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- Jan 7, 2005
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I've been tinkering around with NightElf01.w3m, just thought I'd let you know. Since this forum used to have a great deal of activity and threads have a lot of views, it seems like a good idea to have this thread here in order to gather suggestions.
Of course TheSpoon can consider any of the proposals made here in case he comes back and decides to finish the Night Elf campaign himself.
Here are my ideas for the series of missions of the Night Elves:
This with the loading system on top of it, of course. I'd very much like to implement that upgrade system, but it's up for discussion.
Of course TheSpoon can consider any of the proposals made here in case he comes back and decides to finish the Night Elf campaign himself.
Here are my ideas for the series of missions of the Night Elves:
• Three sets of difficulties: one corresponds to Normal difficulty, the other corresponds to Hard difficulty, and a third, "Insane", if you'd like to call it that, with a special AI that plays more like a human player. I'm not sure what the capabilities of this would be, I still have to study the possibilities.
• Make upgrades purchasable only at the end of the map and make them carry on for the rest of the campaign, or give players the option to choose between this and the old system, during NightElf01 (the first mission).
Much like in StarCraft II, upgrades would be bought with "points" that are earned in a fixed amount at the end of each mission, but completing optional quests would also grant a bonus to this fixed amount of points.
I'll probably discard the idea of giving points based on scores or performances, though: how fair or interesting (I'm not being ironic) would it be if you did bad and, on top of that, you get no upgrades for the following level? It's kind of counter-intuitive on that regard. On the other hand, I could allow points-based-on-scores in "Insane" if the player(s) want it; it'd be interesting to create a logic of: «that level is harder, so we're gonna make worse on that and rock on the next»?
• Give Shandris a few exotic spells, but allow Tyrande to pick an alternate class so the player controlling Shandris doesn't get all the custom stuff.
• (your suggestion here!)
• Make upgrades purchasable only at the end of the map and make them carry on for the rest of the campaign, or give players the option to choose between this and the old system, during NightElf01 (the first mission).
Much like in StarCraft II, upgrades would be bought with "points" that are earned in a fixed amount at the end of each mission, but completing optional quests would also grant a bonus to this fixed amount of points.
I'll probably discard the idea of giving points based on scores or performances, though: how fair or interesting (I'm not being ironic) would it be if you did bad and, on top of that, you get no upgrades for the following level? It's kind of counter-intuitive on that regard. On the other hand, I could allow points-based-on-scores in "Insane" if the player(s) want it; it'd be interesting to create a logic of: «that level is harder, so we're gonna make worse on that and rock on the next»?
• Give Shandris a few exotic spells, but allow Tyrande to pick an alternate class so the player controlling Shandris doesn't get all the custom stuff.
• (your suggestion here!)
This with the loading system on top of it, of course. I'd very much like to implement that upgrade system, but it's up for discussion.