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So far and so good on wielding the Crime Arc to the Protector Arc. I like the way you have them go on mission into gyms in order to get valubles and things to explore the region, but how are you going to go about with that idea? Will they have to do several smaller mission to prove themselves before they can start looting Gyms, or will they be sent to raid the place right off the bat? If the former, is that going to be the case with every gym? If the latter, how will you pace the rate missions are given?
There also is the fact that your breaking into a gyms, so how you go about clearing it must be different as well. Hit it at night, or when the Leader is distracted by something else. Or maybe go in gun blazing, and see if you can brute force your way to the objective. Maybe even espionage, if you really want to get detailed with Gym heist. The point I am making is that regardless of what mission style you implement, each Gym heist, as a thief, has to be a semi-unique experience, as is the case for challenging gyms the regular way in the main arc. Otherwise, people might get board of doing the same thing over and over again. Variety is the spice of life, after all.
I have nothing to say about the detective, as I agree with you on how to implement them. One thing that would be interesting, though, is how the Robber/Theif's family and other (would have been) Rival will think of their behavior. Their is much potential to be had there...
I don't like the idea of implementing special conditions on top of specific tasks to do in a gym. I think it will be quite frustrating for them to play with or around the special rules, and it would force them to carry Pokémon or moves on Pokémon they do not want to run. Still, choosing the Crime path is supposed to be hard, so I don't expect it to show any mercy to those that go through with it. They are going against the spirt of the game, after all, to play the dark side of the Poke underworld...
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.
Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!
 Phantom is my OTP~
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Agreed, I do not want each gym the same, each one should be under slightly different circumstances and give the PC a different experience. Just as an example scenario say you needed cut to continue on your way I figured the PC would do something reckless as to attempt to steal it from a gym since they are not experienced at this kind of thing they get caught end up fighting the first gym leader anyway (Do to the first gym always being the easiest around lvl 8-12ish with only like 2 or 3 Pokemon to fight) that being said a good foreshadow that if they get caught they may have to fight giving the PC a heads up to still be building up their Pokemon or failing and redoing it.
Its a set up to fail (Even though you clumsily succeed) to escape with your prize at I was thinking at that point as you leave you are approached by a grunt of one of these groups that begins the (example) "Hey, that was pretty ballsy. If your interested in something that is guaranteed to have a higher pay off come find me and my buddies over at (Insert Place)." etc. Giving a new PC time to get used to the game as fighting, healing, catching Pokemon, before the story takes its left turn into the Crime story line. I dunno something of that nature.
Now to address the special condition battles and things of that nature I can see where that can be obnoxious so maybe on fights like those it could be a optional task for a frustrating and difficult objective without punishing the PC if they cannot do it and then come to a grinding halt. I would like to incorporate challenging missions but they should not completely impact your progression should the PC just want to continue through the main story line. I have to assume that the Thief/Robber profession would have some utility Pokemon to 'Get the job done.' so to say were they might not always need to keep them on their main team a certain job or task may require them to use just sneaky tactics to complete their goal.
(Rant Time: Kind of like some fights where you need cut or flash or waterfall and swim or all of them! then it immediately throws you into a huge cut scene fight. Those are frustrating ha!)
Family ties... I will have to make sure I don't brush those aside. Good story drives immersion. I am curious though if working out doing small jobs first what kind do you mean? Anyway I'm out for now I will be back later, I await to hear back on any of these subjects. I'll probably post a rough (rough) sketch of the Island, Land, Region at some point soon. -Laughs-
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Rough Draft of Map:
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This map reminds me a dolphin, but i don't know why.
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I can sorta see it, Dophin wrapping around another Island I had someone else meantion it looks like a turtle. -Laughs-
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This actually looks a lot like the island my D&D campaign is set on. Which is supposed to resemble a bird.
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I am pleased this thread has gotten some traffic. I am working on some maps using RPG Maker XP. Although I wonder if that is a good platform or not, Regardless here is a amateur map pic post:
@ Iron -Nods- Pen and Paper RPGs are a wonderful things! They are almost as great at sparking creativity as a really good novel (sometimes movie). I have become a fan of e5 ever since playing the Curse of Strahd that a friend (fellow co-worker) is running with a few of his buddies.
Every accomplishment starts with the decision to try.
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I like the maps you have presented so far, but I hope the towns and cities you make are more spawling and populated in the future. Given the game's WIP, though, that is a given at some point.
Oh, and about how to handle the challenges. I didn't say that you had to remove the difficultly and make it optional. Given the nature of the Robber/Thief arc, it should be harder and more difficult to complete, both thematically and practically. Thematically because you are literally going through a playthrough that is contrary to the core premise of the series, and practically because there has to be an incentive to play through the game twice, and a challenging, more intense playthrough seem to be a good incentive as any.
You have to be able to balance that challenge with fun, though, or you could get either a stone wall that halts all progress, or a campaign with no teeth or bite to it. Just my two cents for now, let me know what you think.
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.
Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!
 Phantom is my OTP~
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Ah, Okay I see what you mean.I never planned on making the robber/thief easy I just just need to keep an eye out on if something is difficulty ot just annoyingly frustrating. That being said I'm now working on some actual maps as seen above.
That map is like 20% done at best. As I see significant differences I will update with new screenshots as stated I'm not an expert in the least but I'm willing to learn how to script which will be a hugely important step if I want to see these ideas come to flesh.
So for now I'll continue to keep updates coming as I work on them. What are thoughts on the starters you think I should keep them single types or as they evolve duel type them out?
Every accomplishment starts with the decision to try.
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That is your decision to make, ultimately. I think typing is less important than ability, though. Make sure that the starters not only have good stats, but ability that are both good and suit their movepool/stats/playstyle. Have to keep that in mind, or they may end up flopping in the end. Thoughts?
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.
Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!
 Phantom is my OTP~
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