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GAME OVER?

2 replies [Last post]
Mon, 07/07/2014 - 12:41
Arelic's picture
Arelic

I would like to propose an alternative to the emergency revival's initiation.

To keep knights engaged in what goes on after the intermission that resembles defeat:

  • First, grant us fallen knights a moment to reflect on what has transpired. Ten seconds ought to be enough.
  • Next, with that time, allow the once fallen to CHOSE whether we would like to be STURDIER, STRONGER, SWIFTER, or normal.
  • Third, upon deciding how we wish to continue, cease the countdown and get the knight back on their feet.
  • Lastly, let degree of the effect not be as pronounced as the Spark of Life's kick, but allow it to last just as long if needed.
  • I would have also suggested that we ought to operate the emergency revive manually to raise when the knight so chooses. But that may remove the urgency out of the affair altogether. If this is found to be a better choice then might I suggest that the player only be allowed one of the three buffs mentioned above for the first 10 seconds of their down time before the options disappear.

    Thoughts?

    Mon, 07/07/2014 - 15:23
    #1
    Bamzalot's picture
    Bamzalot
    Hmm, maybe.

    Doesn't seem like a horrible idea but I wouldn't mind seeing this changed or kept the same. I think it is creative enough though. And I'd prefer that the Emergency Revive automatically kick in because most people will just use this to lay on the floor during a battle and revive when someone else (me) completes it for them. You know, like how they refuse to use their hundreds of sparks.

    I'd also like to introduce another option.

    GAME OVER: If you don't return to Haven or revive after 1 minute of being dead you get kicked out of the level, sent to a cut scene of the Soldier's Graveyard, and then your dead Knight being dug into a grave! Then you are returned to the title screen where you character is deleted! (No, this is a joke.)

    Mon, 07/07/2014 - 15:42
    #2
    Arelic's picture
    Arelic
    Well...

    Ideally the 10 seconds to rest rule was the original idea. The addition of stalling the emergency revive was in response to those who wanted more time to collect themselves but did not know how much time they needed. Personally, I am more so for the 10 second rule before the auto revive kicks in by itself. But what could be an option in regard to your mention could be a case where, if a boost is not chosen within that 10 second interval, you will have to resort to using a spark. But that would just cause more problems.

    So 10 seconds at most until it kicks in or until you chose, like the elevators asking if you wish to descend further into the madness that is clockworks, may be best.

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