dpeg wrote:"revised in some fashion" -- thanks for the attention to detail.
It was an open call for proposals; my apologies for the lack of detail.
Here is some detail and a proposal, maybe that will satisfy your sarcasm:
The reasons for portals being timed are twofold
1 - so a player cannot gain a crapload of experience then go back and kick the portal's ass
2 - so a player cannot go back to a stash and arm himself then go back and kick the portal's ass
If there is another reason for the portal timer that I've missed, please let me know.
From what I can tell, the overall goal of the timer is to not allow a player to prep or become too experienced for a portal.
Solution: keep portals temporary, "timed", but base the "timer" not on a factor of turns, but on a factor preparation.
Actions that count as preparation: kills (gains of experience), changes in equipment, and changes in spell knowledge.
Set a countdown with an arbitrary value for the portal, say (10 (+/-) 3) - (1 or 2 x the number of branch/dungeon levels below the current level the character has traveled).
Only start the countdown if the portal has come into view of the player (is either directly revealed, mapped, or announced to the player).
After the countdown has started,
reduce the countdown by 1 for every new kill made by the player.
reduce the countdown by 2 for every change in equipment (a drop or a pickup).
reduce the countdown by 3 for every new spell memorized.
If the player enters another branch other than the abyss, terminate the portal.
If the player enters another portal (say, he got shafted) or the abyss, pause the countdown.
For every level below the portal level the player travels, the countdown is reduced.
If the countdown hits 0 or less, the portal closes.
Making the timer for "timed" portals based on the factors that caused a timer to be placed on the portals in the first place, rather than actual "time", is the fairest solution.