Angelus said:
AsGryffynn said: Guys, how does regenerative shielding sound for an RPG, and with this, I mean shielding and not health, and definitely not whatever it was FFXV was trying to do? Yeah, bosses get this too... |
I can see it being used for a player party as a sort of tanking mechanic, having a certain character jump in front and soaking up some damage while others hide in the back, and then you trade out places as shields go down. But there would need to be some kind of punish mechanic enemies can take advantage of if you overplay your hand, otherwise the game becomes too easy.
For enemies....I don't see the point in giving them such a mechanic. Any experienced RPG player who's been around the block knows to take out enemies one at a time, focus fire style, and everyone else will quickly catch on.....because who the hell wants to let enemies get their shields back. So basically, unless the enemies can hide behind others, or do some kind of tactical retreat, and re-engage....it's effectively nothing but extra health. And if you let the enemies do those things, there's a good chance you'll just annoy people, because fights are being arbitrarily drawn out for no good reason, other than "lol fuck you, look at my regenerative shields!"
You'd have to really nail it for it be a good idea
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The idea was that shields have the de facto HP value and they regenerate, but HP does not, and there are no healing items in the first place. We discussed whether it was possible to have a Noctis v Leviathan style battle where your role was almost exclusively offensive and aggressive combat was rewarded. Even when we tried to make them mappable, items during fights broke the rhythm of the combat. The solution was something we saw when we were playing WZ in Halo 5. Bosses have low HP unless they are prometheans, and their regenerative shielding is what does most of the work, but if it's blown away, they are vulnerable and fall apart rather fast. The idea was the same here. Basically, your HP value indicates your shielding and once you lose it, you have one fifth of your shield as actual HP. If that one falls to zero, the party member is down for the rest of the battle, otherwise, they will regenerate their shielding after a pause.
Bosses would have shield piercing attacks that can cap your shields off and you would need to dodge around or use the overlimit-style boost mode, which we named Armata, to vampirize HP from enemies by attacking. The difference between a game like Halo is that your shields are far more resilient, you have actual information and these will energize themselves back up even if you're dodging around or taking damage so long as you don't fall. Only good use of the surroundings and very aggressive playing schemes will allow you to win, so mastering dodge of the shield breaking attacks, learning to build up your Tension for use of special attacks to regain HP and as a whole mastering combat. It isn't a braindead affair...
Normal enemies also don't have this. The whole point was that if you like high DPS characters or are high hit ration characters and like combo strings, the enemy will actually go down faster than if you had to shave their HP off. Since their HP will be low and their down time will only last a few seconds, some bosses will eviscerate those who do not know anything other than striking and retreating. The sample battle was a three minute four party member run where the boss had around one third of HP as actual health and the other two thirds as shielding. The shields took a bit to knock off but we were shaving their HP by half after one opening. A second shield break later the boss was down.
Since shield breaking attacks will not work on them, instead, the player will be able to bring the shielding down by using combo strings. Alternatively, special attacks can be used to inflict piercing damage.
Even we thought it was a good idea, namely because it's similar to some games where bosses are invincible unless you mow down their first stage forms first. This was similar, with the unusual trait setting or distinguishing it from the rest of the games being that bosses might actually go down faster.
shikamaru317 said:
AsGryffynn said: Guys, how does regenerative shielding sound for an RPG, and with this, I mean shielding and not health, and definitely not whatever it was FFXV was trying to do? Yeah, bosses get this too... |
Horizon: Zero Dawn has it once you unlock the secret armor, it works pretty well imo. The fanbase was divided over it though, some hated it and thought it broke the game.
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It wouldn't be an armor this time though. Rather, the system resembles Halo. The idea is to focus on the battle rather than worrying about your HP falling too low and bosses becoming easier if you know their weakness and shave their shielding off, since their HP is rather small by comparison, so high enough DPS will mean the boss will go down instantly rather than having to wipe his HP off. There are also ways to bring their shields down faster than usual.
crissindahouse said:
TheSting said: For some reason when i go to My Topics it shows the oldest posts. I read some and man there were some downright horrible biased attitudes on this website coming from all sides. Can't believe some made mod even. |
Yeah, hard to believe that Ryuu is a mod nowadays 
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Hey, don't laugh, he's a good mod...