When playing the demo, there is an atmospheric disturbance from which shards fall.
I love this effect a lot. It changes the tempo and mood of the area, and it is a mechanic which changes the landscape to be unexpected and textured.
To me, this mechanic naturally scales.
My idea is that the more difficult the challenge, the higher up (and more visible) the weather should be. The shards should appear much further up and out in the periphery. The shards should cross over at a midpoint in the sky, to land opposite from where they appeared. I feel the visuals of this would be incredible.
Yes the map could have a different marker, but the height and size association with the challenge would also draw much more attention in the real world. It would even justify occasional thunder making it out to distant players, or static could be heard interrupting radio chatter. Wind could buffet banners all the way back at base. Though there would be no mechanics impact, fishes could scatter.
I love this effect a lot. It changes the tempo and mood of the area, and it is a mechanic which changes the landscape to be unexpected and textured.
To me, this mechanic naturally scales.
My idea is that the more difficult the challenge, the higher up (and more visible) the weather should be. The shards should appear much further up and out in the periphery. The shards should cross over at a midpoint in the sky, to land opposite from where they appeared. I feel the visuals of this would be incredible.
Yes the map could have a different marker, but the height and size association with the challenge would also draw much more attention in the real world. It would even justify occasional thunder making it out to distant players, or static could be heard interrupting radio chatter. Wind could buffet banners all the way back at base. Though there would be no mechanics impact, fishes could scatter.