Differences

This shows you the differences between two versions of the page.

Link to this comparison view

dcss:brainstorm:species:propose:nome [2011-04-17 20:43]
The Mantis old revision restored
dcss:brainstorm:species:propose:nome [2011-12-21 17:27] (current)
XuaXua Page moved from dcss:brainstorm:species:nome to dcss:brainstorm:species:propose:nome
Line 21: Line 21:
   * unbreathing*   * unbreathing*
  
-> With regards to unbreathing, let's try something new. The biggest unbalancing factor of unbreathing is the ability to walk through deep water. What if this race, although unbreathing, could *not* enter deep water, and took penalties while in shallow water as well? Out of their element, so to speak, and from a flavor perspective this works as well: gnomes begin turning to mud when exposed to water. Previous general discussions regarding shallow water (discussions unrelated to gnomes) favored ensuring that creatures can always traverse shallow water to prevent certain vaults from being inaccessible, but gnomes will often be able to make headway into the vault simply by moving through walls and taking no penalties from the water. A simple penalty for now should work, and the IRC channel came up with the following for a first pass: -20% max hp while in shallow water, and a negative attunement status (so that moving into walls from shallow water takes even longer than normal). We may eventually want to expand the shallow water penalty to something that causes a greater penalty over time to reflect that gnomes gradually deteriorate while in water, but this works for now. Also, think of how cool it would be to get the following death message: "killed due to turning to mud." --- //[[user:Wensleydale]] 2010-11-02 07:12//+> With regards to unbreathing, let's try something new. The biggest unbalancing factor of unbreathing is the ability to walk through deep water. What if this race, although unbreathing, could *not* enter deep water, and took penalties while in shallow water as well? Out of their element, so to speak, and from a flavor perspective this works as well: gnomes begin turning to mud when exposed to water. Previous general discussions regarding shallow water (discussions unrelated to gnomes) favored ensuring that creatures can always traverse shallow water to prevent certain vaults from being inaccessible, but gnomes will often be able to make headway into the vault simply by moving through walls and taking no penalties from the water. A simple penalty for now should work, and the IRC channel came up with the following for a first pass: -20% max hp while in shallow water, and a negative attunement status (so that moving into walls from shallow water takes even longer than normal). We may eventually want to expand the shallow water penalty to something that causes a greater penalty over time to reflect that gnomes gradually deteriorate while in water, but this works for now. Also, think of how cool it would be to get the following death message: "killed due to turning to mud." --- //[[user:wensleydale]] 2010-11-02 07:12//
  
 >> Note that in current trunk, unbreathing only grants asphyxiation resistance and Mephitic Cloud immunity, which is why it's been given to undead player races, who had those resistances anyway (the latter is also covered by their innate poison resistance).  Walking through water is a separate quality, which is why it's displayed separately for grey draconian players (to explain their "You sink to the bottom." messages), and not for undead races, who can still fall apart or drown.  Just because you don't need to breathe doesn't necessarily mean you can survive immersion in deep water. --- //[[user:dolorous]] 2010-11-02 15:47// >> Note that in current trunk, unbreathing only grants asphyxiation resistance and Mephitic Cloud immunity, which is why it's been given to undead player races, who had those resistances anyway (the latter is also covered by their innate poison resistance).  Walking through water is a separate quality, which is why it's displayed separately for grey draconian players (to explain their "You sink to the bottom." messages), and not for undead races, who can still fall apart or drown.  Just because you don't need to breathe doesn't necessarily mean you can survive immersion in deep water. --- //[[user:dolorous]] 2010-11-02 15:47//
  
->>> That's good to know, it will mean less special casing for gnomes if we do decide to keep them as unbreathing (a trait that is not at all critically important to their thesis). However, I would still like to explore giving them penalties in shallow water for the reasons described above. --- //[[user:Wensleydale]] 2010-11-02 18:48//+>>> That's good to know, it will mean less special casing for gnomes if we do decide to keep them as unbreathing (a trait that is not at all critically important to their thesis). However, I would still like to explore giving them penalties in shallow water for the reasons described above. --- //[[user:wensleydale]] 2010-11-02 18:48//
  
      
Line 165: Line 165:
  
 The original word "gnome" may be a misspelling. To quote Wikipedia: "The word comes from Renaissance Latin gnomus, which first appears in the works of 16th Century Swiss alchemist Paracelsus. He is perhaps deriving the term from Latin gēnomos (itself representing a Greek γη-νομος, literally "earth-dweller"). **In this case, the omission of the ē is, as the OED calls it, a blunder.** Alternatively, the term may be an original invention of Paracelsus." Reviving the initial "e" would be a throwback to the classical Greek meaning and would set Crawl's gnomes apart from those of the modern fantasy genre, whose gnomes are more focused on tinkering and invention. This name would mirror the idea that Crawl's gnomes follow the more classical "earth-swimming" gnome definition, which has been largely abandoned in modern fantasy. The original word "gnome" may be a misspelling. To quote Wikipedia: "The word comes from Renaissance Latin gnomus, which first appears in the works of 16th Century Swiss alchemist Paracelsus. He is perhaps deriving the term from Latin gēnomos (itself representing a Greek γη-νομος, literally "earth-dweller"). **In this case, the omission of the ē is, as the OED calls it, a blunder.** Alternatively, the term may be an original invention of Paracelsus." Reviving the initial "e" would be a throwback to the classical Greek meaning and would set Crawl's gnomes apart from those of the modern fantasy genre, whose gnomes are more focused on tinkering and invention. This name would mirror the idea that Crawl's gnomes follow the more classical "earth-swimming" gnome definition, which has been largely abandoned in modern fantasy.
-> Moving from one misspelling to another doesn't sound good.  It's gnomes who were rock swimming -- in fact, earth elementals, before D&D came and thrashed the thing into a yet another halfling-like race. --- //[[user:KiloByte]] 2010-10-27 23:52//+> Moving from one misspelling to another doesn't sound good.  It's gnomes who were rock swimming -- in fact, earth elementals, before D&D came and thrashed the thing into a yet another halfling-like race. --- //[[user:kilobyte]] 2010-10-27 23:52//
  
 === Rock Gnomes === === Rock Gnomes ===
  
 A parallel with rock worms, although rock worms do not actually work quite like nomes currently do. A parallel with rock worms, although rock worms do not actually work quite like nomes currently do.
-> Redundant.  How do you say "rock earth elemental"? --- //[[user:KiloByte]] 2010-10-27 23:52//+> Redundant.  How do you say "rock earth elemental"? --- //[[user:kilobyte]] 2010-10-27 23:52//
  
 ==== Nerfs ==== ==== Nerfs ====
Line 188: Line 188:
 ==== Feedback on first round of changes ==== ==== Feedback on first round of changes ====
  
-Conversation between minced, Wensley, and Eronarn. In my personal opinion, I feel that nomes are a metric ton of fun and have a positively captivating playstyle, and they can be made even better and more balanced (which this section is designed to accomplish). --- //[[user:Wensleydale]] 2010-10-24 10:05//+Conversation between minced, Wensley, and Eronarn. In my personal opinion, I feel that nomes are a metric ton of fun and have a positively captivating playstyle, and they can be made even better and more balanced (which this section is designed to accomplish). --- //[[user:wensleydale]] 2010-10-24 10:05//
 === Summary === === Summary ===
  
Line 281: Line 281:
   * Having a width 1 or (preferably) 2 wall anywhere on the level makes you effectively invincible.  People like being invincible.  This ends up in them luring every single monster to that wall so it can be fought in safety.   * Having a width 1 or (preferably) 2 wall anywhere on the level makes you effectively invincible.  People like being invincible.  This ends up in them luring every single monster to that wall so it can be fought in safety.
     * A possible solution could be requiring people to always have their noses in the air -- so you can exit only to the side you came from.  Interface-wise, this could reuse the way mesmerizing/fear works.     * A possible solution could be requiring people to always have their noses in the air -- so you can exit only to the side you came from.  Interface-wise, this could reuse the way mesmerizing/fear works.
-        * But doesn't that defeat the whole purpose? If you can't pass //through// walls under any circumstances (which is basically what you just suggested), I don't see how the ability is functionally different from just having wider corridors, except for scouting whatever's on the far side of width 1 walls, which aren't //that// common. --- //[[user:Brickman]] 2010-10-28 05:44//+        * But doesn't that defeat the whole purpose? If you can't pass //through// walls under any circumstances (which is basically what you just suggested), I don't see how the ability is functionally different from just having wider corridors, except for scouting whatever's on the far side of width 1 walls, which aren't //that// common. --- //[[user:brickman]] 2010-10-28 05:44//
  
  
Logged in as: Anonymous (VIEWER)
dcss/brainstorm/species/propose/nome.txt · Last modified: 2011-12-21 17:27 by XuaXua
 
Recent changes RSS feed Donate Powered by PHP Valid XHTML 1.0 Valid CSS Driven by DokuWiki