Vestibule Violator
Posts: 1591
Joined: Saturday, 3rd August 2013, 18:59
Some Ideas on Ways to Fix Beogh
EDIT: Thank you to both ontoclasm and dpeg for there input on the issue of a Beogh reform. Now that they have shined a little more light on the subject I have decided to make a reform to my original suggestion in a way that complies with how they want to Beogh to exist within the game. For convenience purposes, here is the original proposal as well as there comments on the subject:
My Suggestion: Having reconsidered my original proposal, and after reading a few useful suggestions(special thanks to phloomp) I have come up with a list of changes that should be managable and will hopefully improve gameplay. More specifically, this suggestion is meant to streamline Beoghs abilities in a way that makes him much less tedious as easier to manage.
- New Ability: Ordain
- When using this ability the player will be given the following options: "a - Orc Warrior b - Orc Wizard c - Orc Priest" and will choose the appropriate option. After choosing one of the 3 options they will then be teleported beside you and flavor text will appear saying that they are now disciples, and they will receive a name. If you do not have one of those 3 orcs as a follower, the player will be prompted with the message "You do not have any followers of that type, would you like to ordain an orcish grunt in hopes of training them to become of a higher class?"
- If you control the maximum number of disciples, you may not use this ability.
- Disciples will follow you everywhere just as current orcish allies do and will act identical to as they currently are.
- This ability will not cost piety, but cannot be used in battle. Additionally, the threat counter(if this still exists?) must be very low to avoid being abused mid battle.(other things may need to be put in place in order to avoid abusing this)
- New Ability: Dismiss
- This ability simple dismisses a current disciple into becoming a follower once more. The exp they gained as your follower is then transfered to whomever becomes your next disciple.
- This ability will not cost piety, but cannot be used in battle.(other things may need to be put in place in order to avoid abusing this)
- Followers will essentially act as nothing more than orcs who have agreed to accept you as one of their own instead of a disciple who has been chosen to come with you on your quest for the orb of zot. In otherwords, they will not follow you up or down stairs and will not gain experience.
- New Ability: Resurrection
- This is the main new ability. At the cost of piety(not sure how much yet) you can resurrect an orc corpse(either of a disciple or of a unique) within LOS. It will regain the experience it had during life(and if it is a unique it will replace an orc you currently have and gain its experience).
- The resurrected orc will come back to life at full health and a flavor text will be triggered thanking the player.
- There is a cap on the number of Orcish disciples you can have(3-5 is the number I was thinking), if at any time you would gain another orcish disciple, one of your current disciple will be replaced.
- The player will be notified by Beogh upon killing the unique saying "There powers would be a great asset to my legion, perhaps they deserve a second chance at life?" and the description of resurrection will make it obvious that you can resurrect uniques.
- Changed Ability: Recall
- When using recall, the player will immediately recall all of his disciples. Then, if the player choosing to continue recalling(it can be canceled by either moving or canceling it manualy) then recall will work similar to how it does now. Optionally, removing the effect of summoning non-grunt orcs in order to maintain a supply of much needed powerful allies while still getting the meatshield effect.(in other words, you only recall grunt orcs instead of warrior/wizard/priests after the initial recall of orcish disciples)
Ideas on how to Implement This Change:
crawl.akrasiac.org:8080 <- take this link to play online or spectate.