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Messages - JBSpook

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1
The Diablo series is another good example of this.

People put in thousands of hours completing the games over and over looking for that perfect weapon or armor sets.

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A Valley Without Wind 1 & 2 / Re: Citybuilding, and placement
« on: July 11, 2012, 07:20:57 AM »
What about terraforming?

Make it so buildings have to be built around your settlement, or each other.

The buildings would stay as they are now (bonus requirements and all).

You place a building on a tile, if the bonus doesn't match the tile type, you can
create a terraforming mission on that tile.

Could be a guardian power scroll that you acquire in stash rooms or something.

A terraform mission would be a cave delve down through a few bosses or so, till you
hit an earth core that has to be blown.

After you succeed, the tile is changed to the correct bonus type.

Sorry if this typed strange, I'm on my phone

3
Two thoughts....

What if there was a way to delete missions from the world map?

Could be a new keybind you hit when your on a chunk that has a mission you want to get rid of.  A confirmation message, then a deleted mission.  That would then have to start the respawn timer for the chunk.

*You could clear away mission clutter if want
*You could clear away mission types you dont like and have no intentions of doing
*You could clear that perfect area to lay down that survivor scroll without having to do the missions first

Second thought...

Have a "hardcore" mode at world launch that doesnt spawn missions on the world map. All missions would have to be sought out  by adventuring.


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A Valley Without Wind 1 & 2 / Re: Adventurer idea...
« on: June 21, 2012, 07:03:04 AM »
That would be really nice if it could keep track of your spells per character.
Great idea!

Anyway, I haven't put it on Mantis yet, I was checking to see if there was any interest.

I'll put it up tonight after work.

I'm glad there's some interest in the idea, I would love to see something like it in game.

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A Valley Without Wind 1 & 2 / Re: Adventurer idea...
« on: June 14, 2012, 07:18:25 PM »
I probably didnt explain this very well, its what usually happens when I try to put thoughts to posts.

The idea wouldnt actually ever take away your survivors from your settlement.  It was just an idea of how you could unlock an adventurer slot.
Adventurer slots is just a way to limit how many extra adventurers you create for yourself.

With the stone you would never have to chase down your survivors again, they really wouldnt have anything to do with your character swaps.
You would use the stone, choose a character out of the list of unique characters youve rolled and off you go.

The whole idea was based on the fact that I want to play different aged characters now and I dont want to sacrifice survivors to get what I want.....

if that makes sense.

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A Valley Without Wind 1 & 2 / Adventurer idea...
« on: June 14, 2012, 05:12:40 PM »
Congrats on 1.1 its been a fun trip since launch!

Now to the idea....

Lately Ive been thinking about the awkward use of transfer scrolls. 
Ive also been thinking of the great job the devs have done on making our characters we roll unique.
I have gone from mainly using one character all the time to not being able to decide which type of character I want to play, it changes day to day. 
Choice and wanting a choice is always a good thing.

The general idea would be to have a fourth stone in the settlement.  It could be called the Adventurer Stone (or whatever).
When you use this stone in the settlement, it would allow you to view stats and swap your adventurers.  The window could be just like the settler window that is under continent status.
This is also where you would be able to create your new adventurers as well, but we will get to that next.

Now the details....

Ive been debating on how many adventurer slots you should have and how you should acquire them.

One idea is that there are "x" amount of adventurer slots and you pay shards to unlock them.  It could get progressively more expensive as you go. I like this ok, but meh.

Another idea is that they would be unlockable.  So lets say in continent one there is one unlockable adventurer slot available.  To unlock it you would maybe have to
succeed at 5 rescue missions (that would also be the settler tie in). 
Continent two would have a second slot to unlock, so on and so on.
This could also show up in the Things to do list.
I do like this better as its another task that needs doing.

Anyway, after you have a adventurer slot available, you would be able to roll a new character with the wonderful character generator that is in place (button would be on the
adventurer window).
Now you can swap characters from your stable of adventurers at will for whatever mood or mission your undertaking.
If you have a character that you decide you dont like, you could still suicide them and create another. The slots would be yours to fill.

As for the transfer scrolls.....
I was thinking those could be used in the field to swap (not create) your adventurers.
They would probably have to follow the same rules as the health enchants. To use a scroll to swap adventurers, you would have to be in a safe zone, and be at full health.


I guess thats pretty much it for now.  Im not sure if this is mantis worthy or if its just too far out there.
Or if it even makes sense ;) 

Thoughts?




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