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Talk:Arill/Sandbox/Combat/Map Mechanics and Nodes

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Revision as of 16:50, 29 January 2021 by Soloblast (talk | contribs) (Created page with "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...")
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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?

Soloblast (talk) 16:50, 29 January 2021 (UTC)