Barkeep
Posts: 4435
Joined: Tuesday, 11th January 2011, 12:28
Beogh thoughts: Permanent allies & resurrection?
I didn't really think about it until this post, where I realized:
I get emotionally attached to Beogh allies. It's the reason I play Beoghvites, and it's unique to Beogh (well, a little with Yred, too, though the allies are kind of undifferentiated there). This may be because I like RPGs and it kind of makes Crawl into an RPG which I know it isn't but whatever. I'll put up with interface screws and frustration and suboptimal whatever because I like going through the dungeon with Oreg and company. When he dies, I'm not upset mainly because I lost a warlord, I'm upset because Oreg was acted like an idiot and now he's dead.
In essence, in a game made for Diamonds and Spades, Beogh appeals to my inner Heart.
To that end, I think the things that make him fun for me are primarily things that increase connection between me and my cohort. Keeping them down in number (12 is a natural fit but I think it's too many, mechanically) helps not only because it's less work, but because I can't remember 12 orcs' names. And watching hordes of my orcish chaff get culled rather cheapens my feelings towards allies in general. Your dudes getting killed should be a big deal.
Of course, that will happen from time to time. Preventing stupid AI behavior in all cases is hard. So I'd suggest a capstone Beogh ability: Resurrect an ally.
This ability would need to be expensive. Partly, because a well-equipped warlord is a big asset, but more, because your dudes getting killed should be a big deal. I think either a strategic cost (say, 1 XL, or Borg-like maxhp) with a generous amount of time to revive an ally, or a major tactical cost (self-torment, heavy draining) with the need to activate it very quickly at the site of the death*. It's either something you can't afford to do many times in a game, or you need to put yourself in danger to whatever killed your buddy.
Even if this ability is too expensive to be "good," I'd use it. Why? Because for me, Beogh isn't primarily about winning. Fedhas and Makhleb and Trog exist for that. Beogh is for getting that orb with buddies.
TL;DR: njvack plays crawl wrong
* A way the tactical option could work: For, say, 10 turns after an ally is killed, you can invoke an ability to resurrect the ally. This immediately teleports you to where the ally died (as close as possible given terrain), revives the ally at 50% health, and torments you.