Post by Scruffy on Dec 3, 2015 18:53:21 GMT
I thought of this concept while working on my fangame Pikmin Forever. In the game, the leaders have to collect 250 units of particulate metal every day so that their ship can power its engine for the night. The collectibles in the game are metal objects, but enemies also contain trace or even substantial amounts of metal. So I came up with (at least partially, maybe someone thought of it first) the idea of being able to direct carrier Pikmin to different destinations. Pikmin carrying enemies can be directed via the KopPad—or, since this game stars Olimar and a Hocotatian crew, "Piktop"—to take it either to the Onion or the ship, creating a choice between increasing Pikmin or working toward your daily goal. With some enemies, the latter option really is a better gain.
Then I expanded the idea to obstacles. Instead of bridge fragments all the time, there are bridge segments that construct bridges. There are only so many in an area, but once they are placed down by Pikmin they can be removed and carried to a different bridge. Nuggets of gold, silver, or what have you, could also be found in areas, and you could either salvage them or use them to construct something.
Also, I know the leaders are great at their job, but sometimes they just have to get off the throne and help Pikmin with something. The Science Project could easily be carried by Olimar or Louie, and with much less trouble than a Pikmin. So I also have the idea that a leader can be assigned to help Pikmin carry something. They would have the strength of one Pikmin, in case you bring one Pikmin short of the amount you need to carry something. Just as Onion-less Purple and White Pikmin did, if a leader alone brings something to the Onion, it would sprout a random type of Pikmin.
Thoughts? I figured these ideas would enhance the opportunity-based decision making in Pikmin games, since there's already plenty efficiency-based decisions to make.
Then I expanded the idea to obstacles. Instead of bridge fragments all the time, there are bridge segments that construct bridges. There are only so many in an area, but once they are placed down by Pikmin they can be removed and carried to a different bridge. Nuggets of gold, silver, or what have you, could also be found in areas, and you could either salvage them or use them to construct something.
Also, I know the leaders are great at their job, but sometimes they just have to get off the throne and help Pikmin with something. The Science Project could easily be carried by Olimar or Louie, and with much less trouble than a Pikmin. So I also have the idea that a leader can be assigned to help Pikmin carry something. They would have the strength of one Pikmin, in case you bring one Pikmin short of the amount you need to carry something. Just as Onion-less Purple and White Pikmin did, if a leader alone brings something to the Onion, it would sprout a random type of Pikmin.
Thoughts? I figured these ideas would enhance the opportunity-based decision making in Pikmin games, since there's already plenty efficiency-based decisions to make.