Dungeon Dilettante
Posts: 1
Joined: Monday, 22nd August 2011, 17:35
remove stairdancing?
The problem: Monsters do not following you at stairs (if they are more than one step away). This
* breaks immersion/is highly illogical: Any semi-intelligent monster that chases you around half of a dungeon floor that is physically capable of using stairs should not stop doing so just because you try to escape by moving up or down.
* enables stairdancing, a tactic that is repetetive and boring. Vault:8? down, up, kill 8 or often less baddies without the added danger from range attacks, heal, rinse & repeat. Tomb? Tough moster hordes elsewhere? Just kill them in small groups.
Sure, stairdancing is a must-use tactic if you can't take on all of the monsters at once, but it just doesn't feel right. Beeing helpless while using stairs helps a little, but it does not solve the root of the problem: How can some monsters use the stairs during the same step i use them, but other monsters cannot?
Proposal: Change the monster/ally behaviour at stairs. Remove the 1-ring instant teleport, and implement a logical following behaviour. Any monster that is able to use stairs and has an incencitive to chase you should do so (Some territory-defense oriented animals/monsters could be exempt from chasing across level/branch stairs). They should move towards the stairs you just left, and with their next move appear on the corresponding stairs on the other level or next to it if that field is occupied. If the stairs and all 8 neighboring fields are full, the monster should wait until a spot is available. This way, you can use stairs as a chokepoint (only 1 monster per turn makes it through), but not as an immediate monster-stopping device (That should be reserved for escape hatches).
Technical implementation: If it is not possible to simulate monster behaviour on two floors at once, you could emulate this with a simple list that contains references to monster that will use the stairs, the position in the list representing the turns until it appears (Initialized once the player leaves the level, based on distance and monster speed)
While i am not sure if this proposal is balanced, it would surely make some typical stair battles more challenging.