Search found 25 matches

Thursday, 27th February 2014, 01:02

Forum: Game Design Discussion

Topic: Trunk update on the 24th, no more racial weapons

Replies: 75

Views: 22503

Re: Trunk update on the 24th, no more racial weapons

I've got an idea for using the cool racial tiles: have it so +0 through +1 weapons have the normal tile, +2 to +3 weapons have the orcish tile, +4 to +5 weapons have the dwarven tile, and +6 to +8 weapons have the elven tile. Instead of denoting "racial" status the tiles can denote "q...

Sunday, 16th February 2014, 23:46

Forum: Game Design Discussion

Topic: New God: Pet God!

Replies: 2

Views: 1357

Re: New God: Pet God!

1. The ally is not summoned. It is always with you. 2. The ally gets much stronger as it gains experience. Eventually it would be much more powerful than Makhleb's, Trog's or TSO's summons (but you get only one). 3. The ally has much more utility as specified in the abilities above. This proposal co...

Sunday, 16th February 2014, 19:27

Forum: Game Design Discussion

Topic: New God: Pet God!

Replies: 2

Views: 1357

New God: Pet God!

Inoben, the Pet God (name subject to change of course) This god is for those adventurers who wish to nurture a pet into a ferocious companion. Your pet will probably not outlive you (they seldom do in life) so you'll need to train another when that sad day comes. Some aspects of this proposal may be...

Thursday, 10th May 2012, 19:47

Forum: Game Design Discussion

Topic: How to make zombies more interesting?

Replies: 95

Views: 25876

Re: How to make zombies more interesting?

Good point KoboldLord, maybe the zombies can get a frenzy bonus based upon the number of zombies nearby? There has to be a way to make these guys interesting and challenging. Help us out by offering some suggestions.

Wednesday, 9th May 2012, 21:34

Forum: Game Design Discussion

Topic: How to make zombies more interesting?

Replies: 95

Views: 25876

Re: How to make zombies more interesting?

Good points Midpoint but notice in the scenario I describe unless the ranged character can blast the zombie in 1 turn he will soon be facing an exponential number of zombies until he gets adjacent to one. So if he fails to kill 1 zombie there will be two on screen next turn. If he again fails to kil...

Tuesday, 24th April 2012, 02:31

Forum: Game Design Discussion

Topic: How to make zombies more interesting?

Replies: 95

Views: 25876

Re: How to make zombies more interesting?

Here's an idea riffing on the "rise from the ground" idea: 1. When a zombie is aware of you in LOS it does not move forward to attack. Instead it stays put and starts to groan. 2. Every time a zombie groans (once per turn?) another zombie erupts from the floor nearby and also stays put and...

Thursday, 15th March 2012, 23:19

Forum: Game Design Discussion

Topic: Caps for Summoning and Necromancy

Replies: 25

Views: 5766

Re: Caps for Summoning and Necromancy

Here's another brainstorm: 1. Summons are persistent. 2. Each individual summoned/animated creature you have takes away 20% of your MP pool for the duration it is out. This places a hard cap of 5 summons. 3. If a summon dies or is dismissed your MP has to recharge from that point (so if five monster...

Tuesday, 28th February 2012, 23:23

Forum: Game Design Discussion

Topic: Brainstorm: improving Yred, and permalichform

Replies: 47

Views: 8991

Re: Brainstorm: improving Yred, and permalichform

Here is how:

1. Yred grants permanent Lichform.

2. Necromutation is replaced by "Mummify" which grants mummy-form and all the bonuses/penalties that entails (rf-, no potions).

Rather than making Yred's Lichform into a Lichform+ just nerf the spell version instead.

Monday, 5th December 2011, 21:02

Forum: Contributions

Topic: Forge Dwarf Upload

Replies: 60

Views: 16909

New idea for Dwarfify ability

I have a new suggestion for how Dwarfify should work: Dwarfify is no longer an ability at all. When a Forge Dwarf uses a scroll of enchant armour on an item and that item is not dwarven it gains the dwarven trait but does NOT increase its pluses. When a forge dwarf uses a scroll of enchant armour on...

Thursday, 10th November 2011, 11:25

Forum: Game Design Discussion

Topic: "Won't be done" -- Why?

Replies: 14

Views: 3036

Re: "Won't be done" -- Why?

The ice bridge wouldn't be it's own spell. It would occur when bolts of cold (from wands or the spell) pass over water. This would occur in lieu of a freezing cloud (which doesn't make sense since water doesn't evaporate when you freeze it).

Wednesday, 9th November 2011, 23:33

Forum: Crazy Yiuf's Corner

Topic: How are dpeg and jpeg related?

Replies: 5

Views: 1751

How are dpeg and jpeg related?

Joanna Ploog and David Ploog: brother and sister? husband and wife? I've been curious for a long time.

Wes

Wednesday, 9th November 2011, 23:16

Forum: Game Design Discussion

Topic: "Won't be done" -- Why?

Replies: 14

Views: 3036

"Won't be done" -- Why?

I was checking out the list of "Won't be done" on the wiki: https://crawl.develz.org/wiki/doku.php?id=dcss:planning:wont_do and while I agree with all the explanations given for the items on the list (excepting 50% summons penalty) I have to ask about two of the items that lack explanation...

Friday, 10th June 2011, 02:08

Forum: Game Design Discussion

Topic: Suggestions for Hex Spells

Replies: 5

Views: 1625

Re: Suggestions for Hex Spells

I agree about the usefulness of the easily-resisted Hex spells. I was thinking of a mechanic that might help: Perhaps each time you cast a specific Hex spell on a creature that creature's subsequent resistance to the same spell is reduced. This way with enough casts you can chip away at the creature...

Monday, 30th May 2011, 13:27

Forum: Game Design Discussion

Topic: An idea for how to fix wrath scumming

Replies: 5

Views: 1342

An idea for how to fix wrath scumming

There are many ways to avoid Okawaru/Trog/Makhleb wrath by waiting it out risk-free: hover over lava, park yourself in a corner with a rat, etc. I have an idea to fix this. Whenever one of these gods wants to chuck some monsters at the player the god should randomly teleport the player first. Proble...

Saturday, 28th May 2011, 19:37

Forum: Technical Support

Topic: How do I configure travel stoppers?

Replies: 4

Views: 1863

Re: How do I configure travel stoppers?

Thanks to rootoo2 who gave me the answer on WebTiles chat. The answer is here:

http://crawl.chaosforge.org/index.php?title=Extension

Saturday, 28th May 2011, 18:41

Forum: Technical Support

Topic: How do I configure travel stoppers?

Replies: 4

Views: 1863

How do I configure travel stoppers?

I'd like certain messages to stop auto-travel and auto-explore such as: Your transformation is about to expire lose your buoyancy I have already configured these messages with force_more prompts but if I am auto-travelling I press Enter to acknowledge the -more- prompt and my character just keeps on...

Wednesday, 25th May 2011, 18:42

Forum: Technical Support

Topic: The Websocket connection was closed.

Replies: 17

Views: 6564

Re: The Websocket connection was closed.

I wonder if I crashed the WebTiles server? I lost connection a short time ago as soon as I used a down stairs to Vault 3. Now the site is not available. I could submit a bug report on Mantis but I'm not sure if it was just a coincidence that I used the downstairs and it crashed immediately. The char...

Friday, 29th April 2011, 17:35

Forum: Game Design Discussion

Topic: New Race: Golem

Replies: 153

Views: 41798

Re: New Race: Golem

Cool concept Curio and similar to one I've been thinking about a lot recently. Consider the following brainstorms: 1. Eating stones instead of food(or items). Perhaps they have no food clock and don't regenerate but instead scarf down stones for 1:1 HP gain? Maybe eating a stone grants temporary reg...

Tuesday, 5th April 2011, 17:48

Forum: Dungeon Crawling Advice

Topic: Can trolls get any hungrier?

Replies: 4

Views: 1320

Can trolls get any hungrier?

If you're a troll character do items/effects like Rings of Regeneration, Hunger+ items, etc speed your metabolism further or is there a cap on hunger that's already reached by Fast metabolism 3?

Similarly do Spriggans benefit from hunger- (rings of sustenance)?

Monday, 21st March 2011, 14:39

Forum: Game Design Discussion

Topic: Getting rid of Fighting.

Replies: 88

Views: 21723

Re: Getting rid of Fighting.

dpeg wrote: Another price would be using stats. First, we can only use base stats (otherwise wearing a ring of Str or Str mutations would have an effect on Health). So there are nine choices for the player -- which have to cover the range between what is now 0 Fighting (never chose Str) and 27 Fight...

Monday, 21st March 2011, 13:59

Forum: Game Design Discussion

Topic: Getting rid of Fighting.

Replies: 88

Views: 21723

Re: Getting rid of Fighting.

I can't help but think there's a very simple solution to this problem, and perhaps I didn't state it clearly. Only two changes to the current system are needed: 1. Eliminate the HP bonus from Fighting and the MP bonus from Spellcasting. 2. Replace the above bonus with a bonus to HP from STR and a bo...

Thursday, 17th March 2011, 02:32

Forum: Crazy Yiuf's Corner

Topic: Would the Crawl Devs ever make a Sci-Fi Roguelike?

Replies: 15

Views: 4236

Would the Crawl Devs ever make a Sci-Fi Roguelike?

I play Crawl Tiles a lot because so much of the game just oozes quality. There are design decisions here and there I disagree with but as a whole the game is excellent. Interface, graphics, design, challenge, Crawl is simply the best roguelike I've played. This fact makes me hunger for the same qual...

Thursday, 3rd March 2011, 14:11

Forum: Game Design Discussion

Topic: Racial/Fighting HP

Replies: 92

Views: 23758

Re: Racial/Fighting HP

Instead of giving HP/MP bonuses at game start based on class why not give them based on STR and INT? This would accomplish DPEG's stated goal of making sure melee fighters have more HP without tying HP to Fighting skill (melee fighters would pump STR) and it would ensure that fighting classes with t...

Tuesday, 1st March 2011, 15:22

Forum: Game Design Discussion

Topic: Racial/Fighting HP

Replies: 92

Views: 23758

Re: Racial/Fighting HP

DPEG, One of the main reasons I like KoboldLord's suggestion so much is that skills no longer affect HP. Tying HP to mutations is transparent in a way that tying them to skills is not (just open your mutations screen and you can easily see why your Deep Elf is so fragile). I also like Danr's suggest...

Tuesday, 8th February 2011, 23:05

Forum: Game Design Discussion

Topic: Things that should be more transparent

Replies: 48

Views: 17064

Re: Things that should be more transparent

I agree with ais523 that this: Accuracy Speed Damage Armor Evasion Hit Dice #####... ###... ######. ###... ####... 6 or this: Accuracy Speed Damage Armor Evasion Hit Dice Clumsy Quick Mighty Thick Sluggish Robust Should appear in the monster description page. It'd be a welcome bit of transparency.

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