>game has bad map design
Game has bad map design
There's no such thing as a good map design unless you have OCD and are obsessed with squads and quadrants
?????
is this FE6?
>ops mom has big sloppy pussy design
I find map design is much less important than AI design in TRPGs. It's still important, but great AI can make even tabula rasa into a worthy map layout.
I know it's not Actraiser but it looks like Actraiser to me
FE6 has bad maps. What else is new?
what the nigger is a squad and quadrant
actraiser is based beyond belief
I got filtered by actraiser 2 though
wow I meant squares. Was it really that complicated? Oh you can't do anything but be big mad because deep down you're big sad.
How do so many people unironicly praise this game to hell and back? It tries too hard to be like FE1/3/5 and just ends up with some of the worst gameplay in the series.
chill lmao
>blocks your path
Not even a bad map, if not a but oversimplified. Would much rather take this over some of the shit later games try and pull
Ilia is superior in design in many ways while Sacae feels gimmicky as fuck. This map isn’t even the most problematic of the route. It’s actually quite sensible without being bullshit to the player.
But then you have “find the right throne to seize” and “have fun dodging Bolting for 10 turns and then having to deal with ballistas”. Sorry if you trained up both Shin and Sue. Their prowess alone doesn’t pay off for going through these maps blind.
Can you give some examples? I can think of bad examples, like FE enemies that just try to kamikaze on your OP units.
What's wrong with new maps user? Do you not like moving you units across a gap 4 are a time while you wait for a block that only moves every other turn? Do you not like magic fuck you wind that blows your units 5 spaces in an arbitrary direction?
bumping for interest
go call your square squad and put your dick in the oven to cool off already
Conquest's AI is a decent example if you know how that works, but that's more related to it knowing when not to just suicide on you and it's often heavily reliant on the map design.
There's a few other ones where AI is dependent on your positioning, but personally I find AI with set patterns and functions to be the most interesting.
The example that primarily comes to my mind when I think of this is Shining Force. Now don't get me wrong, Shining Force is not a hard game by any means, and the AI is pretty normal outside of this, but it's interesting in how the AI makes what is usually very bland, spread out maps into thinking how one should approach the formation the enemy gets into when the battle starts.
For example, during the very first battle of the game, the game will set the goblins to form a small defensive position in front of some rubble terrain, set the dwarves to retreat into a position where they can back up the Rune Knight, and the knight itself moves to the back behind the dwarves. With tactical formations programmed into every map, it makes relatively open areas into things where you have to consider how to approach it. In addition, not all enemies behave the same way. Some enemies are defensive, others are aggressive. Depending on the area, some will also run away when approached to cover vulnerable spots (as many map completion objectives in the game are "Defeat Boss" rather than rout, with the occasional Seize). I think this variability in enemy AI does have a flaw (it makes the maps lacking on a replay of it) but it ensures that you don't just bumrush everything or stick Gort within range of every enemy to bait them into death. This is also present in the unique enemies/bosses of the game, where some do not move, but others will immediately attack if your leader unit comes into range, such as Chaos. Other bosses, such as Mishaela, will flee with some guards, and if you can successfully catch them it's much easier than if they make it.
I'd rather have this than moving units for 2 turns
Also wind map is great
Man, I've never played Shining Force, but every time people talk about it, they have some interesting stuff to say about it. I think I should finally take the plunge.
>With tactical formations programmed into every map, it makes relatively open areas into things where you have to consider how to approach it
This is something I never thought about. I always thought that a flat, featureless map had nothing going for it, but this makes sense. It's part of the reason why I've never bothered with Banner Saga, because all the maps are the same and that's boring.
>I think this variability in enemy AI does have a flaw (it makes the maps lacking on a replay of it)
Do you think there's a way to improve that system then? Because it sounds cool as hell.
>same game has the apex of map design, every other map you play after feels shallow
So what's the best entry, Zig Forums?
modern or retro ?
6 for retro
fates for modern
Fair warning, it does feature several transitional levels where you fight on the overworld and those tend to have a lot of effect terrain (i.e. Mountains) that slows it down outside of the battle to reach Manarina. You might not like those.
The sheer variety in the game is what I like the most about it. The best early game example are the giant venomous bats. They put characters to sleep with their attacks and have extremely high mobility due to being fliers. Another thing is that not all enemies immediately move into formation, and sometimes require a trigger to do so.
Honestly if you have a bit of time and don't mind it not being super hard, give it a try. It's a fun game. I'm personally talking about the Genesis one, but there's a remake I never played that does change some things.
I think it would be possible to improve in newer games but I'm not sure how apart from giving them either
>randomized tactics (the worst idea I think, it kind of ruins the whole formation idea)
>a set of tactics they can "choose" from when the fight starts, which would only partially mitigate it simply because people would get used to it after a retry
As it is right now, SF's got interesting tactics but it could be greatly expanded upon. The game primarily focuses on enemies that are either aggressive, will stand their ground, will retreat, or will trigger formation, and I think more could be added to that. There's not really much in the way of Shining Force expanding now though, despite the original devs still wanting to make more Sega's using the IP as the face of an ARPG series with completely unrelated gameplay.
fe4
get owned bitch
the one where you fucking die in the first chapter