Lair Larrikin
Posts: 18
Joined: Wednesday, 6th August 2014, 19:01
Encouraging progress with a decaying dungeon
- The player starts at D1 with an intact dungeon.
- When the player enters a new floor of the main dungeon, depths, or zot, there is a chance that one or more down-stairs have collapsed, the later it is in the game.
- When a player enters an existing floor, there is a reduced chance that a previously working up- or downstairs has collapsed.
- As extra encouragement, decay-themed monsters could spawn (around the limited (single?) stairs) when the player is really dragging her feet.
Why?
There are reasons to encourage players to not delay. Existing mechanics include:
- Limitted available food
- Limitted consumables
- Out of depth monsters
And various negative incentives exist, mainly resulting in kiting, luring, and resting for magic a whole lot.
Playing careful is what wins games. This makes various decisions no-brainers for optimal play. By encouraging players to take more risk, by providing an advantage for speedy play, careful and slow play is disincentivized and choices open up. Dungeon decay provides a graceful clock to play against, subject to balance.
To increase the proper effect of a decaying dungeon, I also propose to default to 4 or 5 up-down stairs rather than the current 3, so that decay becomes more obvious earlier and so that there can be a more smooth transition in difficulty.
I haven't thought everything completely through yet, but perhaps the branches should not decay themselved (though take time to finish!). Also, to not punish extended-players too hard, the decay timer should run slower when in hell, pandemonium and also in the abyss.
Obivous balance issues:
- Cheibriados worshippers should not be negatively affected for decay
- Too much extra challenge for Nagas?
- Penalty for stashing and backtracking to a shop
- Penalty for god switching in temple
- Doing slime late becomes more difficult, though this change might bring a different but still reasonable balance itself.
- (more?)
Pros:
- No need for food as a timer
- Doesn't bother any existing mechanics
- Ascending becomes more meaningful
- Perhaps could replace the timers on portals for ice caves, volcano etc.
Cons:
- Species/background/god difficulty differences get amplified (in so far that difficulty must be overcome with more time intensive mechanics. A combo being "more punishing" in general shouldn't be affected.)
Implementation details:
- A collapsed stairs should still be walkable, because a player could stash items on one
- A stairs should not collapse when the player is on one. Otherwise, a player going down a level, finding herself in a bad spot, could be f*cked rather unfairly if the stairs collapsed underneath her. Taking a step away though...
- Steps specifically crumbling as the player leaves them is especially exciting.
- Preventing cases where a player can't route anymore upstairs (getting trapped in a dead end in the dungeon). Perhaps preventable with flags on stairs generated for certain vaults: "let me not be the only stairs on the map please".
- Spells could have the hunger costs removed, but perhaps also replaced by an increment on the decay timer as a cost to prevent spamming. (hurling fireballs and calling for earthquakes might just do that, huh?)
Edit: added balance issues, cons. Also added the magic word Luring