*Hits Monele*monele wrote:Oops, I forgot to talk about the mobility ^^;. Right now I can't say it will be in and I can imagine two possibilities : if moving the boutique around makes exploring new places easier, that's how it'll work. If upgrading your workers means of transport is easier, I'll take that instead.
Actually, the distance and movement problem is one I've ignored so far and it's a big one ô_o... Or is it? Hmm... *thinks*... Since things take place over a week at a time... I guess it's fair to say moving around is included in there... So... I could easily ignore distances for not-too-far places. It'd be the easiest for me and yet another micro management issue going away. As for the far-away places (I *will* have some desert in there dammit! XD), they would be unlocked through the story : you'd have quests that yield new means of transport when finished, which allows you to reach further places (if you know them). Again, since moving around would be implied during the week, nothing really changes in terms of gameplay... you just get access to new places.
And if we really *need* to deal with distances... it could just mean that far-away places are harder to work at as long as you don't have the appropriate transport. Thus, at first, work would progress very slowly... and if you get a chariot or better stuff, progress rate goes up proportionally to distance.
But really, I like the idea of ignoring distances now XD... I think it's a good thing for me to keep my mind off all these details.
One thing I'm a bit scared of with the Round Table is that you'd get stuck. I don't want MB2 to feel like an adventure game that doesn't let you go on unless you talk to X or solve quest Y. I mean... obviously you won't befriend the dryads if you don't investigate them first... but it all flows naturally... Whereas needing to meet the bird girl to progress on the rat invasion quest... You have no way to know that ô_o... so you'll be stuck unless you're lucky and met her... or meet her soon enough. I don't really like how it removes control from the player :/...It gives the player a way to solve (or not) pending problems with information/skills he gathered so far.. wich shows progression isn't "pushed", but "built in".
(but at the same time, I'd really like further quests to reuse some other characters you know... so it's not *all* separated into unrelated chunks of story)
I dearly hope you know how to cancel its effects too o_@;...*takes Excaliblog from "Beat you to Death Angel Dokuro-Chan"*
Thanks for your support ^_^
(oh and other people, don't be shy! The more opinions I get, the more thoughtful the result will be ^^)
*SPRAAAALLLLGGHHHHH!!! (insert blood+Gore everywhere sound here)*
*does pose* PIPIRUPIRU PIPIRU PIPI!!!! (this is wierd considering I'm a guy XD).
NOW YOU KNOW WHAT WILL HAPPEN!!
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Jokes aside, we already talked about the chariot like system in contrast to the "moving-magbou"/"Base Motion mode <-> Base settlement mode". If You are having problems putting mobility in the magbou... then use the same sistem related to chariots (Uprgrade on horse power.. with horses XD Means less traveling time..etc.) However if you wish to dwelve on that I'll be happy to help find a solution.
As for the round table, you said it yourself didn't you? If you didn't find the brid woman you could make the poison for the rats. It means there is an option there... the player can choose the poison even if he finds the bird woman, but if he dosen't he always has the last resort. So lets think of ti as you said... each Chara as an Idea how to work it out.. so thinking ahead you could have variations for relating charas/Tech+Items in stock and dwelve on senarios.
I'll explain, let's pick the rat quest and work it on forking segments:
RAT PROBLEM ---> ROUND TABLE ---> SOLUTIONS:
- Frambroise related Solution;
- Pom related solution;
.....
- Neutral Solution;
- Bad solution; (It turns out your potion made the rats grow even more O.o);
- Refusal; (popularity may drop a little, but that's the only bad outcome).
Each solution pops up based on investigation and necessary key items as you mentioned right? However you could pull off a "Base" solution.. though ti won't reward you much OR Have good point in one characteristic but bad point on other (the example of guetting rid of ther ants but lowering your popularity with the poison). According with the chara you choose.. the outcomes will be diferent.. relating to them and improving Chara Interaction/confidence/plot events.
Ex: frambroise has the Idea of asking the Dryads what happened the previous days before the rats came it... with more investigation you could find a source and get rid of the rats withougth involving the Town (therefore since they didn't knwo you were in act they won't reward you in terms of monetary value); However your popularity might recieve a boost and the dryards friendship increase, helping you aquire more secrets from plants that might help you in the future.
At least this is the interpretation I got from your concep on the round table Monele.


