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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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