I had an idea which I know has been probably done before, but for those people who didnt think of it, it makes rpgs more interesting at the boss battle.
Try making it so in the end, all the heroes are trapped in one room with the boss.
Put locations 2*2 all around the room, and place the boss in the center.
The boss has a special 'spell chooser' area which works like the spell choosers in rpg's that regular heroes have.
Make it so when the civ goes to one beacon it executes one move, another beacon another move, etc.
Make is so that the civ either was on 'junkyard dog' (run around randomly) ai script, or preset it so when it comes to one location it is sent to another location, etc.
It would be nice if the heroes could see that area so they could better predict the bosses next move.
Every time the civ steps on a beacon the boss executes a move.
Im thinking it would best be in this format:
When the civ steps on the beacon, u get a message on the screen in a unique color (red, green, etc) or a sound with which to help identify what move the boss is going to execute.
Then it waits 1 or 2 seconds, maybe more depending on the difficulty of dodging the move you have in mind, and executes the move.
Best of all would be if u used explosions to show where the move is affecting.
A few ideas:
Blinding: For about 5 seconds, center view on the other side of map. Make sure enemy cant see at all.
Fancy Damaging Move: The explosions start in the locations around the boss, then twirl and go foreward in a complicated manner.
In this demonstration, the dots are in place of spaces, and O's are explosions. Double B is the boss. Arrows signify the stages. | is break between stages
............ --->...........--->............---->............---->
............O...|......O....|...............|...............|....O.................
...........BO..|..B....O..|..O.....O...|....O.....O..|........O............
.........OB....|....O......|...O.......O.|..O.....O...|....O.................
...........O....|......O....|................|..............|.........O............
U can make the effect whatever u want, to whatever side you want, and its not exact in the drawing.. just make it fancy and give the hero a chance to dodge it.
You can use this in places other then bosses, but boss battles are the easiest place u can put this in.
Can use a grid of burrowed units to save locations for all the locations, and you don't need random junkyard dog because of the randomize for switches, makes it faster and able to have more abilities.
is it real time combat or turn base.. i donnno how you gonna exactly put down location and expect the explosion to go to the hero you want to if its real time combat when everyone just running around the place...
You were supposed to be able to dodge it, that's the point behind it...
but then my questoin is you and the boss will always be moving around.. and if you gonna have location everywhere and show explosions.. then the explosion showing wont exactly be the way you want it to be.
QUOTE
is it real time combat or turn base.. i donnno how you gonna exactly put down location and expect the explosion to go to the hero you want to if its real time combat when everyone just running around the place...
I just gave an idea, you choose how you want it to work.
And of course its good to center location on each hero..
Then you have to have advanced triggers to detect what location the unit is in, detect what unit, and make the explosion (i advise sci vessel, or other AIR units)
on the location thats following the hero..
Im just giving ideas, u customize it like you want, as long as u dont take the idea from me and go around claiming you came up with it 100%.
(no, im not asking for credit in map, just dont go around saying what a genius u are because you thought of it)
well u shouldnt b abl to predict the nxt move, spell, etc. but have a kind intro part to each spell like a text displayed. then of course certain parts of the arena wuold be safe from the explosions, almost like fighting boss normally while dodging bound obstacles, someone finally inserts a bound into a rpg successfully execpt its only conept
If you can't predict the move, it will be based completely on luck.
luck, skill, cant hav both really, unless u had my idea for safe places(they could change through out spells) and hav a chance of damaging boss, like if boss is protoss, a miss would b just setting the bosses shields to max(higher then humans atk) then setting shields back dwn to 0, could work
Games completely based on luck may be harder to beat, but games based on skill have better playability and replay value.
its hard to integrate both successfully
QUOTE(AFL-InuYasha @ Nov 12 2005, 08:01 PM)
its hard to integrate both successfully
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Sounds quite tricky and yet it sounds like the final fantasy based battles. Like that wyrm boss on FF10. Best of luck to you on this

heres an idea on integrating skill and luck, have a boss spell, lets say its FOG, it created a bunch of hallucinated obs, and from each new sqr it covers, it keeps creating the obs, and randomly creeps out from the boss, missing only a few sqrs, but its random, then u hav to dodge the FOG, while positioning yourself for an attk
QUOTE(AFL-InuYasha @ Nov 12 2005, 09:01 PM)
its hard to integrate both successfully
[right][snapback]354607[/snapback][/right]
Yes, that is true. Things entirely based on luck are frustating, but things entirely based on skill can be repetitive.
yet ppl still make maps entirely based on 1 or the other, thats y no actuall good RPG's are on b.net anymore, u get the odd one and tehre normally glitchy because of bad triggering, yet the aspects of a good prg are there
This type of battle i used mostly takes bounding skill.
You have to understand delay, all that.
some ppl dont get that thers 1000ms in 1 second in SC triggers, and some ppl dont know that lag can really mess something up when it comes to everthing being based elapsed time instead of time since something else happened