Crypt Cleanser
Posts: 700
Joined: Wednesday, 5th January 2011, 15:51
Floor bonuses
I mentioned this before in chat at one point and got a few positive responses so thought I'd post it here.
I've always thought that different floor tiles should have different bonuses/nerfs to stealth/ev depending on char. type/equipment. I thought this could be a way of helping stealth chars. which can be a bit weak later on, but also leading to more careful play at times. The place I've had most problem with stealth chars. is in the branches in which they tend to have large open spaces and no where to retreat too, this is why they've mainly be bonuses but others may disagree.
Here was what I thought, although I really don't have the experience in all the intricacies of crawl that some people do and I'm sure people could think of better categories!
Normal floor tile - no bonus/nerf
Grass (lair) - small stealth bonus too all except nerf for naga (swishing grass maybe? or maybe the other way round?)
smooth stone (eleven halls, possibly vault?) - big bonus to naga and smaller bonus for if wearing boots(elven boots for elven halls?).
sand (shaols, pits) - small bonus to all, small EV nerf (unsteady footing)
rough stone (orcmines/Tartarus) - small nerf to all stealth, but possibly slight ev bonus? (easier to get footing?).
I'm sure there are more, or different classifications, I just think it's a possibly untapped area for potential, which could be balanced quite well (they only need to be small buffs/nerfs) but which could also be rewarding for planning ahead or for helping add more flavor to areas other than different colored tiles and slightly more consistent monster types. Also, this could lead the way to having more floor types, we wouldn't necessarily have to just stick with what we have, for instance wooden flooring or metal, and could have more grass areas in the main dungeon like crazy Yiufs corner!
Just a thought, and I'd love your opinion!