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Template talk:M1Enemies

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Anyone have any ideas on how this should be organized? :? →Tinā δ 11:08, 12 February 2011 (MST)

Location? Maybe even split into separate template based on loaction. Shayminguy7 11:16, 12 February 2011 (MST)
Locations in Mother 1 are really weird, since they're not in towns but outside of them... @[email protected] So I don't think splitting it up via that is a good idea. →Tinā δ 11:25, 12 February 2011 (MST)
Enemies seen prior to _th Melody? It's the only way I can really think Mother is organized by. Shayminguy7 11:35, 12 February 2011 (MST)
I'm actually still thinking about categorizing them after specific attributes, though it can be quite the nuisance to make it work (there are some creatures with majorly characteristical qualities in that game; the Gabilan, anyone?), and basing it after some sort of location-related thing would fit better in comparison with the M2 and M3 ones. Even though the majority of the enemies are bothersome to connect with named areas, they do essentially lurk around in (at least) the outskirts of these. Starmen.Net's guide has done a pretty good work with pointing out which enemies that are hanging around in what areas. Besides that, the only evenly distinguishable feature I can think of is the different tunes that play when stumbling across enemies with different strengths and whatnot (which the Hippie sort of messes up). ~ Sun Braid 13:07, 12 February 2011 (MST)
I fully support having a "type" template set for enemies in addition to the by-game templates, though not in place of them. I did make the list of enemies in the order that the guide used, already. Maybe just leave it as is because it's so much smaller than the EB and M3 versions? Miles (talk) 13:27, 12 February 2011 (MST)
By the way, shouldn't the different areas/chapters be split up into different templates? :0 ~ Sun Braid 13:47, 12 February 2011 (MST)
Is there a particular benefit to splitting them up more? I can't think of one. Miles (talk) 13:53, 12 February 2011 (MST)
Well, it'd greatly decrease the size of the boxes, and thus makes it visually smoother. And separating the enemies into different boxes wouldn't really cause any disorientation among the readers, as the enemy categories do already compensate for that function. Though that'd actually be unnecessarily troublesome to do with the EB navigation box (ugh, the quantity of locations..), but I'm generally very unaccustomed to these sort of things and should probably feel somewhat embarressed by even thinking of that as an implied thing. =B ~ Sun Braid 14:34, 12 February 2011 (MST)

resetting indent My goal was more that "if I'm on Bionic Kraken and I want to go look at Chomposaur it should be doable by the one template" if that makes any sense. Miles (talk) 14:49, 12 February 2011 (MST)

That's what I was thinking about over splitting templates up into locations -- in my opinion it's easier to click two show/hide buttons over searching and loading an extra page (like the category or something) if you wanted to get from one enemy page to one in a different area. I'm also not sure about that making it visually smoother, since having multiple navigation templates on one page can look pretty funky at times...
On closer inspection, by area is probably the best choice we have. The way's managed to group them is pretty clear and the least confusing for the average user to browse around with. →Tinā δ 18:47, 12 February 2011 (MST)

Unused enemies

The unused enemies in the see also should probably be reworded into a more understandable thing. Like if I were to be reading and I saw Doll (Pillow) I'd be like say whaaaaat? Multus 14:20, 21 June 2011 (EDT)

If you want to reword that part, go ahead, so long as the section keeps the "see also" header. I'm trying to imitate what I did on the M3 enemies template. Miles (talk) 14:45, 21 June 2011 (EDT)
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