Friday, 1st November 2013, 15:02 by danr
To me, apporting the orb is a tedious tactic, and should be removed.
This is consistent with game philosophy. For example, Crawl does not allow selling items in shops for gold. This is expressly done so that players do not spend their time tediously scouring the dungeon for ring mails and clubs to generate cash. To me, apporting the orb is similar in that the player is encouraged to take a long, boring way to accomplish a relatively mundane task.
Issues are that:
- There are two approaches to the orb, only one of which needs to be cleared out, but if you pick up the orb, it shrieks and wakes everything up.
- So there is a valid tactical reason other than the boring one of slightly delaying the onset of the orb run monster generation
Simply disallowing apportation thus removes an important tactical option and forces Z:5 to be played the same way every time - always clear everything out. So are there cleverer ways to eliminate the need for this tedious tactic?
Some ideas:
- On picking up the orb, Z:5 actually allows CTele, and then you teleport yourself to a staircase. Some reason could be fabricated why the rest of the orb run again is -CTele, something to do with the special magic of Z:5 being cancelled out by the opposite polarity of the activated orb.
- Make it possible somehow to control the teleport of an item, so you could teleport it to near a set of stairs. I forget if you even can teleport items.
- Even uncontrolled item teleports could be a good option: chances are the orb will end up in the rest of Z:5 somewhere (though looking for it would also be tedious, exploring an already cleared level)
- Make it possible somehow to drag the orb in a mundane way, that ends at the staircase.
- Or just have the orb do its shrieking / monster spawing when it leaves Z:5, not when it is picked up.
- Have some way of eliminating the shriek, perhaps with a scroll of silence (would that work now?)