lecongvu Posted June 26, 2020 Share Posted June 26, 2020 There have been some turn-based SRPG like Final Fantasy Tactics and Tactics OrgeΒ where weathers play a role on the battlefield composition. Would you like more SRPG that do the same thing like them, where randomized weather conditons influence the battlefield? If yes, then what is the extend of the influence, since in both examples I have just mentioned the effects of weather are kind of negligible. Quote Link to comment Share on other sites More sharing options...
Samz707 Posted June 26, 2020 Share Posted June 26, 2020 Ehh maybe? depends really how forgiving the game is. I tend to dislike random elements aside from chance to hit in a strategy game (For instance I'm kinda put off by the fact TH has you pass a RNG check just to be able to change class.), I feel like everything aside from chance to hit should be fairly consistent. It could work but the problem is the game would need to be fairly easy/the weather not do much to avoid screwing over a player potentially maybe. Quote Link to comment Share on other sites More sharing options...
Callie Posted June 26, 2020 Share Posted June 26, 2020 It's a good idea. But i think it should be something in the game like " Rain will begin afterΒ 3 turns " so the player could prepare " Quote Link to comment Share on other sites More sharing options...
Armchair General Posted June 26, 2020 Share Posted June 26, 2020 It works in Pokemon on certain roads, but it would be cool to see fire emblem's take on it. Like weakening fire magic and making Thunder more dangerous in the rain. Quote Link to comment Share on other sites More sharing options...
π ππ§π«π’ππ₯ Posted June 27, 2020 Share Posted June 27, 2020 On 6/26/2020 at 9:39 AM, lecongvu said: There have been some turn-based SRPG like Final Fantasy Tactics and Tactics OrgeΒ where weathers play a role on the battlefield composition. Would you like more SRPG that do the same thing like them, where randomized weather conditons influence the battlefield? If yes, then what is the extend of the influence, since in both examples I have just mentioned the effects of weather are kind of negligible. it could be an interesting feature that adds more layers of difficulty toΒ the game's maps, as long as it's done properly with a good logic behind. for example, reducing movement range in snowy areas, or reducing accuracy in foggy areas, could turn out to be a valid mechanic. elemental magic could be influenced by weather as well, as long as it doesn't become something game-breaking. Quote Link to comment Share on other sites More sharing options...
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