DRL > Requests For Features
Challenge modes ideas - old and new.
Thomas:
--- Quote from: ChaoticJosh on February 21, 2010, 17:59 ---Angel of Sudden Death
You remember those Bomberman games where if you took too long, then the game's arena would start destroying itself to get you to hurry up? In this challenge, there's either a acid or lava tile in one of the four corners, and every turn the acid/lava will spawn another tile of itself, working itself around the level clockwise and once it circles around, it starts again on the next innermost row of tiles and continues until the entire level is engulfed! Hurry up, you never know where the stairs might be...
--- End quote ---
This is an excellent idea. Although it could be improved thusly:
You have a very small amount of time with no sudden death (1 or 2 in-game minutes)
(To compensate for this, acid/lava spawns at a rate slightly faster than 1 tile per second)
Different levels flood in different ways, eg.
Maze of Rooms starts flooding on the edges and spirals in
Hellish City starts flooding on the side you're closest to and snakes towards the opposite side
Cave/Arena starts flooding in the exact center and spirals out
ChaoticJosh:
--- Quote from: leonresevil2 on February 22, 2010, 10:30 ---Interesting ideas. Multiplication would have to be far slower (maybe 40 turns), and ammo would be needed to balance the odds. Otherwise everyone would just play through for Ammochain, and the early levels could be wait-spammed for tons of former humans (and thus piles of EXP).
--- End quote ---
One thing that could be used to balance things out is that when a creature splits, the two resulting creatures only have 1/2 the exp of the original, and becomes less and less with each split.
--- Quote from: Thomas on February 23, 2010, 03:28 ---This is an excellent idea. Although it could be improved thusly:
You have a very small amount of time with no sudden death (1 or 2 in-game minutes)
(To compensate for this, acid/lava spawns at a rate slightly faster than 1 tile per second)
Different levels flood in different ways, eg.
Maze of Rooms starts flooding on the edges and spirals in
Hellish City starts flooding on the side you're closest to and snakes towards the opposite side
Cave/Arena starts flooding in the exact center and spirals out
--- End quote ---
Yeah, thinking about it, not all levels could be treated the same. So I think the different patterns would be a good thing as well.
thelaptop:
Just a small reminder -- 10 turns == 1 in-game second.
So if we are talking about monsters multiplying every 40 turns, we mean that for every four steps you walk around, the monsters "split".
leonresevil2:
--- Quote from: ChaoticJosh on February 23, 2010, 17:03 ---One thing that could be used to balance things out is that when a creature splits, the two resulting creatures only have 1/2 the exp of the original, and becomes less and less with each split.
--- End quote ---
If the EXP splits (which is a reasonable idea), the health should split, or at least decrease. Imagine a room of 2 arch viles and 5 mancubi. There would be no easy way to take them down, with them splitting before you probably even get to the room they are in. So I would like to see 50 weaker Mancubi in that case.
--- Quote from: thelaptop on February 23, 2010, 17:32 ---Just a small reminder -- 10 turns == 1 in-game second.
So if we are talking about monsters multiplying every 40 turns, we mean that for every four steps you walk around, the monsters "split".
--- End quote ---
I recommended 40 since I didn't want to completely change the idea, or mess up the rate. Maybe make an initial 'no-split' time.
thelaptop:
Usually monsters have an initial 40 turns where they don't do anything. Then, they start to run their AI scripts, as far as I can remember.
I don't see why having the health splitting is of any use. Since almost everything is upper-bound by 250, we find that we can't do more than 8-splits before all the health is a paltry 1, assuming some Law of Conservation of Health is in effect. Then in that case, one viable strategy to win is just wait for everything to split down, and then charge in with a shotgun, probably with MAD trait, blasting everything away. Doesn't sound much of a challenge now, does it?
Here's another modification. Don't bother about setting some multiplying rate based on time -- base it on damage taken. If the monster is hit, it has a certain probability (tied to health) to split into two, retaining the same amount of health it had before the split, but having EXP provided from killing it halved. It becomes a challenge without having to mess around with multiplying factors and timing issues. No sense making a challenge where we penalise the player for just being in the game.
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