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Post by aardWolf on Aug 11, 2008 16:04:16 GMT -5
In my opinion, the stopwatch tool is practically useless. Once you have gotten to the level in the game where the speed is turned up high, you seldom need to slow down the game. I propose that the stopwatch tool be repurposed with the following behavior: We all know that there is a small amount of time that you can move blocks to continue your chain. Let the stopwatch extend that time by just a little bit. This will allow for easier chained combos for as long as the tool lasts (5 seconds or so.) We've already seen this behavior in a bug, so it seems like it wouldn't be that hard to implement.
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Post by flavor on Aug 12, 2008 14:53:23 GMT -5
That's Genius! I support this.
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Post by theconfuzed1 on Aug 12, 2008 15:23:12 GMT -5
Or possibly use it to stop the clock, instead of element generation.
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Post by aardWolf on Aug 12, 2008 21:21:44 GMT -5
Yes, that would be another alternative... but it would be useless in the main mining mode.
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Post by theconfuzed1 on Aug 12, 2008 22:50:02 GMT -5
I didn't think of that one.
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Post by eliu87 on Aug 12, 2008 23:23:20 GMT -5
It could be just a bug, but when I use the Stopwatch/Clock tool in the Smith, nothing happens: the rows continue coming up at normal speed and the timer continues ticking.
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Post by asmeurer on Aug 13, 2008 0:36:09 GMT -5
The time stopper tool is absolutely useless. At least make it give 5 seconds or so in the smith. Maybe in the mine, it could push all the blocks all the way up and not have the game lose. That would be useful, especially if you happen to get an alchemy in the mix.
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Post by alomir on Aug 13, 2008 9:08:44 GMT -5
I like these ideas - lengthening the 'chain' time, adding time in the smith, and something in the mining - although filling the board but not ending the game for a brief time sounds too good to be true
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Post by mrsmiley on Aug 16, 2008 20:29:47 GMT -5
I actually like both ideas. I would actually use it then!
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Post by thesun on Aug 17, 2008 14:49:47 GMT -5
i like the idea. the problem right now is that once u are at a really high level, u don't even need it to stop the blocks from rising. but if u could freeze the game so u can see how to make better combos and chains, that would be a great idea
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Post by daemyn on Sept 4, 2008 8:22:00 GMT -5
thought I'd bring this one back since the "chain behavior" has been modified. Perhaps the time stopper could temporarily bring back the old chain behavior, and allow you to move blocks in succession for bigger combos.
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Post by oliver0575 on Sept 7, 2008 10:31:15 GMT -5
i agree that the clock tool definetely needs changing as it is absolutely useless at this time cause it doesnt really help
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lc
Junior Member
Posts: 63
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Post by lc on Sept 8, 2008 11:16:41 GMT -5
thought I'd bring this one back since the "chain behavior" has been modified. Perhaps the time stopper could temporarily bring back the old chain behavior, and allow you to move blocks in succession for bigger combos. That's a really cool idea. It fits in perfectly with stopping time too. I could see it getting abused though so maybe it'll be better to just stop the blowing up for a few seconds to let you line something else up for the next chain.
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jemni
Junior Member
The Strategist stops time while his fury eats my dreams
Posts: 61
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Post by jemni on Sept 23, 2008 15:50:23 GMT -5
Those are great ideas for the time stopper. I propose that the different levels add on those different behaviors rather than or in addition to lengthening the time. This would sort of be equivalent to how some powers work in other RPG games which shall remain nameless.
so, level 1: Time stopper stops pushing up the rows for X amount of time Level 2: Time stopper doubles time on combo timer for X amount of time Level 3: time stopper freezes clock in the Smith for Y amount of time Level 4: Same as level 1 but lasts 2X amount of time and so on.
Whadya think?
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Post by asmeurer on Sept 23, 2008 16:13:39 GMT -5
I say it freezes the smith clock regardless of the level. If it did that, I wouldn't even care if it did nothing in the mine.
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