For strike replayability, you could do something similar to a tree with nodes. For example, if we were to use “The Disgraced” (post-campaign), for the room where the player first used to activate the array, you could reuse the large computer terminal in the middle of the room to carry out this feature.
After players clear out the room, they can go up to the terminal and select a “path” they each want. The game will automatically unlock new parts of the map for each of the players. So if Player A chose xyz1, Player B chose xyz2, and Player C chose xyz1, then the door to the map with “xyz1” will be available to Players A and C. Player B can rejoin them (or vice versa) after they complete their room to assist.
This introduces new opportunities to modify the enemies and bosses as well as new story bits. The combination of “xyz1” + “xyz2” will give you a Hive wizard with void shielding and void powers. But the combination of “xyz1” + “xyz2” + “xyz3” will give you a powerful giant knight in a different boss room wielding a unique Hive weapon that’s not the standard sword or gun. Each of these encounters can also have different mechanics. Other combinations can be created depending on what players choose.
In a way, replayability is to give players a “choose your own adventure” type of strike. They can go through all the combinations, but you can always easily add more because it’s a tree with the potential of “infinite” nodes with a dash of player randomness (not all players will choose the same paths) and rewards for each “node” and a unique reward for each “boss”. Balancing will also be sufficiently easy. If you detect that players only play with certain combinations, then you can make those combinations harder so they will choose other combinations and discover new lore and new activities.
Edit: You could also introduce multiple selection opportunities. So first time could be 6 options. The second time could be another 6 options. To get through two sets would result in many outcomes for players to get through.
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2 RespuestasWhat we really need is new strikes
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Bring back hallowed lair
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1 RespuestaI think this is a really cool idea, but do you think players would have the patience for it? A lot of players want to get through Strikes or similar activities as quickly as possible to get the rewards and move on to the next. How much game space do you think this would require, as well? I mean, imagine [i]every currently active strike[/i] with branching pathways; I'm definitely no expert on programming (not even close, in fact) but that sounds like it would be take more than a little to implement. Still a cool idea for keeping things fresh, though.
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18 Respuestas[quote]For strike replayability, you could do something similar to a tree with nodes. For example, if we were to use “The Disgraced” (post-campaign), for the room where the player first used to activate the array, you could reuse the large computer terminal in the middle of the room to carry out this feature. [/quote] [quote]After players clear out the room, they can go up to the terminal and select a “path” they each want. The game will automatically unlock new parts of the map for each of the players. So if Player A chose xyz1, Player B chose xyz2, and Player C chose xyz1, then the door to the map with “xyz1” will be available to Players A and C. Player B can rejoin them (or vice versa) after they complete their room to assist. [/quote] [quote]This introduces new opportunities to modify the enemies and bosses as well as new story bits. The combination of “xyz1” + “xyz2” will give you a Hive wizard with void shielding and void powers. But the combination of “xyz1” + “xyz2” + “xyz3” will give you a powerful giant knight in a different boss room wielding a unique Hive weapon that’s not the standard sword or gun. [/quote] [quote]Each of these encounters can also have different mechanics. Other combinations can be created depending on what players choose. In a way, replayability is to give players a “choose your own adventure” type of strike. They can go through all the combinations, but you can always easily add more because it’s a tree with the potential of “infinite” nodes with a dash of player randomness (not all players will choose the same paths) and rewards for each “node” and a unique reward for each “boss”. [/quote] [quote]Balancing will also be sufficiently easy. If you detect that players only play with certain combinations, then you can make those combinations harder so they will choose other combinations and discover new lore and new activities.[/quote] Try using paragraphs. It makes it easier to read. I went ahead and took care of it for you. Didn't even bother to read what you said about making strikes have better replayability when they are infinitely replayable.