My feeling is that mimics don't behave like they are traditionally portrayed; i.e., a monster that disguises itself as treasure or other interesting item that lies in wait until a hapless adventurer walks up unsuspecting and tries to touch it, then snaps. I wonder if Angband's mimics could behave more like this? Specifically, I am thinking along the following lines:
Squelching is an issue. If a mimic chooses to masquerade as an object that is squelched, it will be effectively non-existent. Since squelched objects are unseen, it isn't fair to allow squelched mimics to attack the player. I don't know that this is necessarily a bad thing, because traditionally mimics rely on being tempting enough to draw an adventurer in, and if a mimic makes a bad decision to pose as something the adventurer doesn't care about, the adventurer is going to take no notice and not fall into its trap. This can be mitigated somewhat by making mimics choose objects that are both in depth for the current dungeon level (so they seem normal) and of a desirable flavor (i.e., don't choose potions of poison, etc.) so that they are less likely to be squelched.
One thing I like about this implementation is that it gives new value to the "Perception" stat. This stat is usually only marginally useful for the first few dungeon levels to detect the occasional trap and then pretty much useless once the player can reliably detect traps. Rogues, of course, would be particularly skilled in dealing with mimics and should be able to make perception checks from farther away than other classes.
I only play Vanilla, so I don't know if any of the variants have already attempted something like this. I was wondering if anyone else had thoughts or know of other issues that something like this would raise.
- A mimic starts out looking and behaving exactly like a regular object. Potion, scroll, and ring mimics pick a specific flavor of their respective object class appropriate to the current dungeon level and are seen as that with the "examine" command. Object and treasure detection should pick them up. They should also pick flavors that represent more desirable objects so that the player is more likely to investigate them.
- A mimic takes no offensive action or otherwise gives away its true nature until approached by the player.
- If the player walks onto a mimic attempting to pick it up (potion, scroll, and ring mimics) or searches or attempts to open it (chest mimic), the mimic gains a surprise attack on the player that does significantly increased damage and is much more likely to hit compared to a normal attack. From then on, the mimic behaves like a monster and is detected as such.
- When the player is within a certain range of a mimic, he/she begins to make perception checks and, if one passes, the mimic is revealed as a monster and is detected as such; however, the mimic should probably not be aware that the player knows this, Perhaps the player could be allowed a sneak attack similar to what the mimic would have gotten on the player if undetected. The chance of successful detection should increase slightly as the player gets closer.
Squelching is an issue. If a mimic chooses to masquerade as an object that is squelched, it will be effectively non-existent. Since squelched objects are unseen, it isn't fair to allow squelched mimics to attack the player. I don't know that this is necessarily a bad thing, because traditionally mimics rely on being tempting enough to draw an adventurer in, and if a mimic makes a bad decision to pose as something the adventurer doesn't care about, the adventurer is going to take no notice and not fall into its trap. This can be mitigated somewhat by making mimics choose objects that are both in depth for the current dungeon level (so they seem normal) and of a desirable flavor (i.e., don't choose potions of poison, etc.) so that they are less likely to be squelched.
One thing I like about this implementation is that it gives new value to the "Perception" stat. This stat is usually only marginally useful for the first few dungeon levels to detect the occasional trap and then pretty much useless once the player can reliably detect traps. Rogues, of course, would be particularly skilled in dealing with mimics and should be able to make perception checks from farther away than other classes.
I only play Vanilla, so I don't know if any of the variants have already attempted something like this. I was wondering if anyone else had thoughts or know of other issues that something like this would raise.
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