Tomb Titivator
Posts: 900
Joined: Sunday, 30th December 2012, 05:26
The Alligator/Crocodile Conundrum
Or I guess eaten.
anyway who's with me
If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.
Tomb Titivator
Posts: 900
Joined: Sunday, 30th December 2012, 05:26
Tomb Titivator
Posts: 900
Joined: Sunday, 30th December 2012, 05:26
Abyss Ambulator
Posts: 1182
Joined: Tuesday, 13th September 2011, 20:34
Tartarus Sorceror
Posts: 1694
Joined: Tuesday, 31st March 2015, 20:34
Abyss Ambulator
Posts: 1182
Joined: Tuesday, 13th September 2011, 20:34
dowan wrote:For extra bonus fun, enjoy walking 1 tile away from water whenever possible. Hooray autoexplore traps!
Now, if they dragged you to the water and got some kind of bonus there, that might be interesting, although it would still encourage you to lure them far from water. If they were given fast movement it might work though.
Tartarus Sorceror
Posts: 1776
Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
Tartarus Sorceror
Posts: 1694
Joined: Tuesday, 31st March 2015, 20:34
daggaz wrote:dowan wrote:For extra bonus fun, enjoy walking 1 tile away from water whenever possible. Hooray autoexplore traps!
Now, if they dragged you to the water and got some kind of bonus there, that might be interesting, although it would still encourage you to lure them far from water. If they were given fast movement it might work though.
Ahahahahhahahaa... no but seriously not really I am also being sarcastic.
In swamp, you can rarely walk more than 1 tile away from water, you certainly cant explore the level that way. And who is to say you should be able to lure them? Its a crocodile, if it misses its meal, it just goes back underwater and waits it out. No reason to see this monster outside of swamp really, except maybe in the occasional vault/orc fortress moat...
See, sometimes it might help more to come up with positive ways to push an idea forward, rather than just assuming a lot of negative crap about it (as if the game is static in the first place). If it still sucks, hey, no harm no foul. Or failing that we could just fall back to one of your famous "remove everything" lists and play Crawl:Stoneless, seedless, and packaged for your convenience. Oh. There's that edgy sarcasm again. It sure is catchy.
Shoals Surfer
Posts: 293
Joined: Tuesday, 25th October 2011, 05:04
dowan wrote:But alligators and crocodiles appear in more than swamp. And your suggestion has the same big problem that shadow traps had, except worse, because these crocodile traps can only happen next to water. So they strongly discourage autoexplore, and strongly encourage tedious behavior like avoiding tiles you haven't already stood on. Monsters that hide underwater have already been recognized by the devs as hugely problematic.
I did try to advance the idea forward by suggesting a non-hidden croc that tries to drag you into the water, then also pointed out for that to work, they need fast movement. The same idea as the reverse trample thing jejorda was talking about. If they just stay back in the water, then it's just something to break autoexplore and tediously walk around, if they're actually threatening.
Feel free to ignore my input, but I'm not just trying to bash your idea, I'm just pointing out what I see as some big flaws. I really hate situations that make it a bad idea to press 'o' and this sounds like it would do just that.
Spider Stomper
Posts: 195
Joined: Thursday, 14th November 2013, 18:48
daggaz wrote:They would be more interesting if they were A) much beefier and B) actual ambush predators. Give them full submersion, no spoilery ripples in the water, and then give them a constriction attack (reflavored) and allow them to pull the player into shallow water like a mermaid.
Now you cant see them coming, and they are a threat even before they pin you in unfavorable terrain. For bonus point, make their surprise attack rather noisy.
Spider Stomper
Posts: 201
Joined: Thursday, 16th July 2015, 21:47
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