Post by tenbsmith on Nov 4, 2015 10:39:51 GMT -5
I'm on my first play through, trying to complete levels as fast as possible, NOT grinding for experience or exploring every nook and cranny of the map. This is the opposite of how I usually play RPGs. The game has made me feel like getting through quicker means less Xeno spawn and, therefore, less chance of losing a Templar. Playing like this is fun, I feel more in touch with the story because good military commanders should try to end things quickly to save their troops lives. It's fun being into the game like that.
One thing I do NOT like about many RPGs is when in-game dialogue tells you to hurry, but there are no negative consequences for taking your time, exploring every part of a level and getting all the loot. This disconnect between story and game mechanics takes you out of the game.
BF has gotten me to hurry by setting the turn goal for each level, and giving me bonus EXP for beating the goal. Other bonuses also seem to have a quickness element. If I recall correctly, you’re rewarded for Xeno killed per turn, not total kill count. Nice.
Another thing that got me wanting to move quickly was the sense of urgency on the early level where the high-level-commander-dude, (the one who doesn’t show up on your Veterans list), says he’s going to stand by the gates until you close them. For tactical reasons, I moved him closer to my core group over a couple of turns and then he proclaimed he would stay by the gates and moved himself back to the gates. Another good example of matching dialogue and game mechanics, forcing the player to take dialogue seriously. Not wanting that Templar to die, I abandoned any thought of exploration and went full speed ahead for the switch to close the gates.
I’ve completed 6 levels to date, and so far only gotten the secondary objective bonus on 1 or 2. Do most levels have secondary objectives? How are others coping with speed versus completeness?
One thing I do NOT like about many RPGs is when in-game dialogue tells you to hurry, but there are no negative consequences for taking your time, exploring every part of a level and getting all the loot. This disconnect between story and game mechanics takes you out of the game.
BF has gotten me to hurry by setting the turn goal for each level, and giving me bonus EXP for beating the goal. Other bonuses also seem to have a quickness element. If I recall correctly, you’re rewarded for Xeno killed per turn, not total kill count. Nice.
Another thing that got me wanting to move quickly was the sense of urgency on the early level where the high-level-commander-dude, (the one who doesn’t show up on your Veterans list), says he’s going to stand by the gates until you close them. For tactical reasons, I moved him closer to my core group over a couple of turns and then he proclaimed he would stay by the gates and moved himself back to the gates. Another good example of matching dialogue and game mechanics, forcing the player to take dialogue seriously. Not wanting that Templar to die, I abandoned any thought of exploration and went full speed ahead for the switch to close the gates.
I’ve completed 6 levels to date, and so far only gotten the secondary objective bonus on 1 or 2. Do most levels have secondary objectives? How are others coping with speed versus completeness?