bobsoup
Exemplar
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Posts: 453
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Post by bobsoup on Apr 2, 2015 12:02:02 GMT -5
For LoS (yeah, I know, way off) one feature I think would be nice is allied NPCs in fights.
So, you're defending a city from catkin (oh yeah... you need catkin in LoS)... it would be nice to fight alongside the city guards (even if they're weak and get killed easy).
Or... characters who temporarily join your party. A guide who will join your party through a region (perhaps acting as the narrator telling the lore of steel at certain places).
Then when you go into fights he is a bit rogue, he will fight for you but you can't control him. This will force you to have a different strategy, because you have to protect him, so you have to work strategy around that.
I like when games give you allied forces you don't directly control. Adds an element of unpredictability to your strategies. Especially if some NPCs are cowards that hide, and others are brash fools that bum rush the opposition (forcing you to do the same to protect them).
Other suggestion: Terrain combat modifiers.
If you're fighting whilst on rocks crossing a stream you should be at a disadvantage. Same if you're at bottom of steps. (Above steps should give you an advantage).
So if you're on land and a puppykin is crossing water you should have combat bonuses whilst trying to kill the puppies.
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Post by Cory Trese on Apr 2, 2015 12:11:53 GMT -5
Both of these features are already in TA2!
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bobsoup
Exemplar
[ Elite Supporter ]
Posts: 453
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Post by bobsoup on Apr 2, 2015 12:53:55 GMT -5
Awesome. You guys even have psychic ability and foresight in your skill set.
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Post by abysmal on Apr 19, 2015 7:42:06 GMT -5
On a side note, please don't make AI controlled party members like Sheva in Resident Evil 5. Or like Ashley in Resident Evil 4. Or like any moving NPC in any rpg, like ever.
(In RE4, Ashley has an annoying bit where she wants to give bad guys a hug. In RE5... Sheva is Sheva... I can't explain it, but its bad. Moving NPC's tend to move for the sole purpose of getting in your way).
Sent from my 0PCV1 using proboards
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Post by Cory Trese on Apr 19, 2015 9:07:37 GMT -5
In most cases, you'll be in command of the NPC. In a few cases, they'll move independently of you, but in that case they won't be fighting.
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bobsoup
Exemplar
[ Elite Supporter ]
Posts: 453
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Post by bobsoup on Apr 19, 2015 12:05:05 GMT -5
On a side note, please don't make AI controlled party members like Sheva in Resident Evil 5. Or like Ashley in Resident Evil 4. Or like any moving NPC in any rpg, like ever. (In RE4, Ashley has an annoying bit where she wants to give bad guys a hug. In RE5... Sheva is Sheva... I can't explain it, but its bad. Moving NPC's tend to move for the sole purpose of getting in your way). Sent from my 0PCV1 using proboards I've not played resident evil, but I remember playing syndicate as a kid and there were a few levels in that where you had to protect a moving AI. Always some of the best levels. I think it comes down to how well a dev implements the feature. TB play their own games so I trust them not to write levels that suck.
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