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| Battle Terrain and effects; A thought exercise | |
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| Topic Started: Nov 24 2016, 02:38 PM (565 Views) | |
| WitchRolina | Nov 24 2016, 02:38 PM Post #1 |
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Missing the Unified Aesthetic
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So, I was playing pokemon and a thought crossed my mind. So you know how it has weather and terrain effects? I was wondering how similar things might work in Golden Sun. Field effects (as I'm calling them) would effect both sides, and would probably have different effects on things based on what race they are (beit sentient races or monster races). Going off of my system, let's say the sentient races have the following effects: Humans: Elemental effects have 1.5x normal effect Drakes: Effects from extreme temperatures have 0.25x normal effect Beastmen: Ignores hindering land-based terrain effects Here's a few field effects I've come up with: Desert Heat: The heat of the powerful desert sun saps the energy from those under its gaze. Occurs in places with overwhelming heat, such as the Lamakan Desert. Effect - Creatures take 16 PP damage per turn. If PP runs out, damage is to HP instead. Drakes - Only take 4 PP damage per turn. If PP runs out, damage is to HP instead. Monsters Undead, Constructs: Immune to this effect Lizards, Dragons: Only take 4 PP damage per turn. If PP runs out, damage is to HP instead. Elemental Source: Elemental energies flow through the air. Occurs in locations core to alchemy, such as the Elemental lighthouses. Effect - Where element A is the element of the source (ex: Venus for Venus Lighthouse), creatures of Element A gain 6 PP regen per turn. Creatures of the opposing element have any PP regen halved, no matter what the source. Out of battle: Rate of travel PP regen for creatures of element A is doubled. Rate of travel PP regen for creatures of Element A's opposite is 0. Only affects Regen, not restoration. Humans - Adepts of Element A gain 9 PP regen per turn. Adepts of element A's opposite have any PP regen cut to a quarter, no matter what the source. No change out of battle. Monsters Spirits, Elementals - creatures of Element A gain 9 regen per turn. Creatures of Element A's opposite have any PP regen cut to a quarter, regardless of its source. Elemental Surge: A surge of elemental power flows from the land. Occurs in places strong in elemental strength (ex: Air's Rock). Effect - Where element A is the element of the source (ex: Venus for Gaia Rock), spells and abilities of Element A are used as though they have +30 elemental power. Spells and abilities of Element A's opposite are cast as though they have -30 elemental power. This ignores min/max caps for individual creatures (At max 200 power, the +30 is still applied, bringing it to 230 in effect). Humans - If adept using Element A, their spells and abilities are +45 power. If they using Element A's opposite, they are -45 power. Monsters Spirits, Elementals - If creature is using Element A, their spells and abilities are +45 power. If they are using Element A's opposite, they are -45 power. Elemental Ward: Strong protective energies of a certain element flow from the land. Occurs in places strong in elemental strength (ex: Yggdrasil) Effect - Where Element A is the element of the source, spells and abilities are treated as though Element A's opposing element has +30 resist, and healing from Element A increases by 10%. The resist ignores max caps for individual creatures (At max 200 resist, the +30 is still applied, bringing it to 230 in effect). Humans - Adepts have +45 resist to Element A's opposite. Element A based healing is 15% stronger. Monsters Spirits, Elementals - Creatures have +45 resist to element A's opposite. Element A based healing is 15% stronger. Elemental Boon: A surge of elemental energies can be felt in the land. Occurs in places of strong elemental strength. Effect - Where Element A is the element of the source, the Element Level for Element A is treated as +50% of a creature's usual value (if they cast spells with an element level of 8, it's treated as 12 instead). The Element Level for Element A's opposite is treated as though it's halved (8 is treated as 4). Humans - When using Element A, Element Level is treated as being 75% stronger (8 is treated as 14). When using Element A's opposite, Element level is treated as being at 25% strength (8 is treated as 2). Monsters Spirits, Elementals - When using Element A, Element Level is treated as being 75% stronger (8 is treated as 14). When using Element A's opposite, Element level is treated as being at 25% strength (8 is treated as 2). Difficult Terrain: The terrain is rocky, has dense brush, or is otherwise difficult to move in (ex: Mountainside that crumbles under foot). Effect - Creatures act as though they have -20% agility Beastmen - No effect Monsters Beatsmen, Avian, Creatures that float or fly - No effect So, any ideas you guys would like to contribute? |
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| Chapter Serf | Nov 27 2016, 04:33 PM Post #2 |
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Actually, there are terrain effects in GS the way you describe. Consider the first Saturos fight and how Mia gets PP every turn. I think something similar happens in the other lighthouses with corresponding characters. I'll admit though, I haven't play the games in quite some time, so I'm not entirely sure, but I do remember the first Saturos fight (mainly because Alex lampshades it). |
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Quote UPDATE: 8/6/2016 Games Being Played Right Now Games Definitely Waiting On Games Maybe Waiting on | |
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| WitchRolina | Nov 27 2016, 07:55 PM Post #3 |
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Missing the Unified Aesthetic
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I know - Elemental Source was based on that, actually. I'm talking about expanding upon those as a more common game mechanic. Got any ideas of your own? I'd love to hear what you come up with! |
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| Nedben | Nov 28 2016, 02:42 AM Post #4 |
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Orzic Nedbens
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*throws ideas* Shifting Ground: The ground itself is not only difficult to navigate, it's actively moving itself or things on it around in assorted directions like a battle on a bunch of actively going-around-in-circles machinery or in a maze of automatic teleport spam or fighting on a shaky platform. As Difficult Terrain, but more extreme agility penalty to non-fliers and possibly everyone's accuracy is slightly decreased from having to account for wherever they're standing. Giant Earthquake: It's a crazy earth-shaking cataclysm that's throwing people around and reshaping the land. Every non-flier takes Venus damage, equivalent or maybe lesser to the Quake psynergy, every round. Try not to die. Alchemical (descriptor): As Elemental Source/Surge/Ward/Boon but not penalizing to any particular element. Active Mount Aleph and certain alchemy machines that are right on a massive finely balanced flow of the stuff, that sort of things. Psynergy Tephra: It's a hail of tiny little chunks of psynergy rocks! Try not to die. Depending on intensity may or will deal a random but fairly small bit of HP damage either every round or constantly depending on whether in or out of battle, but restores PP when doing so. I don't know why anyone would be fighting on an active volcano vomiting psynergy stones over the world, but it's a great way to get Feizhi'd. Constantly. Blessed Rain: A form of precipitation caused when a Mercury-active region such as the Khiren mountains or Mercury Lighthouse or Aqua Rock contributes a significant amount of its psynergy-restoring water to forming weather, and that weather sends it back down, or possibly if a Mercury multi-adept ritual psynergy induces it over an area for whatever reason. Living beings capable of drinking/absorbing/being wet by/whatever some of that water as it comes down gain additional psynergy regeneration (health regeneration if PP maxed) per round/slightly boosted travel PP recovery rate while it lasts, and if downed have a very small chance to be revived per round/while traveling to minimal health, like the water of life except less effective. Intense Light: Without proper protective equipment, take damage or suffer other penalties because THE LIGHT IT BURNS. Apollo Sanctum. Not sure what to attach here but someone probably does. Overwhelming Alchemy: You either go Alex or you go BOOM. Massive PP recovery and stat boosts but damaging if PP is maxed for too long, sort of like that hypothetical effect of having too many spirits on at once and pretty much exploding from resulting overload I think you mentioned somewhere. Festival of Spirits: The souls are strong with this one. Specific psynergy series (I.e. Demon Night, Thorny Grave, Undead Curse, Haunt, etc.) and specific monster lines related to ghosts or undead (ghost, zombie, ghost army, etc.), and whatnot tied to whatever forces make corpses walk and stereotypical floaty howlers do their thing in general act with boosted power, be it higher base attack or additional elemental power or whatever. Not sure what to implement here but in a specific environment made for this stuff like the Gabomba catacombs it might see use. Morale Field: Alchemy as a whole affects whether civilization itself rises or falls, and psynergy as part of it is particularly a warrior's art, so eventually there's gotta be some pattern of it that just overall makes everyone better at fighting, right? Raises various stats lightly, not sure which or by how much. Edited by Nedben, Nov 28 2016, 03:00 AM.
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| Cato Felix | Nov 28 2016, 01:46 PM Post #5 |
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Aspiring Hero
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I was actually thinking that Venus and Mercury effects would really outweigh the others--see, picture this: Grasslands/Forests - Venus gains 4PP per turn Mountains/High Elevation - Jupiter gains 4PP per turn Deserts/Volcanoes - Mars gains 4PP per turn Seas/Oceans/Wetlands - Mercury gains 4PP per turn (And of course, dungeons/lighthouse effects are the same) I was musing with the idea that terrain had a more passive effect (but still a noticeable one) on Adepts. This could also work another way, with, as Rolina put it, damaging effects, with Mercury taking Psynergy loss in a desert, or Mars taking Psynergy loss in an ocean. I like the idea of bonuses better, though. Also, should/could the bonuses/inhibitors scale with your level? Would that even make sense? |
| "Remember Man, that you are dust, and onto dust you shall return." | |
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| WitchRolina | Nov 28 2016, 02:51 PM Post #6 |
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Missing the Unified Aesthetic
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I could see a healthy mix. Some are bonuses, some are penalties, some (like elemental ones) are neutral. Some are a mix of the three. Instead of scaling with level, perhaps it uses percentiles? That way, it has the same effect. |
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| Cato Felix | Nov 28 2016, 05:50 PM Post #7 |
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Aspiring Hero
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Yeah, percents would work perfectly. I'm thinking they'd go under the 1-3ish% range--depending, of course, on how harsh the terrain is--or, we could jack it up to 10% to put a higher emphasis on fixing your party to fight on the correct land. Heck, that's not even going into account of weather, which, if that was a thing, would put probably double or triple percentages. Thunderstorms, rainstorms, earthquakes, heatwaves? These, too, would affect the opposite element in the negative way. It's pretty cool to give this thought, honestly. |
| "Remember Man, that you are dust, and onto dust you shall return." | |
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| WitchRolina | Nov 28 2016, 10:10 PM Post #8 |
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Missing the Unified Aesthetic
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I figure terrain effects would stack. Effects from the land, weather, and summons would all be applied additively. |
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2:19 PM Jul 11

