Mines Malingerer
Posts: 30
Joined: Friday, 22nd November 2013, 22:01
Crawl needs more HP percentile damages : EDITED
Diverse HP percentile damage can make game more interesting.
It can be both based on:
Max HP
Current HP
In player's perception, it'll make easier to understand the threat level of a monster.
In dungeon designer's perception, it'll make easier to control the threat level of a monster.
Currently we have
[ orc -> orc warrior -> orc knight -> orc warlord ]
[ centaur -> centaur warrior ]
This is very hard to balance and takes endless effort.
With HP percentile damage, all the interesting monsters can make very complex situation altogether.
Here are some examples:
1. Green imp([3~7% damage based on Max HP], melee) vs Red imp
A. Open ground. An enemy starts to summon imps. You ignore them and find a way to kill the summoner.
B. Open ground. An enemy starts to summon green imps. Being surrounded by green imps is extremely lethal. You retreat and find a better place to fight.
It's very hard to use red imps to make the game more interesting. They're nothing but annoying in almost every situation. Can be ignored easily.
On the other hand, green imps can be an actual threat in almost every situation. When many of them are in the LOS, players must avoid themselves from being surrounded.
In case B, positioning matters a lot.
2. Orc warpriest([7-17 damage or 14-34% of the current HP if it is over 50)], smite) vs Orc priest(7-17 damage, smite)
A. You're XL19 MiBe. You encounter a group of orcs at V:3 including a orc priest and 2 orc warriors. They're not dangerous at all. It doesn't matter much which one you kill first.
B. You're XL19 MiBe. You encounter a group of orcs at V:3 including a orc warpriest and 2 orc warriors. You immediately get out of the LOS of the orc warpriest.
In this case, Killing orc warpriest is the highst priority. Positioning and LOS matters.
3. Green imps and an orc warpriest and other monsters together
When they come together, you'll have to think harder to survive. You can't simply ignore these two. And they fit well in almost any phase of gameplay.
I think crawl should be more about strategy, and less about resource management. It's more fun and more challenging.
Diverse HP percentile damage is a good way to make the game that way.
----- Original Post -----
In crawl, when you have good defense, most enemies become meaningless.
Weak enemies are like hostile butterflies that follow you.
In late game, at 100% HP, almost nothing challenges you if there's no torment.
Torment matters too much.
I mean, torment is great. It makes risky, challenging situations, and makes the game more interesting, but it shouldn't be the only thing that matters.
I think HP percentile damage should be more diverse.
Think about enemies with HP percentile damage melee attack. It will make situation much more complex and interesting. Positioning and strategy will matter much more.
Or it can be ranged/magic. It can make things more interesting.
To make the least change to the damage calculation system,
Giving something like 1d35% damage instead of 1d35 seems worth consideration.
What do you think?