I'm pretty sure the reason why projectiles can warp is because if they didn't, then escaping from enemies would have no urgency. So the devs made sure the player is under a "timer" when trying to run away, if you take too long the projectile warps close and will get you. I think this was a very smart design decision. If you take a look at more action oriented open world games such as Elden Ring and Zelda BotW you will notice it is very easy to avoid and bypass enemies so the stakes for exploration are much lower and less exciting. Because Xenoblade X is not exactly a strict ARPG (it's more about the abstraction and number than action and physics) but it's still an Open World game, the traditional RPG mechanics for running for battle wouldn't make sense here thus the projectile warp. In addition, you can also notice that the time it takes for the enemy projectile to warp to the player is just slightly longer than the time it takes to ruin away from combat if you run at full speed (which requires player skill given the extreme verticality of XCX's maps and how many obstacles and enemies are in your way all at once).
Well, I don't think that's true. From what I know, projectiles are definitely not bound by any timer(s). Long ago I experienced a battle against a millesaur and it had launched a dino mortar attack against my skell in mid-air. Instead of homing at my skell, it just endlessly circulated and would never hit it as long as I didn't move. Even other mortars joined the orbit, forming what I called a "flaming wheel of death". Also, fleeing homing attacks is pointless because they are pretty much always faster than you - against the player that is, but not necessarily against enemies. Here's a video showing a case where homing attacks are unable to catch up to their target (the weapon's modded, but you can achieve the same effect without mods. It'll take a lot longer though): ruclips.net/video/Z55kQBfcN30/видео.html No warping occurs in this... perhaps because they've not engaged battle? IDK, I still can't fully grasp why warping even happens in the first place, lol. When enemies launch attacks, the attacks have to eventually reach the player, but this doesn't really explain the warping effect if the attacks can just travel normally.
@@GoReadTheManga I should have explained better but that's why I put the word timer in quotation marks. What I meant is that, on foot, enemy homing projectiles come at you faster than you can run at full speed at the exact speed necessary to enable the player to successfully escape if they can run at full speed without getting stuck/slowing down, thus creating some sort of soft cap timer. My conjecture is that once that hypothetical timer runs out (timer = successful escape distance at fastest ground speed) , that's when the projectile warps to you seemingly out of nowhere. I assume it works differently for Skells but it could also be the case that if you stay within escape distance for X time, the projectile will still warp to you.
I'm pretty sure the reason why projectiles can warp is because if they didn't, then escaping from enemies would have no urgency. So the devs made sure the player is under a "timer" when trying to run away, if you take too long the projectile warps close and will get you.
I think this was a very smart design decision. If you take a look at more action oriented open world games such as Elden Ring and Zelda BotW you will notice it is very easy to avoid and bypass enemies so the stakes for exploration are much lower and less exciting. Because Xenoblade X is not exactly a strict ARPG (it's more about the abstraction and number than action and physics) but it's still an Open World game, the traditional RPG mechanics for running for battle wouldn't make sense here thus the projectile warp.
In addition, you can also notice that the time it takes for the enemy projectile to warp to the player is just slightly longer than the time it takes to ruin away from combat if you run at full speed (which requires player skill given the extreme verticality of XCX's maps and how many obstacles and enemies are in your way all at once).
Well, I don't think that's true. From what I know, projectiles are definitely not bound by any timer(s). Long ago I experienced a battle against a millesaur and it had launched a dino mortar attack against my skell in mid-air. Instead of homing at my skell, it just endlessly circulated and would never hit it as long as I didn't move. Even other mortars joined the orbit, forming what I called a "flaming wheel of death". Also, fleeing homing attacks is pointless because they are pretty much always faster than you - against the player that is, but not necessarily against enemies.
Here's a video showing a case where homing attacks are unable to catch up to their target (the weapon's modded, but you can achieve the same effect without mods. It'll take a lot longer though):
ruclips.net/video/Z55kQBfcN30/видео.html
No warping occurs in this... perhaps because they've not engaged battle? IDK, I still can't fully grasp why warping even happens in the first place, lol. When enemies launch attacks, the attacks have to eventually reach the player, but this doesn't really explain the warping effect if the attacks can just travel normally.
@@GoReadTheManga I should have explained better but that's why I put the word timer in quotation marks. What I meant is that, on foot, enemy homing projectiles come at you faster than you can run at full speed at the exact speed necessary to enable the player to successfully escape if they can run at full speed without getting stuck/slowing down, thus creating some sort of soft cap timer.
My conjecture is that once that hypothetical timer runs out (timer = successful escape distance at fastest ground speed) , that's when the projectile warps to you seemingly out of nowhere. I assume it works differently for Skells but it could also be the case that if you stay within escape distance for X time, the projectile will still warp to you.
Fire Carnival really living up to being a Carnival