If your point is that it becomes tedious to do this all the time, then I do not have a problem with it. Mimics are harmless enough that I can't see that tactic being 'optimal', leading to many people adopting it. On the other hand I'd like to see mimics become tougher, so getting surprised by them at the wrong moment would mean something.
Buggy mimic
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Mimics seem pretty common in Roguelikes, here are some IMHO interesting things Mimics can do in other games:
The Mimics in Crawl can teleport away if they are badly hurt and re-mimic as a different item, so you don't know what they will look like anymore.
In ADoM when mimics reveal themselves they become green 'm's. They also have a chance of paralyzing you, making meleeing them very dangerous. The worst mimics, Mimic Hiveminds, can also summon *more* mimics.
The Crawl method makes mimics dangerous more than once, and makes the player sweat a bit if one gets away, since the player no longer knows what the mimic looks like. Combining that with the ADOM paralyzing attacks might be too harsh, however. Then again, with paralyzing attacks being less of an instakill now it might not be.
I do like the idea of a deep mimic that can summon other mimics, it makes running into one a hairy situation.Comment
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In short, paralysis may be less of an instakill than it used to be, but that's because we reduced it from a briefcase nuke to a grenade.Comment
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Mimics seem pretty common in Roguelikes, here are some IMHO interesting things Mimics can do in other games:
The Mimics in Crawl can teleport away if they are badly hurt and re-mimic as a different item, so you don't know what they will look like anymore.
In ADoM when mimics reveal themselves they become green 'm's. They also have a chance of paralyzing you, making meleeing them very dangerous. The worst mimics, Mimic Hiveminds, can also summon *more* mimics.
The Crawl method makes mimics dangerous more than once, and makes the player sweat a bit if one gets away, since the player no longer knows what the mimic looks like. Combining that with the ADOM paralyzing attacks might be too harsh, however. Then again, with paralyzing attacks being less of an instakill now it might not be.
I do like the idea of a deep mimic that can summon other mimics, it makes running into one a hairy situation.a chunk of Bronze {These look tastier than they are. !E}
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I kind of think of mimics as a better version of traps. They provide some small threat if you're not careful, but you don't have to constantly detect for them. A mimic alone will almost never kill a player -- but when you try to grab that potion of healing while fleeing something nasty, ...Comment
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And for the higher levels, mimics that take the shape of high level weapons - blades of chaos, maces of disruption, scythes of slicing - should tempt most players over. And could do a lot of damage if they have the same attack dice as their base weapon.Comment
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For a bit of variety, how about door, staircase and rubble mimics?
And for the higher levels, mimics that take the shape of high level weapons - blades of chaos, maces of disruption, scythes of slicing - should tempt most players over. And could do a lot of damage if they have the same attack dice as their base weapon.Comment
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Also keep in mind that any monster that mimics a given item type should be significantly more rare than the item itself. You don't want 80% (or even 30%) of Blades of Chaos to be mimics, because their ability to blend in and surprise the player gets compromised.Comment
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To do this, you simply need to change doors (or rubble) into mimics -- then they'll be in the correct place.a chunk of Bronze {These look tastier than they are. !E}
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That's true, but it requires some finesse. I don't want to just randomly change some features into feature mimics -- I want feature mimics to obey as many of the usual monster placement rules as possible.Comment
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I'm not sure feature mimics (other than maybe stairs) are a great idea. I *do* like making more kinds of mimics (e.g animated weapons, armor golems, etc) as well as maybe a unique mimic and/or animated artifact.
As far as "mimics being better traps" I agree with that also. The current hidden traps/trap-detection minigame is really boring and uninteresting. If traps were always visible but hard to disarm (and also possibly more deadly) I think the game would be much better for it.Comment
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