Lair Larrikin
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Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Lair Larrikin
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Lair Larrikin
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Lair Larrikin
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johlstei wrote:I know lets give them intrinsics of the thing they are currently devouring. Then they can devour a xorn and eat rings to get their mutations! This sounds perfect I have no idea how it could go wrong.
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Lair Larrikin
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Lair Larrikin
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yig wrote:So i think the idea im going to go with is...
Devour: 3(Maybe 4) Range - Success based on player level/creature HD. On success the target is swallowed and takes scaled damage based on character level every turn while being digested. During this time the creature being digested can make attacks against the player. You will have 0 evasion against these attacks, and a flat AC equal to 8 + 1/2 level (the stomach is especially thick and designed to hold struggling prey), and enemy physical damage would be at half damage before AC (it's hard to move in there). Magical/elemental attacks wouldn't be subject to the same reduction in damage, making it more risky to swallow magical/elemental monsters. Does not work on undead, insubstantial, or Hybrid (Naga/Centaur/Fjoad) sized creatures or larger. After the target is fully digested you gain xp for the kill and a variable amount of nutrition (based on the size of the creature), as well as any effects of the meat from said creature (devouring a demon causes torment). All items that would have been dropped by the digested enemy are destroyed excluding artifacts which are spit back up.
On fail a small creature is pulled two squares towards the player while a medium creature is only pulled 1 square.
This ability is unlocked at level 7 but may only be used on small enemies. At lvl 14 the ability is upgraded to allow you to devour medium sized enemies as well.
With the above changes and the fact it now no longer instant kills targets im not fully sure what the cooldown/restrictions should be.
Regardless, for those who have been providing feedback, does the rules above look good for devour?
Lair Larrikin
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Tiktacy wrote:...however failing will cost you 1-15%(based on how badly you failed) of your max HP, this CAN kill you.
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spudwalt wrote:I like the idea of devour working on demons/undead being based on your level (your stomach gets stronger as you do, allowing you to eat stuff you couldn't before). I'm not sure on the level progression, though; level 21 seems a little high for when you can start eating demons/undead. Yeah, that's probably the level where you might find yourself exploring the demon-heavy areas of the game, but what about running into stray demons in vaults, or running into a pack of skeletal warriors or something? (I will admit, this is partly because I just really really want to be able to eat those damned crimson imps. Blink away from *that*, you little fuckers!)Tiktacy wrote:...however failing will cost you 1-15%(based on how badly you failed) of your max HP, this CAN kill you.
Just clarifying: you meant "take damage proportional to your maximum HP", not "lose maximum HP", right? I guess as far as costs go, losing hp like the blink mutation works fairly well.
These guys seem pretty cool. I hope they at least get as far as an experimental branch.
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Tiktacy wrote:I'm really sorry, but I don't like this at all, it just feels way too overcomplicated. Here is a more simplified version, this is my take on it:
Overcomplicated devour ability
Lair Larrikin
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yig wrote:@galehar
With all due respect, I don't think my design method was bad. I started with the intention of making a interesting race that was unique within crawl. Currently there is not a single species with more than a +1 in ice so i figured that was a good place to start. In the end id say the species is simple, believable (compared next to crawls other species), and adds another unique way to play. I also don't think that the Fjoad is a full specialist. Their Apts are varied enough to be used by melee, ranged, or caster characters if desired and the Tongue pull element of devour will be a good utility tool regardless of playstyle.
Regardless, i do completely appreciate your feedback because it helps me refine my ideas.
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and into wrote:The problem is that it for many, in practice, it would probably just be used simply to cheese uniques, with people hoarding their use of it until Nikola shows up or something. Which is bad both in that people won't really think very much about when/how to use the ability, and also because having a hard "anti-unique" counter isn't a good thing.
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Bloax wrote:and into wrote:The problem is that it for many, in practice, it would probably just be used simply to cheese uniques, with people hoarding their use of it until Nikola shows up or something. Which is bad both in that people won't really think very much about when/how to use the ability, and also because having a hard "anti-unique" counter isn't a good thing.
Focusing this much on the initial implementation being anti-metagamey is just asking for crippling the ability to no end.
Because we'll always find and exploit what funny little things we find, and keeping an insta-kill ability until you stumble upon some tough unique sounds like a bad idea in the part of the game that even easy enemies kill you in.
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