Wednesday, 6th September 2017, 17:56 by Shtopit
A good thing which you didn't cover is how there is a god that asks for HP instead of MP to use its abilities. I think it makes a lot of difference for characters which use MP for magic. In general, there are 5 activation prices for god abilities I can think of right now: food, MP, HP, piety, and drain.
A theme I once proposed and was well-liked for a god is ignorance, but it's hard to develop it into interesting mechanics.
If I were to state a imho good design goal, it would be to to take a few gods away from allies, simply because there are too many of them. Their implementation is problematic from a control pov, and they drive you insane if you are playing ranged. This is especially true for permanent allies. There's also a lot of overlapping.
A subset would be to have Quaz not destroy the allies he gave you. Turn the elemental force into a bunch of variable HD crystal guardians, which are immune to elements. Or simply give them cloud immunity.
Thing #2 would be to streamline decision processes for the player. The work done on Cheib is great from this pov. Once you had to individually brand your armour pieces by dropping them and praying on them. The brand interfered with weapon egos, I believe. So you had to choose which egos you gave up. Now you just get in the Cheib car, and the car gradually slows, while you become stronger.
In the case of Ash, this was done from an interface pov (you don't need to drop & curse your stuff any more), but not from a decision making pov.
Thing #3 would be to make gods less spammy. I actually am only thinking of jiyva here, she's so spammy, it's terrible. She floods the message area. And remove her random mutation system, because it works bad with inventory management.
Thing #4 is that draconians shouldn't have "surprise conducts" when they mature that take out their colour's advantage. I don't know if TSO was like that with poison, but Dithmenos is like that with red draconians.
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