galehar wrote:I guess my question then is why do people prefer duration based summons over semi-permanence.
Haven't I already answered that? To differentiate summons from permanent allies. If you want to "protect limited assets that you form a connection to", play Beogh or Yred.
That actually didn't answer my question. I was looking for why the mechanic of purely temporary allies is more enjoyable versus semi-permanence. If players generally prefer one mechanic over another I would imagine focusing on improving that play style would be a better course for development.
dpeg wrote:To emphasise what galehar said: pre-DCSS crawl used to have no permanent (or almost permanent) allies apart from zombies/skeletons, and it was good. It is partly my fault that now there are some (I am guilty for Beogh and TSO, but there is also Yredelemnul, for example). The problem is that permanent allies are just begging to cause all kinds of balance problems, and inevitably they do. Now, I won't argue for removal of Beogh's orcs, TSO's daeaves etc. but getting (semi-)permanent allies from spells is clearly out of the question.
The point of summoning is that you enhance your combat toolkit by being able to create someone on your side, on the spot. This is one major difference to the other allies like zombies: those are reliably around but cannot be created at will. The other one is that the summoner should be limited by MP, just like the conjurer. This doesn't always work well (hence the talk about nerfs) but it's a crucial difference to other forms of allies.
If you think balance for summoning semi permanent allies is either impossible or too much work to balance then fair enough. Personally most of my experience with allies is TSO, Beogh, or Trog as playing summoner spellcasters always felt tedious to me. Devoting MP for a limited number of permanent allies to summon interested me for making a melee hybrid using something other than low to moderate buff spells. To be fair, TSO angels and Trog summons are very very good in the extended endgame. My orcish army got positively slaughtered on the assault on Zot:5 in my singular HOPr game. Very enjoyable however walking in with 11 warlords and walking out with 3.
And my HOPr experience is what I am basing permanent ally balance off of. I never took them into endgame because I decided I was just going to 3 rune it. You get a ton of orcs, and keeping them all alive is actually rather difficult towards the endgame. Dragons on the other hand may be way tougher as allies. I have never cared to get a summoner far enough to get that spell castable. Maybe I will attempt to 15 rune a summoner so I have more first hand experience with the current situation.
Lasty wrote:If at some point in the future summoning starts reserving MP, how does that work with summon spells that summon multiple monsters? Do you have to wait for every last butterfly to die before you get your 1 MP back, or every scorpion to get back 4? Will you be able to prematurely send away a summon to recover max mana? What about hostile summons -- do you reserve mana to pay for those jerks, too? That seems like adding insult to injury.
On a first glance I would say for multi-summon spells you get back 1 max mp per each one killed until the last. You wouldn't be able to go over your normal unreserved max obviously. Hostile would remove the reservation of mp. However, returning your max mp back would not give you any more immediately usable mp, just effect the maximum it could regenerate to. Alternatively you could argue that the reservation of mp is just dependent on the duration of the summon regardless of whether it dies or not. Not sure how harsh that would actually be.