View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0008655 | Valley 1 | Suggestion - Loot/Item ideas | Jun 25, 2012 6:24 am | Jul 6, 2012 3:13 am | |
Reporter | BenMiff | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 1.103 (Official Hotfix) | ||||
Summary | 0008655: Drilling Rig | ||||
Description | * Appears only in stashes, and is fairly rare - on a "normal" playthrough, you should get roughly 8 of these. * The effect of this item varies depending on where you use it:- o Inside a building: Item cannot be used. o On surface: Only usable on background walls. When used, creates a doorway to a new cave system (and creates a new cave system attached to that doorway.) o Inside caves: Creates a doorway to a new cave room. The new room has the following probabilities for what it is:- 10%: Mission room 20%: Normal room 30%: Gem room 40%: Passge to lower cavern system Newly generated rooms cannot contain secret doors / side links. --- The main use behind this is to make getting to deeper cave systems a lot less a result of luck (in finding a cave deep enough, and in finding rooms in sparse cave systems. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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Ooh, I actually really like this idea. This is the sort of item I'd spend time seeking out, particularly for those times when I'm trying to find a cave system, but the RNG is making me go through a bazillion surface chunks to find one. |
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This is a great idea, an additional benefit would be that it is the first step to make stashes REALLY useful/valuable/special/"stashy" again. But maybe it should be limitet to some of the later time periods for lore reasons. Digging ray in the wild garden age? Not lorefriendly. The different time periods may get a special and very powerful item of their own, that would be really nice. But until there are cool ideas or the resulting items it should be handled like the espers: give it to every time period. Oh, and regarding the room types: low chance for a "treasure room". This room would include a special, very hard boss (I thought of some kind of giant worm, or some other monster and a special behaviour, so that it is no simple boss battle but requires a special tactic) and a locked stash so if you want the treasure, kill the boss. The "treasure room" should only have a chance to appear as the new room in the cave system or have a low percentage to spawn in place of a gem vein in a cave system created by the drilling rig. EDIT: Had misread the new item name as digging ray, I have some cool ideas for spells now, but thay all seem overpowered and don't belong in this suggestion. |
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Hrm, so it would effectively be a mini-mission with a super-boss? I do like the "you dug too deep, here's a balrog" implications of the treasure room though, albeit with the proviso that more than 5% would be a bit much. (Maybe knock 1% of each probability and give it a 4% chance?) As to having unique bosses, I'm not so sure since it would be quite a lot of work for something that wouldn't be seen much; throwing a tier+3 boss in there would be sufficient, since bosses at that level of over-tiering tend to require different tactics just due to the sheer amount of health they bring to the table meaning blitzkrieg is no longer viable. |
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Yeah, it is very much work and there are more important issues right now. But the dug too deep, you encounter a balrog gave me a nice idea: In LoTR the balrog was sealed in a chamber and balrogs are actually really intelligent creatures (some were friendly), so why not say: ugh, too bad, you have found the room where the overlord sealed one of his rivals. And then seed an overlord (without the 3 enchant container drops or with them?) in the room. I don't know if it is possible, but he should have a constant tier 5. If changing tier for one chunk is impossible/complicated then instead make a new enemy (e. g. Fallen Overlord), that is as strong as a tier 5 overlord at all tiers. |
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@Benmiff, what do you mean by 8 per "playthrough", if the game goes on indefinitely? Do you mean approximately 8 per continent? I like this idea, but a technical note: If you created a Passage to a lower cave system, in a cave system that already had a Passage, you'd create a cave system with two Passages down - which would probably not work with the Region Map (the one you get by pressing '.'). Thus, I suggest that if a cave system already has a Passage down, you won't be able to find a Passage Down with your drilling rig. Since finding a normal room would be kind of a "bust": if you find a normal room, why not give another 50% chance for there to be a room attached to the normal room? Lastly, I suggest that there be a chance to find boss rooms (which would be just as hard as any other boss in that cave system), with a guaranteed room beyond the boss room (which I believe is how boss rooms currently work). |
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@Pyrrhic: I do like those suggestions, actually. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jun 25, 2012 6:24 am | BenMiff | New Issue | |
Jun 25, 2012 9:42 am | tigersfan | Internal Weight | => Feature Suggestion |
Jun 25, 2012 9:42 am | tigersfan | Status | new => considering |
Jun 26, 2012 6:20 am | Misery | Note Added: 0026061 | |
Jun 27, 2012 2:10 pm | Tarmandan | Note Added: 0026078 | |
Jun 27, 2012 2:14 pm | Tarmandan | Note Edited: 0026078 | |
Jun 27, 2012 2:44 pm | BenMiff | Note Added: 0026082 | |
Jun 27, 2012 3:02 pm | Tarmandan | Note Added: 0026084 | |
Jul 5, 2012 7:10 pm | Pyrrhic | Note Added: 0026348 | |
Jul 5, 2012 7:10 pm | Pyrrhic | Note Edited: 0026348 | |
Jul 6, 2012 3:13 am | BenMiff | Note Added: 0026367 |