Ziggurat Zagger
Posts: 11111
Joined: Friday, 8th February 2013, 12:00
Unique reason to kill uniques
crate wrote: As a whole, crawl's uniques have a huge flaw: they are overwhelmingly not actually worth fighting. The risk-reward is completely out-of-whack. Killing Frederick is by no means impossible. In fact it's not even terribly hard. For doing this, you get a whopping total of a bit less than 3800 xp, and maybe if you are lucky a good weapon (let's be optimistic and say you get a good weapon for your character 20% of the time.)
For comparison, frost giants have noticeably less powerful spells and give about half as much xp; they also have a pretty decent weapon (battleaxe of freezing). They do not come in packs; Frederick does not come with a band. I believe frost giants are typically located deeper in the dungeon than Frederick but this might be not entirely correct. I will assert without proof that it is significantly less dangerous to kill two frost giants than to kill one Frederick. Alternatively, you could compare Frederick to stone giants. It takes about 2.5 stone giants to make one Frederick of xp. This is also signficantly easier than killing one Frederick.
I suggest to give unique reward for killing uniques - max hit points.
Max HP bonus is HD/XL where HD is hit dice of the unique, XL is player experience level before killing the unique.
For example:
- When XL 4 player kills Sigmund (HD 3), HP bonus is 3/4, i.e. there is 75% chance to get 1 max HP.
- When XL 10 player kills Aizul (HD 14), HP bonus is 14/10, i.e. player gets 1-2 max HP (there is 40% chance to get 2 max HP and 60% chance to get 1 max HP).
If we want to keep average max HP close to current values, it is possible to decrease player's max HP by 1 for every 2-3 uniques encountered on average, I am not sure how to explain it in-game though.
Full Windows 64 bit version can be downloaded at https://www.dropbox.com/s/7ufdv1a2qbn6b ... 9.zip?dl=0
I play offline.