- Joined
- Sep 14, 2013
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So, I've been wondering on how to make interesting and less annoying normal encounter and one of the idea I get is to have encounters chainable.
The idea is, in a game with somewhat big maps, you have a choice to chain random encounters together to fight troops in waves. The player can have choices of either explore the map normally and fight troops randomly, fight them in batches, or just chain all things together just to get it over with. And I guess this also calls for things like encounter bar that show how many troops left in the map.
The point of this is that sometimes normal encounter can end too fast to make any skill or mechanic actually shine. And some other times you're just so tired of getting tedious encounters again and again. Some game allow you to use item or skill or in config menu to set encounter rate to 0, but it might be better to be able to tailor your experience in battle. At first, I thought of things like, fast battle where after a certain condition like clearing the map, you can use items to skip battles and let the game do some calculation as if you actually did some battles and give you exp and loots, but that kinda feel like making battles lose its purpose a bit.
Visual encounter is one way to solve this too, but the idea of chaining encounter together seems interesting to me now, lol.
I think that this kind of system might need some limitation like, you might have limited amount of how many troops you can chained into waves so players can get the feel of how much they can handle and after awhile unlocking ability to chain the whole area for a big challenging batch of waves could be fun.
What's your opinion on this? Does this idea has any merit? I still don't know if I'm really gonna use it, but it seems like something worth discussing so let's discuss.
The idea is, in a game with somewhat big maps, you have a choice to chain random encounters together to fight troops in waves. The player can have choices of either explore the map normally and fight troops randomly, fight them in batches, or just chain all things together just to get it over with. And I guess this also calls for things like encounter bar that show how many troops left in the map.
The point of this is that sometimes normal encounter can end too fast to make any skill or mechanic actually shine. And some other times you're just so tired of getting tedious encounters again and again. Some game allow you to use item or skill or in config menu to set encounter rate to 0, but it might be better to be able to tailor your experience in battle. At first, I thought of things like, fast battle where after a certain condition like clearing the map, you can use items to skip battles and let the game do some calculation as if you actually did some battles and give you exp and loots, but that kinda feel like making battles lose its purpose a bit.
Visual encounter is one way to solve this too, but the idea of chaining encounter together seems interesting to me now, lol.
I think that this kind of system might need some limitation like, you might have limited amount of how many troops you can chained into waves so players can get the feel of how much they can handle and after awhile unlocking ability to chain the whole area for a big challenging batch of waves could be fun.
What's your opinion on this? Does this idea has any merit? I still don't know if I'm really gonna use it, but it seems like something worth discussing so let's discuss.

