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Field Objects
#1
Field objects are a thing in the video game, but they're extremely rare. I think there would be a lot of advantages to having more of them, as long as they're implemented well.

Having randomized obstacles in a map increases variety, making each battle a little different. It allows you to put your back against a wall, and interact with the objects with skills like turnover and such.

It would also introduce more inherent variety in the maps. If one map type has more field objects, it's going to be advantageous/disadvantageous to certain builds. Hell, this is a tactical RPG. Having obstacles in the maps is core to the experience. I think SL2 doesn't utilize the concept of the MAP enough. Maps are generally the same size, fairly large, and with almost zero obstacles in them. This makes each map feel pretty much the same with the exception of a few more unique ones, and the occasional strange spawn locations. Adding randomly generated walls to most maps will immediately make the entire game more varied.

It would even open up new design space. What if there could be new skills or even classes that utilize field objects? I feel like there's so much potential there. In fact, the more I think about it, it seems like it's a big part of sl2's existing design that isn't being utilized.

And lastly, of course, it would really improve Ruler's gameplay in my opinion. Instead of being focused entirely on digging up stuff in their corner and not moving, they would be incentivized to going around the map to collect things while fighting. I like the idea that certain maps, especially rocky maps like caves, would be an advantage for Rulers. While interior/city maps (where most pvp takes place) would be a disadvantage.

An extra rule to make this work
A field object should never spawn next to a solid tile or a mob. This would make it impossible for the objects to completely block a mob, or block a passage in the map. However, they should be able to spawn next to each other, creating these random walls that aren't connected to the normal map edges and walls. This way, it's never gonna be an issue even if you spawn a lot of them. Just pick random tile on the map, check if it's not dense and not adjacent to dense, or mobs, and if not spawn it, repeat until you put down all the required objects or x amount of iterations were attempted (so it never hangs).

Maptype object lists
The way I imagine this working is that each map would have a type variable. I don't know if this is already a thing but basically we have a list of these "maptype" objects, which are just a name var and a list of field objects. Then, each map would have a maptype var. This would potentially allow custom maps to utilize pre-exising maptypes. So if you want to make a new sandy map, you can use the sand type. Or maybe you could enter the field objects you want manually, which would probably take more UI work. If you use types it's just a matter of giving EMs a verb with a list select. But anyway dev can figure this out.


NEW FIELD OBJECTS
This is a totally unnecessary idea but it could be cool for even more variety in battles

Runes
These are non-dense, but can still be dug up for 1 geomaterial.

Range rune: the classic rune from g6, increases attack range if you stand on it.
Locking rune: immobilizes you for 2 rounds, but you cannot be knocked back or pulled. (grants a brief immobilize immune after the 2 rounds) doesn't work on bosses.
Trap rune: explodes for 100 aoe damage of a random element.
Power rune: increases your SWA and ele atk by 10 for 2 rounds

Rocks
Simple rocks that have different effects. Worth 1 geomaterial.

Normal Rock: no special effect.
Magmic Rock: creates an indiscriminate explosion for 30 fire damage within 3 range when destroyed.
Ice Rock/Ice: spreads ice sheets within 4 range.
Sand Rock: blinds anything within 1 range for 1 round.

Valuables
chest that you can attack and it breaks and gives you 100 murai???

Dangerous
venomous/thorny plant?
naturally spawning dense vines? (that one wild elf trait that makes you able to ignore vines would become useful)
pit trap? (trapfinding becomes useful?)
slippery surface?

Nature
Tree: gives 1 geomaterial, leaves behind a stump that can be harvested again for 1 more material
Bush: Gives +5 defense and +5 evade when standing on it, but it's destroyed 
Log: 1 geomaterial

MAP TYPES
Here is a list of map types, and what the list of items would look like.


Fire (Tera Flama, Lava Lake)
- 5 magmic rocks

Sand (Beach cave, Lost beach, Wastes, Deep Wastes)
- 4 sandy rocks
- 2 normal rocks

Nature (Lake Halard, Sunken Forest, Most overworld places)
- 4 random flowers
- 2 normal rocks
- 1 tree
- 20% chance of 1 bush
- 1 log

Ruins (Catacombs, Temple)
- 4 normal rocks
- 50% chance of 1 random rune

Rocky (Geladyne mountain, Haunted mine, Goblin cave)
- 9 normal rocks
- 1 gold nugget or crystal

Watery (Jammer Cavern)
- 4 normal rocks

Empty/Clean (Most interiors, arenas, cities, etc)
- nothing!


Let me know what you guys think. Of course everything here is just an idea, something for Dev to think about. I think there's a lot of potential with this mechanic so I'd love to see any additions in this vein! Thanks for reading
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#2
I would fear random generation on battlemaps, but I do wish we could have this sort of tile tool for event stages.

I think ‘cool battlemaps’ are awesome and sorely lacking. Gimme WEIRD stuff
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