Barkeep
Posts: 3890
Joined: Wednesday, 14th August 2013, 23:25
Location: USA
Nemelex Reform, part 2
In this post I outline some ideas for how to address the other problems with Nemelex.
I stand by proposals 1. and 3. in the first thread, but would reject 2. now, as the problems it seeks to address are obviated by more critical changes suggested below.
Main Goals:
1.) Better clarity, less reliance on reading a dossier in advance to avoid killing your character accidentally
2.) Introduce more of an element of meaningful, interesting risk/gamble to the gambling god (rather than "know how to abuse system, or else randomly kill character")
3.) Streamlined gameplay
4.) Limit much of the long term (and scummable) aspects of decks of Wonders
Result: Better god that, while still not newbie friendly, does not require extensive briefing to use well. Also much more fun, I expect.
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A.) Introduce flat risk component regardless of card power. Conentrate and rationalize the risk of card drawing for transparency, balance, and reduction of spoiler-reliance.
Problem: Once you have sufficient card power, you just use triple draw on Wonders and throw summoning and destruction at stuff with 0 risk, aside from the tiny chance of a “Wrong Card” (from oddities) being randomly generated. Here are some suggestions for a fix:
- Code:
+ Drawing cards at too low of a power, simply produce no effect rather than hostile summons, bad mutations, etc.
+ Every card you draw has a chance to actually be a “Joker” and cause a backfire, with severity that depends on your card power and character level. (High char level can generate meaningful backfires even with low power.) Backfire effects can be dependent on deck type. Joker is only revealed upon drawing, Stack Five does not safeguard against it. Draw Four can potentially generate multiple Jokers.
+ Backfire Chance: 1/27 is doubly thematic (the obvious, plus 2 jokers in a 52 card deck means literally 1/27 chance of drawing joker from standard playing cards, neat coincidence). However that is probably too low; something more like 1/14 seems better, which would be 4 Jokers + 52 standard cards, so some subtle thematic justification.
+ Retain the tiny chance for “wrong card” from deck of oddities, in addition to above, if desired.
+ Fix some bad Destruction interactions, like two orbs being generated back to back via Draw Four and auto-killing you. Note that Draw Four can generate multiple Jokers in a single round so it carries additional risk already.
+ Wonders presents bigger problems and needs its own section, see below.
+ Backfire ideas:
Wonder: Polymorph self. Temporary bad mutations (a la wretched stars, but potentially longer lasting). Temporary –Experience (like Ash wrath), or alternately (or additionally) draining [no neg energy damage, just the status; bypasses any rN+(++) the player might have].
Destruction: Get hit with destruction effects, pretty obvious.
Summonings: Here is where those hostile summons come in. :)
Escape: Self-Corona. Noise. Recall some random enemies to your location and wake them. Slow. Mark status.
B.) Make Wonders less broken, and more (but not entirely) tactical
Problem: I think it is widely felt that this deck needs an overhaul, here are some ideas that retain some theme and keep certain strategic considerations, but would (I think) address the major problems of decks of Wonders:
- Code:
+ Remove Wild Magic. Remove Focus.
+ Potion and Alchemist can probably mostly remain, but the bad effects from Potion should perhaps be removed. (Or at least paralysis.)
+ Ideas for changes to other card affects from Wonders:
Helix: Polymorph enemy or enemies. At higher power can affect multiple enemies in LOS with difficult-to-resist “guaranteed devolution”—rather than random polymorph, guarantees that enemies are polymorphed to a lower-HD enemy.
Trowel: Mapping, with ability to remove / rearrange walls on level at high power. Each time a level has been rearranged it becomes more “resistant” to further rearrangements. (“You feel you have shifted the walls of this level almost as much as you can.”)
Shuffle Card: Swaps around enemies and yourself in LOS. At higher power tends more often to move enemies away from you while shuffling you to a random location in LOS.
Sage: “reverse draining”—get a boost to your skill levels that dwindles down over exp gain / exploration / time (but long lasting). Subsequent sage cards while still under the Sage effect do not stack the skill boost but will increase timer.
Experience: Get a boost to incoming experience for the next X experience gained. Still good but not nearly as broken as currently. Alternately: Lets you take some experience out of one place and transfer it elsewhere, like a one-time skill transfer, but immediately; can refuse the effect if desired.
EDIT: Spitballing some of the ideas for backfire, obviously exact ratios/how quickly it scales/severity would need to be tweaked to an appropriate level. Based on Lasty's input, Mark and possibly Slow are too severe; those seemed appropriate "misfires" for escape but might be too harsh even at high experience and card power. Other ideas welcome here.