People seem to like being able to choose the weapon to pick up on the field, but I think it's awkward if characters automatically pick up weapons under certain conditions and walk through weapons when they already have another equipped. Here's a couple of solutions I considered where each introduces some Pros and Cons of their own. (Note - I'm intentionally leaving some details unspecified, since there are several possible options for them and these details are irrelevant to the main idea):
- Objects on the field are basically crafting materials. Players need the necessary ingredients to craft the weapons. There should be some method to clearly show what items the player can craft; one example method is showing the recipe on screen. (Note - if recipes are shown, then it's possible to procedurally generate recipes or decide which weapons can be produced during the match, which can give a bit of randomness/uniqueness to each match as the players' tactics/strategy may need to change.)
- Weapons belong to equivalence classes such that they disappear once one (within the same class) is taken. (Note - a class corresponds with a team/player color)
What if the player also has to consider if it's better to stay within his colored tiles?
What if the player is more vulnerable when playing aggressively (i.e., taking over tiles)? The player is challenged to consider and decide when it's better to be defensive or offensive. For example, characters standing on enemy or glowing tiles take 1.0x damage, whereas characters standing on their own non-glowing tiles only take .5x damage. (Note - The logic/rules for the glowing tiles would be tweaked/modified to support this concept).
Other Ideas that was considered in unison with the above ideas:
- Suppose what if under normal circumstances fired projectiles don't take over tiles. Instead, players must activate their "supers" for this to happen. This adds additional choices/decisions for the player to make and can add a psychological element to a battle as the player must predict the opponent's next move in order to best utilize the effect of taking over of tiles.
- Suppose that Hp and Energy are one and the same. What if firing shots (including the use of "supers") or taking damage both cost energy/hp? ( this can be compared to gambling in a way as the player is paying a cost for potential benefits).
Some concerns which arises from the above ideas:
- HUD/Screen space
- buttons for player input
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