View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0009006 | Valley 1 | Suggestion | Jul 21, 2012 3:57 am | Jul 23, 2012 10:17 am | |
Reporter | Geoarrge | Assigned To | |||
Status | considering | Resolution | open | ||
Summary | 0009006: Add "traits" to lieutenants for increased strategic depth | ||||
Description | This would add significance to choosing which lieutenants to eliminate first. It could be accomplished by adding traits to lieutenants, which would affect the attributes of the monsters under their influence, and having a lasting effect based on which lieutenant(s) are the last to go. Each possible trait should be linked to a set of effects to be applied to monsters within that lieutenant's influence-- one positive (as in buffing the baddies), and one negative (as in debuffing the baddies or buffing the player). One way to do it would be to treat every region on the continent as being within the influence of the nearest surviving lieutenant. Then, as each lieutenant is picked off, the remaining one(s) 'take over' the territory with their trait effects, which become more pronounced after each lieutenant dies. This could be rationalized as the baddies growing increasingly agitated at the player's attacks. But after the last lieutenant dies, its trait effects do not simply disappear; they are only diminished as there is nothing else to override them this time, remaining as a permanent quirk for the continent. If the overlord also gets traits, their effects would have to be applied at a much lower level in order to avoid overshadowing the effects of the lieutenants. This might sound counter-intuitive, but for gameplay reasons the part where the players have more choices needs to have a stronger effect. Also, it could be rationalized that the overlord simply didn't get to be the overlord by having extreme quirks. Some example trait ideas: Elemental Affinity: Enemies gain a small degree of resistance to an element, and an equal level of vulnerability to an opposing element. Cautious: Enemies get improved detection range, but lose some movement speed. Cruel: Enemies gain attack strength, for lower rate of attack. Tenacious: Enemies gain extra health, for reduced attack strength. Vicious: Enemies gain improved rate of attack, for reduced attack range. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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Interesting ideas, I think they could be more creative with the traits though. And "Elemental Affinity" already exists for ALL enemies, especially bosses where it's randomized (except not necessarily opposing elements). Also, the other stuff you listed would be highly dependent on WHAT type of enemy the Lieutenant spawns as. |
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There was another suggestion to make the overlord and lieutenants affect the game world more (http://www.arcengames.com/mantisbt/view.php?id=8880#c26640). That could also help to differentiate the lieutenants more. |
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Stuff like this is definitely something we'd like to do. It's not a light job though, so I don't expect it soon. |
Date Modified | Username | Field | Change |
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Jul 21, 2012 3:57 am | Geoarrge | New Issue | |
Jul 21, 2012 4:35 am | Matthew Carras | Note Added: 0027012 | |
Jul 21, 2012 4:35 am | Matthew Carras | Note Edited: 0027012 | |
Jul 21, 2012 6:57 am | weelillad | Note Added: 0027014 | |
Jul 23, 2012 10:17 am | tigersfan | Internal Weight | => Feature Suggestion |
Jul 23, 2012 10:17 am | tigersfan | Note Added: 0027057 | |
Jul 23, 2012 10:17 am | tigersfan | Status | new => considering |
Apr 14, 2014 9:28 am | Chris_McElligottPark | Category | Suggestion - General Idea => Suggestion - General |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - General => Suggestion |