Snake Sneak
Posts: 97
Joined: Wednesday, 16th January 2013, 05:04
Re: Suggestion: slightly more enemy variety in lower dungeon
gofftc wrote:Also maybe don't let them drop XP.
This is practically screaming: you wouldn't get any XP for kill. It doesn't mean you shouldn't kill it anyway.
But idea of slow and deadly monster, which recklessly follow you can be interesting, I believe.
I consider main point of this creature is forcing player to explore more in hurry, without much time to rest. Like timed vault without vault. But with monster.
So i got couple ideas:
1. Monster should be invunerable. Because slow and vunerable = dead after long and tediuos "fight". It leads to two variants.
a) Monster can't leave some fininte part of dungeon. Like one single level or some given part of level (may be cool for some vault)(also makes monster ideologically close to stationary). May be branch or portal vault. Because unkillable monster which will haunt you for rest of the game is basically not a monster, but game mechanism (and then should be named and positioned correspondingly (you can consider hunger as monster which one-shot you if you spent much time without consuming special kind of finite resource)).
b) It should be defeatable in some non-trivial way, say by getting some exp or killing some dudes or finding something special (I want to play a game wth ya, Adventurer. Find orb of whatever, which hidden in this branch before this invunerable 4-speed thing with 50-30-20 melee, which always know your position and capable of using stairs on it's own will reach ya). May be by exploring some given number of non-explored tiles.
2. Monster should get some mechanism to prevent player from pillar dancing it for rest (because it's tedious and effectively disable monster).
Like every 10 turns you spend without exploring new tiles it's speed increased by 1. Or may be leave some trail where monster moves, and which gives huge speed buff to monster's movement on it.
Numbers are made up and easily adjustable.