View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0008645 | Valley 1 | Suggestion - Room Ideas/Complaints | Jun 22, 2012 5:19 am | Jun 22, 2012 12:20 pm | |
Reporter | BenMiff | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 1.103 (Official Hotfix) | ||||
Summary | 0008645: Elemental Lodestone (New Cave Room) | ||||
Description | This would be a specific new room type that would only spawn in caves (to give some incentives to go down there.) They would be limited to one per cave level. These rooms would be large caves with a new "object" in them - the elemental lodestones. The caves would always have 4 of these, and they would (usually) spawn nearer the extremities of the room (as to spread them about). The elemental lodestones would generate empty. When hit by a player spell, the elemental lodestone is filled with that element, spawning more enemies in the cave (including 1 miniboss) of the chosen element. (Fire, for instance, would spawn fire bats, red amoebas, etc.) The enemies chosen are not limited by the region type. Once all elemental lodestones in the elemental lodestone room are filled with the same element, the room becomes active, providing it's benefit on the overmap. (The room's benefit can still be changed later by filling the lodestones with a different element.) Filling a different room with a different element in the same region is possible, but does not convey extra benefits. Once a elemental lodestone room is active, the benefit it provides is dependent on how many rooms are filled. The element the benefit is conveyed for is the one which has the greatest number of filled rooms of that element; on a tie, the last filled room's element is used. The benefit caps at 6 filled rooms, and is as follows:- 1 room: +10% Element Power in tile and all tiles within 1 2 rooms: +15% Element Power in tile and all tiles within 1 3 rooms: +15% Element Power in tile and all tiles within 2 4 rooms: +20% Element Power in tile and all tiles within 2 5 rooms: +20% Element Power in tile and all tiles within 3 6 rooms: +25% Element Power in tile and all tiles within 3 The benefits from an Elemental Lodestone do not stack for the same element, however; if a tile is affected by multiple elemental lodestone rooms of the same element, it uses the highest quantity for each element (even if this would select from multiple rooms.) (Different elements, however, will stack.) | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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Ooh, this actually sounds really cool. This'd be a great reason to explore caves, and it'd even add more that the player can do that involves the world map. The only change I might make, is perhaps have it so that the elements they can be filled with are limited depending on the type of region it's in: Say, one that's in an Ice Age area could be filled with Light or Water, one that's in a desert might be Air and Earth, or something like that. Mostly, that'd make it so that the region type would matter in terms of what these rooms can do (which also means that the layout of the continent has more effect on things), which fits one of the themes that the game often seems to be going for, like stashes or gem rooms in certain regions always having the highest chance of specific items. Possibly make a topic on the board though if you havent already done so, this does sound like a good and interesting idea. |
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My concern with limiting the elements to their "regional" aspects is that since it limits the area it effects, these would become only really worthwhile on the edges of a region; boosting water in the ice age, for instance, isn't that helpful since a lot of the monsters there already resist water. If the elements were chosen to avoid that (so, for instance, the ice age was Fire / Air), limiting the elements could work, though. |
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Is this a per-region effect? It seems like it would be too much work to prepare to take on the region. However, if it's a continent-wide thing, having them available from the first cave level down seems a bit much, and should be limited to deeper caves (say T5?)... But then again, if it IS per-region, having to go down to T6 in a cave just to make enemies in that one region take the most bonus dmg that region can get... So you can fight those enemies easier (which mind you will all be weaker on the surface anyways)... Seems almost pointless. Unless you plan on diving down in that cave as deep as you can go, then you'd want to stop at all the higher levels first to get the bonus dmg so when you're down in like a T8 cave, you're slightly more evenly matched. I like the idea of the caves and the bonus dmg, but I guess I'm not getting a full idea of how it's being used here, and what's best overall with its use. |
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Okay, some clarification. First off, the effect is over the continent map in terms of the tiles measurement and where is has an effect. Secondly, the initial levels aren't that strong (to my thinking, at least). However, the depth aspect could be changed by altering the measurement criteria from number of elemental lodestone rooms filled to the depth of the elemental lodestone room filled (so lvl 1 is a depth 1 cave, lvl 2 a depth 2 cave, and so on all the way up to lvl 6 at depth 6+ caves.) |
Date Modified | Username | Field | Change |
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Jun 22, 2012 5:19 am | BenMiff | New Issue | |
Jun 22, 2012 7:14 am | Misery | Note Added: 0026023 | |
Jun 22, 2012 9:23 am | tigersfan | Internal Weight | => Feature Suggestion |
Jun 22, 2012 9:23 am | tigersfan | Status | new => considering |
Jun 22, 2012 9:35 am | BenMiff | Note Added: 0026033 | |
Jun 22, 2012 11:40 am | Kio | Note Added: 0026036 | |
Jun 22, 2012 12:20 pm | BenMiff | Note Added: 0026038 |