![]() And if successful, the objective will change to leaving the armory. If failed, then the objective changes to something more appropriate. If you start making noise, the enemy takes notice and they start taking the contents of the armory out of there, so it's a race to try to obtain as many of that item as possible. Perhaps you'd be raiding an enemy's armory stealthily (or loudly). This would give thieves a real chance to shine for a main mission objective, especially if there were stealth skills they could obtain. Obtain X amount of Y and/or Z items - simply, this would be a treasure raid mission. This could also introduce an interesting story branch - nothing too major, but it'd serve as an alternate way for the chapter to end. Completion of this objective would either result in a great collapse of the enemy stronghold rendering the main force inert, force a retreat, or even force a surrender. Maybe you destroy the foundations of a mighty fortress, or you destroy crucial barricades that exploit weak break points across enemy lines. You would have a main objective that would be pretty typical, but this optional objective would be an alternate way to beat the chapter. Bonus, the chapter doesn't necessarily end until the enemy actually retreats, and you can't rout to defeat them because they'll keep spawning (and the reinforcements will all be like the monsters in that one Conquest chapter where you couldn't earn EXP, so they're just a nuisance rather than a cheap grinding opportunity).ĭestroy X objects on the map - this would be an optional objective. In any case, you'd summon intimidating allies (whether they're beasts, powerful soldiers, or simply large detachments of troops) that force the enemy to retreat. Summon X number of allies - what I'm thinking is, for example, you have a chapter with maybe five different activators perhaps they're switches or altars for trained clerics. Lower X enemy's HP to Y value - self-explanatory, the idea being that you don't have to kill them but rather weaken them enough to convince them to retreat. This could also be engineered towards specific enemies - for example maybe if you defeat the dracoknights in Chapter 2 of Book 2 in Mystery everyone else would flee because the best of their forces were defeated. or that it's possible to beat the game without ever fighting anyone, which might sound ambitious but I think it could be possible.ĭefeat X number of enemies - the idea is that as soon as you defeat a certain number of enemies, the chapter ends what I think could be appealing about this idea is it could put the player in a place where they have to decide whether they want to prioritize defeating weak enemies to get through the chapter more easily, or defeating strong enemies to get the most EXP out of them. Also, these would come with the assumption that there are more ways for a unit to gain EXP than fighting and defeating enemies. So I'd like to pursue conditions that would encourage you to not kill every enemy you see - because we FE fans see virtually any objective and think "kill every last one of them, and do the main objective last". But one thing lacking in this anti-war angle is the ability to choose to not slaughter every last enemy you see. Fire Emblem titles almost seldom paint war in a positive light - they typically show war as a grim event where good people die, sometimes even by your hand. Each row of X is a sky map at a different frequency, each row of S corresponds to a different source – for instance, independent components of signal in the sky, including both the CMB and sources of foreground – and the coefficients a ij of the mixing matrix A dictate how much source j contributes at frequency i.Here's some food for thought. We test our method on N side = 256 simulated sky maps that include dust, synchrotron, free–free, and anomalous microwave emission, and show that HGMCA reduces foreground contamination by |$25$$ (1)where X is the observed data vector, A is referred to as the mixing matrix, S is the source vector, and N is the noise. Inspired by previous work incorporating local variation to generalized morphological component analysis (GMCA), we introduce hierarchical GMCA (HGMCA), a Bayesian hierarchical graphical model for source separation. We present a novel technique for cosmic microwave background (CMB) foreground subtraction based on the framework of blind source separation.
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