Suggestion: Incorporate Strategic Game Play for LoG 2

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Arkos
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Suggestion: Incorporate Strategic Game Play for LoG 2

Post by Arkos »

During game play, the ability to bring up a small tactical map—a small window in the bottom-center of the screen showing a 2D map of the immediate area in the dungeon which you have already explored. The map would have small portraits of your characters, showing where they are positioned in the dungeon. You then can click on one of the portraits and move the character to another part of the map—around the room or down the hall to wait or get into a flanking position, an injured character retreating, etc.

Possibly an “eye” icon next to the characters main portrait where you can switch to any of your character’s point of view.
Like the snail or poison alert, have an alert that shows if one of your characters is being attacked. If they are, open the tactical map, move your other characters over there to help them out. Then, hit the eye icon on the character that is being attacked to switch to their point of view while the others are now coming to join the fight!

If you are viewing the point of view of a character that is alone under attack, then the other characters’ hands (weapons etc.) will be grayed out. If characters with range weapons are approaching to help their comrade, and they are in range of the conflict, then their weapons will show available. A fighter’s weapon would not be available until he is within range.

There could be auto-combat settings for each character, which weapon or spell to use etc. An option to retreat after so many hit points taken or join the nearest comrade after so many hit points.

Not only would this greatly enhance game-play possibilities, but you could watch other characters doing auto-combat, actually seeing lightening or ice being conjured up to be casted out from one of your mages while you are in the point of view of your fighter, running to help out your mage.
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johneddy
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Re: Suggestion: Incorporate Strategic Game Play for LoG 2

Post by johneddy »

Arkos wrote:During game play, the ability to bring up a small tactical map—a small window in the bottom-center of the screen showing a 2D map of the immediate area in the dungeon which you have already explored. The map would have small portraits of your characters, showing where they are positioned in the dungeon. You then can click on one of the portraits and move the character to another part of the map—around the room or down the hall to wait or get into a flanking position, an injured character retreating, etc.

Possibly an “eye” icon next to the characters main portrait where you can switch to any of your character’s point of view.
Like the snail or poison alert, have an alert that shows if one of your characters is being attacked. If they are, open the tactical map, move your other characters over there to help them out. Then, hit the eye icon on the character that is being attacked to switch to their point of view while the others are now coming to join the fight!

If you are viewing the point of view of a character that is alone under attack, then the other characters’ hands (weapons etc.) will be grayed out. If characters with range weapons are approaching to help their comrade, and they are in range of the conflict, then their weapons will show available. A fighter’s weapon would not be available until he is within range.

There could be auto-combat settings for each character, which weapon or spell to use etc. An option to retreat after so many hit points taken or join the nearest comrade after so many hit points.

Not only would this greatly enhance game-play possibilities, but you could watch other characters doing auto-combat, actually seeing lightening or ice being conjured up to be casted out from one of your mages while you are in the point of view of your fighter, running to help out your mage.
Nice suggestion sir! such a nice idea for enhancing gameplay sir...
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Ixnatifual

Re: Suggestion: Incorporate Strategic Game Play for LoG 2

Post by Ixnatifual »

I think it's an interesting idea... but I really wouldn't want that for LoG 2. I think it could be pretty awesome for a different type of game. Perhaps a turn-based Space Hulk type tactical game. But for a LoG style game I think it would be too stressful and feel like a hassle.
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Arkos
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Re: Suggestion: Incorporate Strategic Game Play for LoG 2

Post by Arkos »

I think it's an interesting idea... but I really wouldn't want that for LoG 2. I think it could be pretty awesome for a different type of game. Perhaps a turn-based Space Hulk type tactical game. But for a LoG style game I think it would be too stressful and feel like a hassle.
Ok, I’m going to try to use ethos appeal here, using a quote from Gamespots review of LoG: http://www.gamespot.com/legend-of-grimr ... 73/?page=2

One of the complaints about the game, quoting directly from Gamespot’s review, is that: “you spend much of your time abandoning ‘real’ strategy and instead simply floating like a butterfly and stinging like a bee. That is, you run up to an enemy, launch all your attacks, and then run away while waiting for the cooldowns to recharge.”

The nice thing about my suggestion, is that it helps mitigate the lack of “real” strategy some people may be feeling when they play LoG. Obviously there are people who would like to see more options for game-play (the Gamespot reviewer) and johneddy:
Nice suggestion sir! such a nice idea for enhancing gameplay sir...

while there are others that would like to keep LoG game-play the way it is; hence the reason my strategic game-play suggestion or something similar could be an option—like using the arrow icons or not using them. If you like it the way it is, then play it that way, if you would like to use more strategy, then in the options menu select that. Now everyone can be happy, and the people at Gamespot can give LoG a better rating because their concern has been mollified :)
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