wut i didn't see this before
why am i hyped
is this the easier game i've been wanting since impossible spell card came out
Here's some examples where they're useful since MoF:
- UFO: Mixed with a Rainbow UFO, you get power. Parts of stage 2 come to mind specifically for farming power from point items and Rainbow UFOs. Also useful as filler for Green and Red UFOs.
- DDC: Essential for getting 2.0 multiplier and life pieces. Parts of the game only spawn enemies that drop score items.
In a scoring aspect, they're very important. In the survival aspect I can see why it's near useless to you for score items to exist. But you can't just say that they're "useless" when it's almost impossible to get resources in UFO and DDC from just using power items. By your logic, ZUN should just remove power items and keep you at 4.00 power because they give little score and do nothing but increment a number on the side of the screen and make bosses die slightly faster.
Actually my thought was the opposite.
Why not make all of them Red instead? So one you hit max power all the Reds give bonuses as a sorta overcharge bonus.
I might be wrong about this but don't the UFOs and DDC things not care if you're feeding em reds or blues just sheer volume of things nomed up by them? I'm more sure about this with DDC than with UFO though. In the 'Everything is Red' scenario the system still works out as is without changing the core mechanic.
Still we saw in Fairy Wars that it's plausible to roll with and kinda interesting. And Mystical Power Plant so far has give me always max and was interesting on how that worked out. And really why shouldn't he do that? Outside score based extend-based games score really doesn't mean anything.
I think winds are also on the table. For example, it can be Cool Spring Breeze (Suzukaze), Summer Evening Shower (Yuudachi), Grass-dividing Autumn Typhoon (Nowaki), Winter Snow Storm (Fubuki)... I can imagine some fans see the climate theme as practically an open invitation for KanColle puns.
Although I think with the obvious poi puns word filters might be needed else we'd reach a POInt where everyone goes insane rather quickly.
Well, why not? I know I'm not the first to say this, but the power system is a great example of something that's in the games because it's always been there, and maybe it's time to reconsider. It makes the early game more annoying and luck-based (especially in EoSD / PCB where you can't PoC below max power, but thankfully that's been left behind), and it makes deaths unnecessarily costly (especially in UFO).
I kinda think it'd be interesting to try out more if only because of that. With bombs not actually drawing from fire power again it's not like it'd matter at all. It'd kinda be novel. I mean POFV didn't have boosting primary shot leveling and it worked out... although admittedly POFV is weird.
Also if this discussion of concepts needs a spinoff just make the move as I'd find it neat to think about this.
Wow, people want to not pay for things. Good for them?
By the way, I think it's worth mentioning that the calls for "simple gameplay" here don't necessarily match up with what ZUN might call uncomplicated. People seem to interpret this to mean mostly barebones systems whose mechanics are mostly geared towards scoring and otherwise not an active part of regular play. All he really seemed to say with DDC is that there are "no complicated systems so that people can freely enjoy dodging bullets". Which really is what the game is -- there's no special items, no strange mechanics or abilities, etc (note DDC came after divine spirits, trance, freezing, cameras, and UFOs); you just dodge things, PoC a lot, and bomb. While it is true that the game is fairly demanding in that it wants you to aggressively route PoCs and/or bomb for resources, that doesn't really make the system "complicated". Now after LoLK, that's probably more of what we're going to see here. People seem to be looking for a more "coasting" game where they don't have to concentrate on anything besides the patterns, which I don't think is necessarily the intention.
I'd rather have a game going back to simplicity. I don't want a DDC style setup as that was just as heavily gimmick focused as UFO or TD. Just get us back to like EoSD/PCB/IN (just make sure the hitboxes ain't wonky like in EoSD). I don't like the entire "YOU MUST BE HYPER AGGRESSIVE OR GET NOTHING" Mindset that LoLK and DDC really pushed.
I like the idea for a 'coasting' game which is just focused on having fun and not dealing with annoying gimmicks. Hell it's been what I've been kinda looking for for years, TD brought the difficulty back down from "This is just not fun at all" of UFO but LoLK went 'you call that hard?' Because of Point Device Mode being pushed super hard because of how bad the drops were in Legacy Mode.