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       #Post#: 11482--------------------------------------------------
       A couple of ideas
       By: goku94 Date: January 12, 2013, 8:11 pm
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       I have a couple of ideas. First one:
       ONE. Well, since you told me that you think of removing Element
       Masteries, I thought that I would just start using Elementals,
       if no new abilities emegre. But then I thought, that I would
       have to control them and all, and they would quickly die in boss
       fights, and then I would have to pick them up after every mob I
       encounter, and that there is a bug that makes the attack icon
       appear in a basic menu when you control both a character and
       elemental - so my idea is to make the Elementals follow their
       makers at every time. You know, make it intelligent, for example
       that they attack enemies the character is attacking, but follow,
       when he starts moving around (when running away from boss
       specials). And it would be awesome, if one could change their
       thinking mods - like "attack everything until one of you dies"
       or "attack only, if I attack". You would set them before battle
       and they would stay that way until you change them - even if the
       Elemental dies and you make a new one. Same for Soul Burn demons
       and Fradz illusions. Down to number two:
       TWO. I feel very tired of running around the map there and back
       to the Synthesis Shop with every new item to check, if I need it
       for later, or if I can just sell it now. I also feel tired of
       swiching windows and checking that in the Item List. Well, now,
       as there is such a list, everyone has a way to check if they
       need an item or not. So why not include this in the item
       description? Like for Stogo Helmet: "Synthesis - none" or for
       Fire Cloak: "Synthesis - Magma Cloak" or for Zozi: "Synthesis -
       all powerful items". That would be awesome, it would make the
       gameplay much more efficient. After all, looking at the
       Synthesis Shop descriptions takes a lot of time, and you might
       miss something and sell a useful item. First time I played, I
       held the Stogo Helmet until like chapter 5 - "Maybe I'll need it
       later".
       Well, that's it. If you were expecting more - two is exactly a
       couple. I'll update, if I remember any other - I had plenty of
       them just yesterday. I just haven't played for some time.
       #Post#: 11491--------------------------------------------------
       Re: A couple of ideas
       By: Aeroblyctos Date: January 14, 2013, 5:17 pm
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       Well I'm not sure about the second idea but the first idea
       interests me. Of course I cannot do such a complicated system. I
       mean, it's AI and my skills aren't good enough for that. But we
       can now here discuss how we build it and then we can request
       someone to create it for us.
       I was thinking something like Diablo 2 AI style with some
       twists:
       Options:
       - In Game Panel you have on option to activate the AI or disable
       it
       - You can turn on / off the AI from each companion, by simply
       clicking the unit and then clicking a specific ability
       - Each companion follows the one who summons it(also items
       companions)
       How it works:
       - A companion sometimes runs around the master and sometimes
       just stands still
       - If master goes over 800 range the companion goes "attack
       ground" position of master
       - If master goes over 1000 range the companion simply runs
       closer to the master
       - If master goes over 1200 range, the companion is teleported to
       the position of master
       So what do you think? Any suggestion? What more?
       #Post#: 11914--------------------------------------------------
       Re: A couple of ideas
       By: SeedinAethyr Date: March 23, 2013, 3:57 pm
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       I don't think the elementals should be teleported to the
       position of the master until he reaches range 2000. A difference
       of 200 range is nothing. Also... is this AI given to the
       summoned Healer from the Ologozo?
       #Post#: 11974--------------------------------------------------
       Re: A couple of ideas
       By: CoNteMpT Date: March 27, 2013, 6:49 pm
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       about the two ideas:
       the SECOND idea first: this is very good. extremely good not to
       say. adding it is a piece of cake and it would be very very VERY
       useful. what you could ALSO do, if its too much work to add a
       synthesis description to every bullshlt item, just give the
       items that have NO synthesis the note: -no synthesis, so you
       just know what to sell and what to check out.
       that would be damn nice.
       to the first idea: as i posted in the pet system thread, i dont
       think having pets is any good and even having summons kinda
       sucks. i just had a playthrough on extreme with a full summon
       build and also summoning items and holy shlt do they suck.
       summons get weaker and weaker as the game progresses and they
       even suck at the beginning. controling them is a pain in the ass
       and positioning them... man, i got my hands full of microing 3
       heroes. i play campaigns to chillax and have fun, if i want to
       micro my ass of, i go play solo ladder online.
       so what i would do: this idea is ONLY for the three elemental
       summons (fire, lightning, ice), NOT for all the rest. but this
       at least owns:
       if a hero summons an elemental, the summon doesnt appear as an
       individual unit but it actually "fuses" with the hero. the hero
       conjures the power of an elemental upon himself. you cant click
       on the elemental, it will just be fused with your hero. should
       be easy to make a nice animation for that.
       then, if you walk around, the elemental will just always be
       ontop of your hero or "inside" him. it gets increased attack
       range (like 700) and can just auto-attack from the position of
       the hero without having to be controled.
       ofcourse you cant use its abilities anymore when you cant click
       on it, so give it abilities that are triggered.
       and since the elementals cant be clicked on, they cant be
       targetted. they are basically invulnerable, but for that
       problem, here's the solution:
       fradz' elemental has this ability where when he drops below 25%
       hitpoints, it sacrifices itself to heal him up. i think with my
       idea of change, every elemental should have that ability as a
       passive and even with a little upgrade: the hero who is fused
       with an elemental cant get one-shotted. he just cant die. if he
       dies, the elemental dies and he heals up to 100%.  if the
       elemental runs out of duration, it dies and heals up the hero by
       a certain amount, lets say: heroes combined attributes*elemental
       level.
       man, my ideas are so good.
       for all the other summons,  i would rather remove them, except
       maybe the healer from the ologozo and the puppet from the omega
       helmet, but maybe even that. if you DO make a system where they
       automatically follow/run around your character, give them zero
       collision size, so they dont block. but really, rather just
       remove them, in most cases, having summons works against you.
       for example chapter 1 with those fire demon spawns: the ogre
       lord uses shockwave, the renegade wizard uses carrion swarm etc.
       basically you get fucked for having summons because those enemys
       never use their AoE-spells against single targets, thats how the
       normal blizzard-AI works.
       #Post#: 11983--------------------------------------------------
       Re: A couple of ideas
       By: Aeroblyctos Date: March 28, 2013, 3:38 am
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