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Talk:Arill/Sandbox/Combat/Map Mechanics and Nodes
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Probably the only one I have comments on I guess:
- Use of tabber here feels a bit excessive, if I had to I would split into:
- Non-Combat Nodes (Start, Resource, False Alarm / No Battle Red-to-Blue, Choice Node, TP Node, "End" Node i.e. 1-6 endpoint or on occasion the end nodes you see in, say, Fall 2017 E-1)
- "Normal" Combat Nodes (Day Battle, Night Battle, Night-to-Day Battle, Boss Battle)
- Might be worth mentioning we haven't seen NtD again since Fall 2017?
- "Short" Combat Nodes (Air Raid, Air Battle, Ambush)
... And then maybe use tabber for those individual sub-sections?