Halls Hopper
Posts: 59
Joined: Friday, 4th September 2015, 09:22
[Proposal] QUEST SYSTEM, GAMEPLAY TWISTS
Hello,
I would like to share some basic ideas of mine, the most important section is COMBAT. I don't understand why fighting with an axe would allow anyone to make full circles devastating everything in 360 degrees area, how to hit an insect with an arrow, how to not break your knuckles hitting the plate armour or how to - catch a ghost in a net. The second thing is the exploration itself, a good game need some sense of mystery and research, not tedious quests - 'give item X for Y'. Finally, if we agree that starting and ending are the most memorable parts of our actions - enhance these in the actual game.
COMBAT
1)
- I would like to see skeletons/wasps immune to piercing damage.
2)
- Axe Cleave dealing damage with only 3 tiles - the direction of attack and 2 adjacent.
Alternatively, divide Axe attacks: 50% are vertical [Cleave] and 50% are horizontal making the swing stronger [Slay].
3)
- If unarmed and unskilled - there could be a chance of dealing damage to yourself if your US is below the XL of the monster. Iron Gloves granting a good bonus to Unarmed.
4)
- Phantoms and Ghosts immune to physical damage.
Pray command would render them vulnerable to attacks. Why praying? Any god want to get as many souls as possible to his realm. Demigods could gain bonuses for dealing with player's ghosts - like getting temporary aptitude boost to the skill which palyer's character was most experienced in - Dg race is difficult by default. Ghost Hunting!
EXPLORING
1)
- Finding a Map of Treasure. The treasure would be hidden in random place beneath the walls, in the ancient structure of dungeon. The player, knowing the location could unlock in this way Treasure Trove without sacrificng item - which is tedious. The Ashenzari worshipers and already implemented passive scanning mutation could detect anormality in dungeon's structure and could create a great surprise element. Shoals being pirate friendly are naturally great context for this change. In this situation adding a Ring of Swimming would be great, and allow character to grab items that are sunk, like missiles, which can happen from time to time in each part of the dungeon.
2)
- Make Wand of Diging leave a sveral of stones in the new corridor. In 1/10 of attempts a Large Rock just for Ogre desperates; In the Orcish Mines - add a chance to find a several pieces of gold.
AMBIENCE
1)
- Make the enterenace ALWAYS pre-created, not procedural, thus making it look so cool and guaranting that a pack of 3 kobolds will not gank your mage up leaving your hero with NO chances of survival.
2)
- Escaping with the Orb... Maybe another algorithm? Monsters being spammed always in the same way isn't a sophisticated method of creating a most memorable exeperience in a whole clever craftsmanship.
SCORING / QUESTING
1)
- At the start of the game generate several quests/personality traits for a character to gain a bonus SCORE. For example - Greedy - collecting 10.000 coins at the end of a game, Devoted - for not changing a god, Fit - Eat below 100 chunks of food in a gameplay.
The game could generate 4 of those quests, and only fulfilling up to 3 of them would actually increase your score.
How good it could be if at least one of these ideas would be active in the next release of Crawl: Stone Soup?
- For this message the author Enish has received thanks: 2
- Arrhythmia, duvessa