Making FE a more exciting ADVENTURE!

adding chests and traps to tactical maps

Dear Community and Developers,

Since i like the atmosphere in FE alot, which evolves from the amazing grafic engine, setting and randomness, I would like to raise this adventure feeling even more. My idea would be the following:

By adding one (or more) chest(s) on skripted but a little bit random location(s) in tactical maps (guarded by traps or immobile, but strong statues), tactical battles would be much more exciting than they are now. These chests could contain: money / usable items / quest maps (rare) / crystals / metal or even special weapons and Armor (for  trainable units maybe as well, depends who opens it..)  during bossfights, like dragons or big quest fights, too

This would add a lot of tactical depth to the battles as well, since u have to choose, wether u just fight the enemy (when the enemy is very strong) or u try to open the box (but take damage from the enemy and the chests guard by opening). Please let me know what u guys think about this idea!

cheers, Garoon




 

 

4,607 views 3 replies
Reply #1 Top

Well, the tactical map could benefit of some improvements. I guess one of the most demanded is the terrain modifiers (to accuracy, dodge, movement, etc, depending of a forest tile, hill, swamp, etc.).

About your suggestion, it seems to potentiate the RPG elements. I think any element added to the tactical map will increase adventure. The idea of traps sounds nice, depending on the context (a lair, an ancient ruin....). Although it might take to think: well, why not create also a "detect traps" skill or spell? ;)

RPG players know how little sense there is in killing a wolf and finding a pelt (wich is ok) but also 3 coins and a knife, but that kind of loot may be accepted if not abused.

In that way, finding these chests you say....well...again, depending on the context, a chest in the middle of a tactical combat might make sense or not. Randomization in this case is not good. I mean, a chest in a dragon lair might be ok, but in a spider lair?

To tell you the truth, I would really like to see an expansion of the tactical map, in the way that you get into a lair, and you have to really explore it, through various tactical maps, with different enemies, the traps you said and all the rest of RPG elements. Some lairs might be as complex as imagination rules.

BTW, take in mind that having that RPG lair system would distract from the 4X part of the game, but why not? A mod/expansion with explorable lairs could be awesome.

Reply #2 Top

Has OP perhaps played Gladius?

Traps might be a nice addition. But if so it would need to go all the way. Trapper abilities? Background? Path of the Hunter? Useable Items?

Lairs could even just be much larger more complex Tactical Maps. Instead of plain rectangles, bigger more complex, containing rooms and surprises. Even if just saved for quests only. Could be exciting.

I wouldn't mind if there was an FE Rouge-Like game mode. :D

 

Reply #3 Top

Thank you guys for your comments!

@SOLOSOL: I didn't know about the terrain modifiers thing, but I would support that idea too!! To my idea: traps and chest locations could be matched to the current tactical map like u mentioned (for ex. in a spider lair: chest could be in form of a spider whole and the trap would be poisonous net). It is a lot more work to implement matched chests and so on, but this would be even greater!

To prevent the abuse of the chests (killing every single wolf only for the chest + waiting until new wolves respawn), it would be necessary to restrict chests and traps to not respawnable enemys (like dragons or quest bosses) or to make a clear cut between respawnable bossenemys for ex. (elder wolf / ogre shaman / big rock spider) and not respawnable bossenemys, when it comes down to the loot in the chest.

 

@Schweiz: I haven't played Gladius yet, I took the idea from "Kings Bounty", which has the most tactical depth i have seen so far. (which results from the various fantasy units with very diversive combatskills as well) To your suggestions: trapper abilities /units,with skills like setting traps / finding traps, would be awesome too, especially for the "Tarth Kingdom". Useable items, like different traps, which can be used by heroes could be implemented as well. Traps could have different effects, for ex. enemys could be stunned / frozen / charmed / slowed down / poisoned or burned for several rounds..

If it is on behalf of the community, I would support any of this idea!