Remember that if the player dies the remaining players can decide if they want to sacrifice that player or not, it's not just about someone being a hero.
Yeah that thought struck me too after I posted. That sort of an implementation would be okay I guess though it would hurt the impact of such a moment. It's not really a sacrifice if the player is already out of the battle. There's no real balance of risk and reward here.
Well at the very least it'll give KO'd players something to do while the battle goes on, which I guess is good design in that respect. But still, having a player make a significant contribution to the outcome and having that player completely unrewarded isn't exactly the pinnacle of good game design.
I'll have to see more.
Seemingly is the keyword. There have been countless ideas and features that sounded horrible on paper but ended up working amazingly in real life. thats how games evolve.
we know barely anything about the game or how it will even work, so actually calling a feature bad even though you haven't used it is very permature.
Yes I know, that's why I included the word. That's my opinion for now. It'll change when I find out more but for now it is what it is.
Might as well go all the way since you're already making "silly" assumptions based on a system you know fuck all about.
:lol:lol:lol
Are you for real? Go cry me a river while you masturbate over your new found deity. I'll personally reserve my right to follow a project but still have some reservations about it when I hear things I don't like, thanks.