I know they're more than just a little controversial among some folks, but what did you all think about how Zelda 2 did their "random encounters"? Instead of having the move onto a square check a rng to decide if you had a fight, it would spawn 3 enemy sprites at 3 of the 4 cardinal directions then have them move around at random to define if they run into you. Running into one another caused combat to occur in a changed game mode. We're thinking about using similar mechanics (with probably enemy sprites not shades) that spawn within a distance of the user every ~10-15 seconds (the last wave despawns as the new wave spawns) and running into them triggers a zone specific turn based strategy game. Think a cross between Shining Sword and FF:Tactics. A potentially non-random battlefield based on the part of the map you're in, with a semi-randomized lineup of enemies based on the sprite type you colided with. These would be the "Random" combats in the game as you traverse the world, where as storyline ones would potentially have larger battlefields with a lot more enemies. Thoughts? Have any of you seen anyone get the "sprite spawning" method of enemy encounters to work in RM? We're just wondering if we're going down the right path with this. Thanks in advance for your time!