Laurens Holst wrote:
> It's kind of an unlikely scenario. The invisible-enemies version will
> probably be there before the visible-enemies version. So an visible-only
> engine is highly unlikely...
> But anyways, it's best to have it flexible.

Agreed. :)

(fighting weaklings)
> If the experience you gain from them doesn't lower every level (which I
> think, should), then at least the levelup-limit increases. So it's not
> very... errm... 'rendabel' to fight low-level enemies.

This looks like a cognate for "rendavel". `:)))
Anyway, this is the common approach and I think
it should be used. It's determined by logic:
stronger enemies give more experience. <:)

> > I like more the third option, because it's
> > more similar to the RPGs I like. `:)
> I agree. However, it's up to the game's designer.

That would be ideal, but unfortunately we can't
have an ideal engine. <:) Combining this with
the "less chances" approach would be cool. <:)

[]s,

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