Well, it's a slow day so I took time to reread some old threads and noticed that there really are quite a few good ideas/constructive criticism from the community scattered across the forum. However, one has to read through a lot of discussion to get to them, so I thought maybe just bring everything together in one thread instead? Also, I'm just plain curious in what direction people here prefer their roguelikes.
Now, in order to keep everything reasonably comprehensible maybe a gentle(wo)men's agreement is in order, hence:
THREAD RULES:
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Anyhow, my list:
Now, in order to keep everything reasonably comprehensible maybe a gentle(wo)men's agreement is in order, hence:
THREAD RULES:
- List whatever you want to see included/excluded in the next Sil version, no matter how (un)likely it is that half/Scatha will actually take you up on it. Pet peeves and grievances encouraged!
- One post per user. Edit your post if you want to expand upon your list. This means no posting feedback or comments on eachothers list. Having an opening paragraph discussing stuff is fine, as is iterating other peoples list items as a show of support.
- Keep explanations reasonably short - quantity over quality is the name of the day here.
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Anyhow, my list:
- Mouse support.
- Remove the fuel clock.
- Remove the food clock.
- Remove or change non-canon vermin (ie worms, dragonflies, centipedes and molds).
- Change the chasm algorithm to not block off parts of the dungeon (if this means only encountering them in special rooms so be it).
- Either remove Leaping or combine it with a less situational ability.
- Remove Greatswords/Greataxes - they're not historically accurate, and the ability to combine any weapon with a shield hopefully adds some tactical considerations. Also, Greatswords are mostly just less versatile Bastard Swords.
- Do away with the dedicated Bow slot, alternatively require the player to spend a turn (and a keypress) swapping between the melee and ranged loadouts. At the moment bows are a nobrainer since they allow for free potshots whenever at no inventory cost.
- Have dedicated thrown weapons take up quiver slots (with a maximum of 10 per slot) instead of inventory space. Disallow throwing stuff directly from the backpack (throwing wielded weapons should still be ok though!). Merge the [T]hrow command with the [F/f]ire commands (launching whatever is in the corresponding quiver slot). Introduce javelins to replace spears as throwing weapons. Have all dedicated thrown weapons have the same weight for simplicity.
- Remove item destruction, acid degradation and theft since they encourage metagame behaviour (dropping valuable items prior to fights etc).
- Some people mentioned replacing Potions with herbs - I like this since there's precedent set for magical plants (Athelas) in the source material, and stuff growing undrground makes more sense than discarded magical brews. This would also free up the "!" glyph for..
- Words of Command! Maybe replace staffs and be functionally identical to scrolls with Will checks and Voice costs? I'll take anything as long as they're implemented somehow though..
- Alternatively, if replacing staffs with WoC and removing the food clock maybe use "!" for all consumables (including crude flasks of orcish liqour), "?" for words of power and "_" for horns? Would be somewhat more in line with what other roguelikes use for their potion, scroll and wand equivalents respectively (ok, so Horns would technically use the staff glyph but still).
- Alternatively alternatively, hot up the naming scheme for potions similar to how Horns were changed from [metal] trumpet? Even [adjective/material] flask would be a lot more evocative than the current [color] potion.
- Have a set number of forges per game somehow. Having forges being continously generated on certain floors until they are used maybe?
- Set all forges to 3 uses.
- More Smithable Mithril items! All metal items should have a Mithril counterpart (except maybe warhammers). Likewise, Being able to smelt and reforge Galvorn Armour would be neat.
- Move Horn production from Jewelry to Channeling, depending on Will instead of Smithing. Make Channeling characters able to craft Staves.
- Replace trapdoors with Alarm Traps+ that summons large amounts of monsters to the level instead ("You hear drums in the deep!").
- Have spotted nets be disableable like ordinary traps, using a strength/freedom check instead.
- Remove the Mewlip maprot.
- Make Trolls properly fear Trollbane characters.
- Make Dragonbane characters have an additional save versus breath attacks (1dx, where x is perception/4 or somesuch?).
- Change Ancalagon's glyph from "d" to "D".
- Introduce Gostir as a new unique dragon, perhaps as a hatchling and early Entrancer/Fearcauser? Originally posted by The History of Middle-earth, Vol. 5: The Lost Road and Other Writings, Part Three: "The Etymologies"
- Scaring Morgoth makes him drop the crown. - Originally posted by Silmarillion, Chapter 18
*whiny bitch
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