|May 24, 2015, 10:53:57 AM|
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|Author||Topic: Minecraft! (Read 25921 times)|
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Today at 08:13:45 AMLishy: my djinn proposal is similar to an adrenaline bar
Yesterday at 08:55:57 PMFox: (As for how the "adrenaline bars" would be displayed, I'm not sure.... besides the idea that they would not be part of the top hud, but perhaps maybe displayed above a selected character, or something... er...)
Yesterday at 08:50:09 PMFox: (Pretty much saying that the system could be quite flexible.... I still thinking how the chance to dodge an attack or miss hitting the opponent could be done, though.)
Yesterday at 08:47:50 PMFox: (To add to my hypothetical concept, I could say that just having the characters in battle itself could still raise adrenaline bars... where-as if stored in back, they'd be ignored...)
Yesterday at 08:26:42 PMLishy: players are less likely to miss a djinn in golden sun redux, if they are turned into dungeon minibosses who block your way, instead of hidden.
Yesterday at 08:09:55 PMLord Squirtle: System* Also, made a tiny graphical change that I like a lot. Going to keep it a secret for now though. :P
Yesterday at 08:09:00 PMLord Squirtle: But you do have a point about your different class sytem.
Yesterday at 08:08:21 PMLord Squirtle: Erm, I mean if you somehow miss picking up a djinni somewhere and you have more of one element than the other.
Yesterday at 08:04:38 PMLishy: djinn elements are not unbalanced in ReDux, heh... They actually barely have a role besides changing your classline (which again, reduced to only 1 tier)
Yesterday at 08:02:37 PMLord Squirtle: Lishy: Hm, interesting... Kind of feels like that would make it harder to take full advantage of the class system though, especially if your djinn elements are unbalanced.
Yesterday at 08:01:19 PMLord Squirtle: Leaf: Yeah, I know. It would be easier to justify something like that if it took no longer than a couple turns at most, but still.
Yesterday at 07:49:37 PMLishy: oh, it also prevents summon rushing............ Maybe someone wants to help me implement this? :V
Yesterday at 07:49:20 PMLishy: while at face value that might remove customizeability, because djinn do not affect spell selection in Golden Sun ReDux (only classline, which are all 1-tier only), it has the benefit of streamlining the process so that players can customize complex builds without having to redo their djinn after every fight
Yesterday at 07:47:45 PMLishy: Honestly, if there is anything I can do to perfect the system, it'd be to make it so you cannot set a Djinn to Standby outside of battle, and their state is automatically Set, so your djinn are always active, and you can no longer summon rush except by actually using your djinn in battle
Yesterday at 07:46:14 PMLishy: I REALLY want people to use their djinn
Yesterday at 07:45:35 PMLishy: I feel Golden Sun ReDux hit a REALLY good sweetspot of balance between summons and djinn. Djinn do not alter stats or spells (only classes), and summons do not use HP% modifiers. Instead they scale off Elemental Power, which is VERY sensitive iN Golden Sun ReDux, but the tradeoff is that summoning does not boost Ele power anymore
Yesterday at 07:28:00 PMleaf: @sala: that would make high level summons really worthless, I think. Even the "djinn as equipment" solution is better than that, since you could feasibly pop a lv3 every turn with only the djinn you used that turn. your solution assumes no two chars are holding the same type of djinn, which is only true in base class runs. your solution would also remove one of the main draws of using multielemental summons prior to endgame, that's their ease of setup
Yesterday at 05:55:05 PMLord Squirtle: But then again, I'd rather go for a turn-based thing myself. Total djinn requirement - 1 = minimum turns needed to summon. Or something along those lines.
Yesterday at 05:53:54 PMLord Squirtle: Could be a functional way of balancing summon rushing, where you can only use stronger summons if you get hit more.
Yesterday at 04:32:02 PMFox: And who knows, experiments like that could even lead to an entirely new game. But if it is an RPG of sorts... it'd probably kill my motivation due to tons of rebalancing and otther awkward stuff.... I suppose that's why I'd rather stick to "concept" stuff....(?) fr the most part.