Forum:Blademaster splint, minimal permanence, RGMs etc

Probably the most enjoyable thing about Monster Hunter is the object of non-linearity, while the object of non-permanence is one of the most debatable. My thought being that 4th Gen Monster Hunter games should be more focused on the life of a hunter than saving a village from a beast who plagues them. Instead the player begins as a member of one of the Hunter's guilds in Loc Lac, Minegarde, or Dondruma. Instead of inhabiting a small village, the player is dispatched.

Another important detail would be to split Blademaster into 2 classes (without getting overly complicated) based on mobility versus armor rating. The classic examples being the Lance and Greatsword, the former being a weapon which is reliant on logistic power to be a "tank weapon", while the other is a weapon of opportunity. Thus, what defines a character should not only include appearance, name and hunter rank, but a class.

For example:

HeavyArm
 * Exclusive Weapons: Lance, Gunlance
 * Wears large, heavy armor for superior Armor rating, armors are made of both metals and hides

Striker
 * Exclusive Weapons:Sword and Shield,Dual Swords
 * Wears thick leather and mail for protection without sacrificing mobility, most armors are made of hides and bones

This leads into the next subject... Permanence in characters. In Monster Hunter, to date, the player knows no permanence beyond the character name, appearance and hunter rank. It IS important that there not be a great deal of permanence involved in the game, but solidified class and a character based small skill to help define the character would also be very good for the game.

The last major point I would like to see in future Monster Hunter games is a RGM (Randomly Generated Map) system for hunting dispatches which do not involve specific maps.

-Wynn (D3gradation@hotmail.com)