | |
Jun 15, 2012 6:32 pm | jruderman | Summary | Windstorm Missions => Allow missions in (slightly) stormy regions |
Jun 15, 2012 6:45 pm | Kio | Note Added: 0025861 | |
Jun 15, 2012 8:21 pm | BenMiff | Note Added: 0025866 | |
Jun 15, 2012 8:48 pm | Kio | Note Added: 0025870 | |
Jun 15, 2012 8:50 pm | Kio | Note Edited: 0025870 | |
Jun 16, 2012 12:41 am | NyQuil | Note Added: 0025878 |