View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0008651 | Valley 1 | Suggestion - Mission Ideas | Jun 23, 2012 5:44 pm | Jul 5, 2012 6:38 pm | |
Reporter | darkchair | Assigned To | |||
Status | considering | Resolution | open | ||
Summary | 0008651: More Depth for Journey to Perfection Missions: Limited Shots | ||||
Description | A way to make this mission more interesting and less easy would be if at the entrance of the mission, you had to declare which spells you are going to use, and how many shots of each. Better spells (spells with piercing/homing/sliding) would be more expensive. Worse spells (spells with less range and lacking in the advantages) would be less expensive, so you would be able to use them more overall. This would again make the mission more of a "journey" rather than a spam fest of just blowing everything up and running for the end. A rough balance of expenses IMO: All better spells: 4 Energy Slice, 2 Cleft Smoglet(They are banned now I think? I'd allow them back in), 5 Ball Lightning, 8 Earth Rage. All worse spells: 6 Luminance Arc, 12 Fireball, 15 Miasma Whip, 30 Death Touch. A balance of spells: 2 Energy Slice, 1 Cleft Smoglet, 7 Fireball, 6 Luminance Arc, 10 Miasma Whip, 5 Death Touch. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
related to | 0008717 | considering | Balancing JtP missions |
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The problem with this is that journey to perfection has indestructible monster spawners, so limiting spells is a quick way to leave the player unable to clear the way ahead. In addition, mana is already the limiting factor - adding a second limit unnecessarily complicates things. That said, I wouldn't object to an achievement for completing journey to perfection with less than <x> shots, and one for completing it while only using "weak" spells (no piercing, no sliding, no homing), but I'd want it to be entirely optional. |
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The only time I've ever had to deal with (what I assume were) spawned enemies was in The Deep. With the absurd amount of enemies it was possible to be stuck long enough to have to deal with reinforcements. I only have 1.5x enemy spawns now, maybe its more significant at 2x. A possibility would be to get rid of the spawners along with this change. |
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I agree that the indestructible monster spawners work against this idea. Eliminating the spawners, as well as having a 'X monsters left in this region' notifier, would make this more doable (keeping in mind that you wouldn't have to kill all of the monsters, just reach the end of the region - same as it is now). Then again, this would make these missions especially challenging for players using keyboard/controller only, since they can only aim in at most 8 directions. This would also require a careful balancing of how much each spell was worth (1 shot of creeping death should cost more than 1 shot of energy slice), versus how many shots each enemy would grant the player before the mission started (I should get more shots if the map will have a lot of Sea Worms, versus if it will have a lot of Skelebot Ankle-Biters). This balancing would have to be worked into the mechanics of the game, and it would probably be really difficult to get the algorithm just right - considering that some weaker enemies are harder to hit, enemy elemental weaknesses/resistances would ideally affect how much spells cost (since these would make spells more/less powerful against certain enemies), and the fact that maps have multiple types of enemies. It seems like the only way to keep these missions from being too hard, then, would be to give players more than enough shots to fire - and if you're already doing that, why not just give players unlimited shots? |
Date Modified | Username | Field | Change |
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Jun 23, 2012 5:44 pm | darkchair | New Issue | |
Jun 23, 2012 8:41 pm | BenMiff | Note Added: 0026047 | |
Jun 25, 2012 9:37 am | tigersfan | Internal Weight | => Feature Suggestion |
Jun 25, 2012 9:37 am | tigersfan | Status | new => considering |
Jun 25, 2012 3:50 pm | darkchair | Note Added: 0026055 | |
Jul 5, 2012 6:20 pm | Pyrrhic | Relationship added | related to 0008717 |
Jul 5, 2012 6:38 pm | Pyrrhic | Note Added: 0026340 | |
Jul 5, 2012 6:42 pm | Pyrrhic | Note Edited: 0026340 |