There are several aspects of how summoning affects gameplay that bother me. Some are unavoidable, some are not. The main things that bug me about summoning are:
1. Use of Anti-summoning corridors.
2. Weak monsters summoning much stronger monsters (once had Lorgan summon a berserker who then trampled him)
3. Extremely strong summonses or extremely weak summonses. I understand that this is part of the random nature, but I'd much rather have a bell curve instead. (yes summonses is the proper plural of summons)
Now I have a bunch of ideas about how to deal with these. Generally I feel they weakens monster summonses, but I hope to propose a way that still keeps summoning to be very strong overall.
First we define some new game features.
Limbo: A separate monster list that's created along with the level. It should be about half the size of the monsters on the level (not including pits/nests/vaults). Monsters that spawn on the level come randomly from limbo. Monsters that are banished go to the limbo list. Monsters that are destructed have a 50% (or some other number) chance of winding up in limbo. If there are no monsters in limbo, no new monsters can spawn on the level.
Summons vs Call: A call brings a monster or a group of monsters from somewhere else on the level *or* from limbo to the summoner. If the level and the limbo list are empty the call goes unheeded. A summons creates a new monster or group of monsters near the summoner. This is currently how summonses are handled.
Now for the new rules:
1: With few exceptions (to be named later) summonses only bring 1 monster. The Friends tag is overridden.
2: Summonses can never create a monster of higher level than the summoner
3: Summoned monsters appear next to the player and the summoner if possible, removing non-permanent walls if necessary. If not possible, summoned monsters appear next to the summoner, removing non-permanent walls if necessary.
4: If all spaces near a summoner are filled with monsters, a summons is still possible, and will trample a weaker monster with a stronger one. If all monsters are stronger than the summoned monster then the summoned monster is sent to limbo.
5: Calling brings some number (3d4?) monsters of random type from the level or from limbo to the summoner.
6: All spaces surrounding the summoner are filled, but walls are not removed. Extra monsters are placed as they are now.
7: Summon Uniques can call multiple uniques or summon one unique. If it's a summon, the most powerful available unique is summoned that doesn't violate the 'higher level' rule.
8: Summon Ringwraiths can call multiple ringwraiths or summon one ringwraith.
9: Summon kin can summon more than one monster. Monsters are added until the level *total* of the summoned monsters are equal to the level of the summoner. However, this works as a call as far as wall removal is concerned.
To decide whether a monster calls or summons:
If the summoner is adjacent to @ and a summons would place a monster adjacent to @ but a call would not, then a summons is done.
Otherwise, both a summons and a call are attempted and whichever would produce more powerful monsters is carried out. For example if the Witch King tries to summon greater undead but the only undead on the level or limbo are two white wraiths while a summons rolled up a black reaver, then the summons is done. If there were two white wraiths and a black reaver on the level, then the call would be done and all 3 would be brought to the Witch King.
The results of all this:
ASCs are not nearly as useful because of the wall removal. I don't really like the wall removal idea, but I want to neutralize ASCs. I really don't like them. Someone probably has a better idea for this.
There is a *huge* advantage to clearing out a level. This gives the player some control over what an enemy can summon. I really like the idea of being able to limit what can be summoned with some actual effort (instead of ASCing)
Summoning is weaker overall. You can't get a bunch of Great Wyrms of Chaos, or Gothmog with 20 greater balrogs. On the other hand, you can't be surrounded by 50 hill orcs either.
1. Use of Anti-summoning corridors.
2. Weak monsters summoning much stronger monsters (once had Lorgan summon a berserker who then trampled him)
3. Extremely strong summonses or extremely weak summonses. I understand that this is part of the random nature, but I'd much rather have a bell curve instead. (yes summonses is the proper plural of summons)
Now I have a bunch of ideas about how to deal with these. Generally I feel they weakens monster summonses, but I hope to propose a way that still keeps summoning to be very strong overall.
First we define some new game features.
Limbo: A separate monster list that's created along with the level. It should be about half the size of the monsters on the level (not including pits/nests/vaults). Monsters that spawn on the level come randomly from limbo. Monsters that are banished go to the limbo list. Monsters that are destructed have a 50% (or some other number) chance of winding up in limbo. If there are no monsters in limbo, no new monsters can spawn on the level.
Summons vs Call: A call brings a monster or a group of monsters from somewhere else on the level *or* from limbo to the summoner. If the level and the limbo list are empty the call goes unheeded. A summons creates a new monster or group of monsters near the summoner. This is currently how summonses are handled.
Now for the new rules:
1: With few exceptions (to be named later) summonses only bring 1 monster. The Friends tag is overridden.
2: Summonses can never create a monster of higher level than the summoner
3: Summoned monsters appear next to the player and the summoner if possible, removing non-permanent walls if necessary. If not possible, summoned monsters appear next to the summoner, removing non-permanent walls if necessary.
4: If all spaces near a summoner are filled with monsters, a summons is still possible, and will trample a weaker monster with a stronger one. If all monsters are stronger than the summoned monster then the summoned monster is sent to limbo.
5: Calling brings some number (3d4?) monsters of random type from the level or from limbo to the summoner.
6: All spaces surrounding the summoner are filled, but walls are not removed. Extra monsters are placed as they are now.
7: Summon Uniques can call multiple uniques or summon one unique. If it's a summon, the most powerful available unique is summoned that doesn't violate the 'higher level' rule.
8: Summon Ringwraiths can call multiple ringwraiths or summon one ringwraith.
9: Summon kin can summon more than one monster. Monsters are added until the level *total* of the summoned monsters are equal to the level of the summoner. However, this works as a call as far as wall removal is concerned.
To decide whether a monster calls or summons:
If the summoner is adjacent to @ and a summons would place a monster adjacent to @ but a call would not, then a summons is done.
Otherwise, both a summons and a call are attempted and whichever would produce more powerful monsters is carried out. For example if the Witch King tries to summon greater undead but the only undead on the level or limbo are two white wraiths while a summons rolled up a black reaver, then the summons is done. If there were two white wraiths and a black reaver on the level, then the call would be done and all 3 would be brought to the Witch King.
The results of all this:
ASCs are not nearly as useful because of the wall removal. I don't really like the wall removal idea, but I want to neutralize ASCs. I really don't like them. Someone probably has a better idea for this.
There is a *huge* advantage to clearing out a level. This gives the player some control over what an enemy can summon. I really like the idea of being able to limit what can be summoned with some actual effort (instead of ASCing)
Summoning is weaker overall. You can't get a bunch of Great Wyrms of Chaos, or Gothmog with 20 greater balrogs. On the other hand, you can't be surrounded by 50 hill orcs either.
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