Wednesday, 12th November 2014, 22:26 by and into
I agree that this kind of idea might work better for a god conduct rather than a species, but an interesting species could be made around the idea nonetheless.
No enemies in LOS to use stairs might cause some additional mild annoyance in cases where a weakling interrupts auto-travel, but that probably would not be a big deal.
Due to certain vaults, I think you'd have to exclude this effect from being triggered by enemies encased in transparent stone walls or grates. (I think I may have had situations in which an enemy in a transparent jail was within LOS of all three staircases...) This would also prevent weirdness when it comes to boots of the assassin or Ash's scrying, etc. Thus the "no stair use" should only trigger when there is a visible and "smite-able" enemy present.
Aside from this, the ability to fly from the start of game would actually be important, as you could otherwise get "locked" somewhere in a manner that could force a quit, which wouldn't be fun.
I would also have the ability apply only and specifically to stairs—sometimes in the abyss you take a portal deeper in order to escape a nasty enemy, which I think is an interesting and tense decision (you go to a tougher area, but escape an immediate threat). Giving permanent innate see invisible would also bypass entirely one potentially awkward area (how would the species be affected by invisible or "partially visible"—antennae, Ash before you get SInv, invisible flightless enemies standing in shallow water, etc.), so I would recommend that as well.
Other than that, I'd go with normal-ish, fairly flat aptitudes across the board, +1 HP and +1 MP, and I like the idea of increased HP and MP regen (perhaps coming in at certain levels), even if that steps on the toes (or, uhh, thorns) of vine stalkers.
So that would leave us with innate SInv, ability to fly, no stair use when smite-able enemies are present, good base HP and MP, flat aptitudes, enhanced HP and MP regeneration. I would drop all the other stuff, as that seems only to decrease player's options, and in a way that isn't interesting.
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As for the possible god conduct of no backtracking (which is harsher), my main concern would be the increase in inventory micromanagement that could come with that, along with the fact that it requires in advance a level of planning that a new player will simply be 100% incapable of accomplishing, especially since the order you come across branches is (intentionally so) not necessarily the order you are supposed to do them in. Beyond that there are lots of special cases/problems (shafts, hatches, Orc, what happens when you get the Orb?). You could get around some of those problems—maybe even all of them—with special cases and specific god abilities, but then that comes at the price of elegance and an intuitive, easy-to-explain conduct, which I think is important if you want people who are not already very familiar with the game to give the god a spin.
For a god, I think a less radical but (I would argue) much better way to implement that conduct would be to disable temporarily the use of a particular staircase after you have walked up or down it. The length of time the staircase is disabled could either be a given flat or random amount from the time of joining, or it could scale up with piety, which could keep the god from being *too* crippling in the early game.
For tactical purposes, the above would achieve much the same thing as the no backtracking conduct. There would be some interesting strategic considerations that might be missed in my version (e.g., when do I do Orc?), but overall it side-steps the numerous problems and annoyances that would come with a strict "no backtracking" conduct. It would also be a very easy conduct to explain and would not (as far as I can see) require any weird exceptions or special cases at all.
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- Sandman25