Idea for making Morgoth more dangerous

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  • Lord Fell
    Apprentice
    • Oct 2010
    • 89

    #16
    I'm a big fan of limiting escape. Angband means "Iron Prison," so by all means let's limit escape.

    "Morgoth binds you with shackles of grim iron!" any Teleport Level or Recall effect should immediately be countered and dispelled, any teleport "on level" effect should have a 50% failure rate.
    -I'd like to see this be an immediate script that goes into effect whenever Morgoth becomes aware of a player.

    I don't know about the permanent destruction or damaging of "undamagable" items, I'm not really a fan.

    Along the idea of imposing a chance of failure, how about something like:
    *Morgoth warps Fate (the player gains a cumulative 5% spell and item failure chance, which lasts until Morgoth is dead).
    *Morgoth warps Time (the player suffers a -2 Speed, which is also cumulative until Morgoth is dead).

    ...instead of allowing Morgoth to summon the remaining Uniques... is there a way to Force them to spawn on DL100?

    Comment

    • fizzix
      Prophet
      • Aug 2009
      • 3025

      #17
      Originally posted by d_m
      (there are a couple ways you could handle *Destruction* under this scheme--the most obvious would be that either the effect fails or that Morgoth would be unaffected).
      A while ago I suggested a change to how destruction was handled. Along with removing artifacts also, i suggested monsters be allowed a saving throw. Depending on the result of the saving throw they would either be:

      Removed from the level
      Teleported away
      Moved to the edge of the destruction zone.

      However, I have never bailed on a fight with Morgoth. Several times I've delayed because I found a weapon upgrade right after prepping, or did something like forget my banish scrolls. But I never gave up halfway through. I'd rather die than scum again for healing...

      Comment

      • Chud
        Swordsman
        • Jun 2010
        • 309

        #18
        I haven't ever gotten to Morgoth, so I'm probably not really qualified to comment too much... but, I can imagine that if you do something like this you might need to make summoned thingys wait one turn after being sommoned before they can act. Otherwise insta-death seems pretty likely.

        Morgoth clears everything within 3 squares in every direction! -more-

        Morgoth summons 14 nasty uniques which now surround you and have LoS! -more-

        The first one beats on you! -more-

        (repest 13 times, which you are probably unlikely to survive... )

        Comment

        • Timo Pietilä
          Prophet
          • Apr 2007
          • 4096

          #19
          Originally posted by PowerDiver
          The reason Morgoth is not so dangerous is because you can prep to face him.
          I agree with this. I don't see any reason making him more dangerous. You can just do more preparing until you are ready. Making him more dangerous just means that you prepare longer.

          No matter what you do that is valid argument unless you do:

          a) time limit before he goes after you (wouldn't play that angband)
          b) give him 100% guaranteed instantly deadly attack no matter what you do.

          Preparing is not only consumables, it is also gear suitable for killing Morgoth. If you want to make him more dangerous remove Haradrim. That pretty much makes him harder for all classes.

          Comment

          • Lord Tom
            Apprentice
            • Nov 2009
            • 73

            #20
            Originally posted by PowerDiver
            The reason Morgoth is not so dangerous is because you can prep to face him.

            If you really want to make Morgoth dangerous, give him a ranged instakill attack he uses 0.1% of the time. Anything else just means more scumming for !Life and !*Heal before you fight him.
            This is probably true with perfect play. Perhaps then the problem is that perfect play is too easy.

            Some ideas:
            -Morgoth could have the ability to block player spells - this is similar to disallowing 0% failure rates though could be implemented so he only tries to block certain spells, eg banishment
            -Morgoth could start with escorts, and/or have his AI avoid outdistancing them
            -I agree that M needs to be less susceptible to LOS disruption, especially with create doors
            -Morgoth could choose his path to approach the player to avoid LOS where possible

            Comment

            • tigpup
              Apprentice
              • Apr 2007
              • 94

              #21
              "-Morgoth could choose his path to approach the player to avoid LOS where possible"

              or, DL100 is a special level with a new vault containing permanent walls; designed in such a way to make LOS harder.

              Comment

              • fyonn
                Adept
                • Jul 2007
                • 217

                #22
                or DL100 is a giant level with no walls, just one biiiiig room?

                Comment

                • PowerDiver
                  Prophet
                  • Mar 2008
                  • 2820

                  #23
                  Do you want the game to be winnable?

                  If so, then there is only a fixed amount of danger allowable in the game. Perhaps the game is too easy. Then IMO you should change the game to be harder on the way, rather than making it easy to reach M and then make M hard. Once the overall game is in balance, if you make M harder you need to make some other unique easier.

                  One of the reasons that diving for turncount is interesting is that it limits preparation. If you think M is too easy in your current games, you can choose to go fast enough so that he is not.

                  Comment

                  • TJS
                    Swordsman
                    • May 2008
                    • 473

                    #24
                    Originally posted by PowerDiver
                    Do you want the game to be winnable?

                    If so, then there is only a fixed amount of danger allowable in the game. Perhaps the game is too easy. Then IMO you should change the game to be harder on the way, rather than making it easy to reach M and then make M hard. Once the overall game is in balance, if you make M harder you need to make some other unique easier.

                    One of the reasons that diving for turncount is interesting is that it limits preparation. If you think M is too easy in your current games, you can choose to go fast enough so that he is not.
                    Yep I'd agree with this. I've got down to level 99 several times, but I can never be bothered to prepare for the final fights so I tend to leave the game and start a new one.

                    I don't mind the idea of a dangerous fight, I just don't want to have to wander about for ages looking for consumables.

                    Comment

                    • bio_hazard
                      Knight
                      • Dec 2008
                      • 649

                      #25
                      Maybe the stores should stock some items once you beat Sauron?

                      Comment

                      • fizzix
                        Prophet
                        • Aug 2009
                        • 3025

                        #26
                        Originally posted by bio_hazard
                        Maybe the stores should stock some items once you beat Sauron?
                        In the current state you can win with 50 ?phase and 50 !CCW. Destruction and Teleport other help, and frankly you should have kept several rods of TO and staves by now that you can recharge when needed. However, even these aren't necessary. Get your phase and CCW and attack. If you die, you die, c'est la vie.

                        Comment

                        • Adley
                          Adept
                          • Feb 2010
                          • 185

                          #27
                          Originally posted by fizzix
                          If you die, you die, c'est la vie.
                          That made me smile.
                          Originally posted by Derakon
                          Sadly, every character ever created in Angband was given a magnifying glass by their eccentric uncle for their fifth birthday...

                          Comment

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