Consumable pass to upstairs


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bel

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Posts: 2184

Joined: Tuesday, 3rd February 2015, 22:05

Post Monday, 9th January 2017, 01:42

Consumable pass to upstairs

Upstairs are widely recognized as somewhat undesirable, but it's also true that crawl is fundamentally designed with upstairs in mind (stashes, difficult floors etc.) So here a simple idea to mitigate the worst aspects while not making the game unplayable or tedious.

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Create a new consumable (call it "upstair pass"). If you are at upstairs and there exists some monster on the current level which knows your location (in or out of LoS), going upstairs consumes one upstair pass. Downstairs are treated as normal.

(A variation of the same idea: drain the player instead of making it a pass)

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Advantages:
(a) Harder to break up packs and escape from dangerous monsters.
(b) The restriction to the cases where monster is chasing you allows you to visit stashes like normal.
(c) You can save up passes for the hard floors like V:5 or Tomb:3, or cases where you cannot fight the monster (hydras, uniques etc.)

This could be technically flavoured as a god, with the pass flavoured as a chunk of piety (I don't like this, for reasons I'll explain below). I know that there was a god proposal (Wulndraste) which did something like this. I never played it, but from what I understand, the issues with the god were manifold:

(a) It used penance instead of piety loss.
(b) There was some tedium involved due to interface issues and stashes.
(c) The god wasn't viewed as offering anything too different from normal crawl. In my case, I am saying that this is a feature, not a bug; I don't want the item to make the experience too different from normal crawl. A god would need a lot else besides this feature to make it interesting and perhaps Wulndraste didn't manage to succeed? Or, in other words, I am deliberately setting expectations to be low.
Last edited by bel on Monday, 9th January 2017, 03:11, edited 1 time in total.

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Halls Hopper

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Joined: Sunday, 8th January 2017, 05:05

Post Monday, 9th January 2017, 02:00

Re: Consumable pass to upstairs

What do you mean by consumable? Do you mean a extra turn to go up and down stairs? I thought this was already the case.

Does it take the same turns to go down than to go up stairs?

can monsters attack you before you come up and after?

can they also attack you before going down and after?
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bel

Cocytus Succeeder

Posts: 2184

Joined: Tuesday, 3rd February 2015, 22:05

Post Monday, 9th January 2017, 02:02

Re: Consumable pass to upstairs

One pass is consumed if you go upstairs with a monster hunting you. Everything else is same as now. It takes the same time as now, monsters can follow you upstairs, etc.
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Halls Hopper

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Post Monday, 9th January 2017, 02:32

Re: Consumable pass to upstairs

ahh i see. making it less desirable of going upstairs and stair dancing.
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bel

Cocytus Succeeder

Posts: 2184

Joined: Tuesday, 3rd February 2015, 22:05

Post Monday, 9th January 2017, 03:05

Re: Consumable pass to upstairs

A variation of the same idea: drain the player instead of consuming a pass. (added to OP)
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Halls Hopper

Posts: 80

Joined: Sunday, 8th January 2017, 05:05

Post Monday, 9th January 2017, 04:33

Re: Consumable pass to upstairs

So a game would be more inclined to be linear instead of running around grinding and revisiting old shops. I like the idea, but with some characters it would be easy and other characters it would be harder. I can't think of any specific examples but It can be intersting to see stairs less attractive. I remember the first time they nurfed stair dancing... Lets just say I have seen brighter days.
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