View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0018218 | Starward Rogue | Gameplay Issue | Jan 15, 2016 7:00 am | Jan 19, 2016 10:37 pm | |
Reporter | Misery | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | won't fix | ||
Product Version | 0.850 | ||||
Summary | 0018218: Shields trivialize some things, suggesting change to recharge method | ||||
Description | Specifically what it trivializes most is the non-combat rooms. These could be more interesting, since they're often full of hazards, but the shields you always have mean that you can crash through them, grab stuff, and then effectively get out of the room unscathed. Kinda ruins the point of the room. So instead, have the shields not recharge on leaving a room, but instead only recharge when the last enemy or boss in a room is defeated. That way you cant just go in and out of cleared/empty rooms to keep exploiting the shields. This was actually suggested by Nargasse in a different Mantis thread, but since I think it's a pretty big issue, I'm giving it a seperate thread. | ||||
Tags | No tags attached. | ||||
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So, perhaps the answer is to allow the player to leave and re-enter rooms without clearing them? Then have shield recharging via limited "stations" or via monster drops. Some rooms would have "locked" doors that only unlock when all monsters are killed (e.g., preboss rooms, etc). This gaming experience would be akin to Ys (among many other titles). |
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Was discussed elsewhere. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 15, 2016 7:00 am | Misery | New Issue | |
Jan 16, 2016 12:19 am | ptarth | Note Added: 0044131 | |
Jan 19, 2016 10:37 pm | Chris_McElligottPark | Note Added: 0044368 | |
Jan 19, 2016 10:37 pm | Chris_McElligottPark | Status | new => closed |
Jan 19, 2016 10:37 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jan 19, 2016 10:37 pm | Chris_McElligottPark | Resolution | open => won't fix |