Vestibule Violator
Posts: 1591
Joined: Saturday, 3rd August 2013, 18:59
A New Take On "Item Destruction"
Given that the recent discussion in the Item destruction thread has been productive in explaining item destruction's pros and cons, I figured now might be a good time to post a thread about an innovative way to "fix" it.
In a sense, there is no REAL way to fix Item Destruction without completely changing the way consumables are handled, and quite honestly the mechanic just isn't worth doing that. Even still, a negative effect involving consumables being cut off has already proven to lead to interesting gameplay scenarios. For example, the unique Angel Mennas cuts players off of scroll usage temporarily using silence, which can sometimes lead to very intense moments in gameplay.
Unfortunately, being cut off of consumables has not been very successful in the past. Mennas only shows the potential of -Consumables, it doesn't quite represent genuine proof of concept. For example, I believe Retch cut players off of potions for a temporary amount of time, but was eventually removed since it didn't add anything interesting to the game, and silence is more about cutting you off of your spells, not so much scrolls. The main issues with retch was the fact that it was so easily removed, all you needed to do was go to a safe place and rest until it went away, and silence only lasts until the aura disappears or you kill the enemy, and in most scenarios you could simply escape and come back when it doesn't effect you as much.
After spending a little while contemplating the flaws of these past attempts and how to fix them, I think I finally found a way to implement -Scrolls/Potions without it being infuriating or completely harmless.
Concept:
Essentially, the idea is to create 2 new effects, we'll call them "Seal Scrolls" and "Seal Potions" for now. These effects would do exactly what you would expect, they make it so you are unable to use the appropriate consumables. These effects would work similar to draining in that you can't remove it by waiting, only gaining experience can get rid of the effect.
Seal Scroll and Seal Potions would not be spells on there own, but instead would be tacked on to other abilities. For example, giving Fire Dragons the ability "Scroll Seal: Bolt of Fire" which would essentially be bolt of fire that gives you the Scroll seal effect with the length of the effect being based on the damage of the bolt. As stated above, the effect would not disappear until enough experience has been gained(again, similar to draining).
Explaination:
One of Item Destructions biggest flaws was the consumable management that went along with it, having to create stashes and drop valuable consumables before entering battle was incredibly tedious. So, instead of having the attack damage the consumables, the attack "damages" the player. This effect will inevitably lead to more interesting tactics than dropping scrolls when your out of LOS, it will encourage the player to find alternative ways to deal with powerful creatures since their attacks have a chance to hurt you in ways besides damage.
On top of being more interesting(and less emotionally damaging...), this effect also gives the devs free reigns for balancing and the ability to implement this new form of "Consumable Hatred" wherever they see fit.
Conclusion:
The idea for this is certainly a different take on the issue. A lot of people seem to be in support of a consumable based bad-effect, and I believe this to be a good place to start. It looks good on paper to me, and I would love to hear what other people think. The concept is flexible and there is a number of different ways one can go about implementing Scroll/Potion Seals, so I am happy to listen to feedback from the community. In particular, I would like to hear feedback on the difficulty of this coding this effect into the game. It doesn't appear to be difficult, but I figured devs would know more about that than I would.
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