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dcss:brainstorm:dungeon:branch:shoals [2011-05-02 16:43]
galehar
dcss:brainstorm:dungeon:branch:shoals [2012-10-02 04:39] (current)
infiniplex Added bax at top
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-===== Shoals =====+====== Shoals =====
 +^ Name| dcss:brainstorm:branch: shoals | 
 +^ Summary| Brainstorm ideas for the Shoals. | 
 +^ Further information| | 
 +^ Added by| [[user:greensnark]] | 
 +^ Added on| 2009-12-25 21:20 |
  
 A brief list of ideas to improve the Shoals branch, in no particular order. A brief list of ideas to improve the Shoals branch, in no particular order.
  
-==== Monsters ====+===== Monsters =====
  
-=== Kraken ===+==== Kraken ====
  
 Kraken have insufficient damage output, and are pretty hard to hit, which makes them practically furniture. Some ideas to make them more interesting: Kraken have insufficient damage output, and are pretty hard to hit, which makes them practically furniture. Some ideas to make them more interesting:
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   - Kraken should sense prey (i.e. the player, if in/over water) across the map. (This reflects the well known intelligence of actual squids.)   - Kraken should sense prey (i.e. the player, if in/over water) across the map. (This reflects the well known intelligence of actual squids.)
  
-=== Harpies ===+==== Harpies ====
  
 Harpies have a novel attack, but are not otherwise dangerous. Add this to the fact that they're fast and hard to hit, and they end up being pretty close to insubstantial wisps. Harpies might be more interesting with better attack damage and less hp/EV. Harpies have a novel attack, but are not otherwise dangerous. Add this to the fact that they're fast and hard to hit, and they end up being pretty close to insubstantial wisps. Harpies might be more interesting with better attack damage and less hp/EV.
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 >> Good point. This could be turned into something more risky. A few ideas: harpies only attack when the tide sets in (so that by dropping food you risk losing it). Or they can steal food from the ground, including adjacent occupied spots (occupied by the player, a monster or a plant, say). --- //[[user:dpeg]] 2010-03-21 02:27// >> Good point. This could be turned into something more risky. A few ideas: harpies only attack when the tide sets in (so that by dropping food you risk losing it). Or they can steal food from the ground, including adjacent occupied spots (occupied by the player, a monster or a plant, say). --- //[[user:dpeg]] 2010-03-21 02:27//
  
-=== Merfolk ===+==== Merfolk ====
  
 Merfolk are pretty awesome, but they could really use some "specialists" - merfolk reavers, crusaders, ice elementalists, and summoners all strike me as viable options. --- //[[user:eronarn]] 2009-12-25 21:26// Merfolk are pretty awesome, but they could really use some "specialists" - merfolk reavers, crusaders, ice elementalists, and summoners all strike me as viable options. --- //[[user:eronarn]] 2009-12-25 21:26//
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 Extended merfolk NPCs ideas (from discussion on ##crawl-dev): Extended merfolk NPCs ideas (from discussion on ##crawl-dev):
  
-== Merfolk gladiators == +=== Merfolk gladiators === 
  
 Stronger versions of the existing plain merfolk. Plain old merfolk will no longer be generated (they will just be base monsters for corpses). Gladiators specialise in trident and javelin (perhaps nets instead of javelins). Ero suggests shields as well. Stronger versions of the existing plain merfolk. Plain old merfolk will no longer be generated (they will just be base monsters for corpses). Gladiators specialise in trident and javelin (perhaps nets instead of javelins). Ero suggests shields as well.
  
-== Merfolk grapplers == +=== Merfolk grapplers == =
  
 Souped up MfMo NPCs that can grab the player and drag them into water to finish them off. They could either aim for drowning or (more sportsmanlike) just aim for <del>the double-damage bonus</del> the player be splashing around when fighting in water. Souped up MfMo NPCs that can grab the player and drag them into water to finish them off. They could either aim for drowning or (more sportsmanlike) just aim for <del>the double-damage bonus</del> the player be splashing around when fighting in water.
  
-== Merfolk transmuters ==+=== Merfolk transmuters ===
  
 Possible spells: blade hands, transforms including ice form and spider form, the latter useful for retreat as well as attack. Possible spells: blade hands, transforms including ice form and spider form, the latter useful for retreat as well as attack.
  
-== Merfolk reavers ==+=== Merfolk reavers ===
  
 Good weapon, bolt of cold, condensation shield? Good weapon, bolt of cold, condensation shield?
  
-=== Turtles ===+==== Turtles ====
  
 Snapping Turtle seems to have made it into the game without a wiki entry. So I'm creating one. Snapping Turtle seems to have made it into the game without a wiki entry. So I'm creating one.
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 >>> This is especially important for turtles, doubly so if there's both normal and alligator turtle shields, as they rarely appear outside of shoals and the branch already contains exponentially more javelins than the rest of the game (also, demon tridents are likely) - swamp has dragon armor and I suppose snake has bardings, sure, but a player missing out on an "exclusive" shield due to branch selection would be more likely to feel sore about it than a player missing out on the current offerings.  Of course, turtle shields would still need to be good enough to burn an enchantment scroll on - it might be easier to make both turtles more common outside of shoals than it would be to find the perfect balance of desirability for the shells. --- //[[user:og17]] 2010-03-21 10:47// >>> This is especially important for turtles, doubly so if there's both normal and alligator turtle shields, as they rarely appear outside of shoals and the branch already contains exponentially more javelins than the rest of the game (also, demon tridents are likely) - swamp has dragon armor and I suppose snake has bardings, sure, but a player missing out on an "exclusive" shield due to branch selection would be more likely to feel sore about it than a player missing out on the current offerings.  Of course, turtle shields would still need to be good enough to burn an enchantment scroll on - it might be easier to make both turtles more common outside of shoals than it would be to find the perfect balance of desirability for the shells. --- //[[user:og17]] 2010-03-21 10:47//
  
-=== Shark ===+==== Shark ====
  
 Submerged sharks should be presented as white ^ glyphs, to represent their legendary dorsal fin. Also, sharks should sense blood (in water) across the map. --- //[[user:dpeg]] 2010-03-21 02:33// Submerged sharks should be presented as white ^ glyphs, to represent their legendary dorsal fin. Also, sharks should sense blood (in water) across the map. --- //[[user:dpeg]] 2010-03-21 02:33//
  
 > "Blood in the water" would be more interesting if sharks were largely uninterested in healthy characters (outside of self-defense), but became aggressive in a radius from the player that increased in size in proportion to the player's percentage of lost life.  Perhaps they could even berserk at high percentages?  I imagine that last would be dangerous, though they're pretty dull as things stand. (Note: what to do with blood-seeking monsters when the player is a mummy or dry vampire?  Does anyone care?) --- //[[user:og17]] 2010-03-21 10:50// > "Blood in the water" would be more interesting if sharks were largely uninterested in healthy characters (outside of self-defense), but became aggressive in a radius from the player that increased in size in proportion to the player's percentage of lost life.  Perhaps they could even berserk at high percentages?  I imagine that last would be dangerous, though they're pretty dull as things stand. (Note: what to do with blood-seeking monsters when the player is a mummy or dry vampire?  Does anyone care?) --- //[[user:og17]] 2010-03-21 10:50//
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dcss/brainstorm/dungeon/branch/shoals.txt · Last modified: 2012-10-02 04:39 by infiniplex
 
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