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Name | dcss:brainstorm:branch: mines |
---|---|
Summary | Brainstorm to make the Orcish Mines more interesting. |
Further information | CrawlWiki Page (Mines) |
Added by | Pedjt |
Added on | 2011-01-11 09:51 |
The orcish mines are most often done after the lair. You usually face lots of orc enemies following up to the lair. Once you hit the lair, the game changes as you start facing more difficult opponents, as well as hitting a major theme. By the time you go back to do the mines, you're much more powerful than pre-lair, when you were already bashing orcs around. Now you have to back peddle and fight more orcs. It feels as though the game is being stretched out, or that you're taking a step back. What's more, fighting through hordes of mostly plain orcs is kind of dull.
There are some things that help combat this. You do get to see unique opponents there, but that's true for almost all of the dungeon and branches. You do get to see giants and ogres, but exceptional specimens tend to be rare (though still common enough that people tend to do lair first). Orc sorcerers and knights/warlords make the area much more interesting, as do orc high priests to a lesser degree. The Giant Fortress ending is a really nice touch, personally I'd like to see more things like that. Overall, I think there's a couple ways the Mines could be made more fun! (for a given definition of fun)
I'd like to see what other people think about this
One way of doing this is to lose the orc distinction. The mines can have a randomly determined set of denizens (probably chosen from orcs, kobolds, and deep dwarves (though these are much tougher), or some other set) or alternatively, each floor of the mines can have a different set of denizens, with the final floor devoted to the special ending. This would require writing up some new types of enemies for each of these groups (and any other groups you want to add). Even the orc group could do with more mid-range enemies. All groups should have a “miner” type: similar to the base monster but with an added digging ability like a boring beetle.
Goblins and deep elves could also work.
This goes completely counter to the flavour of Beogh and would be an *immense* disappointment to worshippers of Beogh, so I'm 100% against this. — jpeg 2011-01-18 10:21
It seems a bit strange to render a whole branch untouchable for the sake of a highly particular playstyle. — Pedjt 2011-01-19 04:58
I should probably have been clearer. I don't mind adding more variety to the Orcish Mines, but if they are potentially replaced by an altogether different branch type hosting other monsters, we might as well get rid of Beogh. This is much worse than a player hoping for an early altar to Jiyva and being disappointed. It's more like if you started out with Jiyva (or picked him up early) and then the Slime Pits were missing. (But even that doesn't quite cut it, as Jiyva isn't built around the slime pits like Beogh is around orcs.) — jpeg 2011-01-19 09:43
Orc Necromancer: Similar to a wizard, but with pain and animate dead. Having him raise the horde of orcs you just slew is a mix of hilarious and somewhat depressing. (also kind of tiresome though)
Orc Berserker: Orc warrior generated without armour and with the berserk ability.
Kobold Evoker: Similar to a big kobold, but generated with an attack wand in stead of the usual gear.
Deep Dwarf Farmer: Generated with a quarterstaff and alongside a number of hogs.
More stuff could be added that one might find in a mine. These could be added throughout the levels, regardless of denizens.
As I already mentioned, I love the giant fortress ending and would love to see more of the same. Some ideas:
Well, there really aren't endings for Orc, just large vaults. — evktalo 2011-01-18 09:13
Just the same, they tend to dominate the final level, and are very nice. I was hoping to see some new ideas for them. — Pedjt 2011-01-19 05:04
More of them definitely would be nice, and those ideas are a very good start! — evktalo 2011-01-19 18:07
09:46 <+Keskitalo> Mines are quite boring, yeah. In theory it's nice that you can do either Lair or Orc depending on your character and situation, but that really rarely happens I guess? 09:47 <+Keskitalo> Spawning Orc earlier than Lair is a newbie trap too, not to mention Elf inside Orc. (I'm fond of the non-linearity though) 09:48 <+due> I love the idea of reimplementing the Orc bubble generator. 09:48 <+due> Lots of narrow snakey corridors that lead into open caverns filled with orcs++++++. 09:49 <+Keskitalo> due: That sounds great 09:49 <+Keskitalo> due: Because one thought I had was that it would be more interesting if 09:50 <+Keskitalo> you didn't take the stairs directly into an OH SHIT HORDES OF ORCS 09:50 <+Keskitalo> especially on Orc:1 09:50 <+due> agree 09:50 <+due> Now I'm obsessed with this idea. 09:50 <+Keskitalo> that would make it much more newbie friendly and also more of an alternative to Lair 09:50 <+Keskitalo> due: Go for it! 09:50 < Pedjt> The mines have always looked odd. More like a cave than mines 09:50 <+Keskitalo> Even just arrival vaults for Orc:1 could make that happen 09:50 <+due> Pedjt: Yes, exactly 09:51 <+Keskitalo> Pedjt: That's true... 09:51 < Pedjt> no mine shafts or anything to indicate people were actually mining 10:14 <+Keskitalo> due: I'll put the entering orc cavern stuff thing on the mines page 10:15 <+due> okay 10:16 <+due> not sure how to do the builder ,to be honest 10:16 <+due> I think it should do the current bubble thing, but blow the bubbles smaller. 10:18 <+Keskitalo> I'm always for the cheap solution, i.e. arrival vaults for Orc:1 :)
RE: a “mineshaft” layout - to evoke a “mine” feel, perhaps long, branching dead-end corridors with increased chance for gold piles + rocks at the end? The piles (both of rocks and gold) shouldn't be too large (more for flavor rather than to compete with the piles hoarded up already by the orcs.) You could basically just overlay this on top of the existing “bubbles”; IMO, I think that at least as much of the level should consist of mineshafts as “bubble chambers”. I have no idea what the basic level generation algorithm looks like, but if it has factors for (a) when to generate rooms, (b) when to branch a passage, and © when to leave a dead end, you could set (a) to zero, and increase (b) and © until you get something workable. — jeffqyzt 2011-01-18 14:45
— xyblor 2011-01-14 01:41