Having already managed to start some detailed discussion with a few vague statements of broad philosophy, I thought I should give people something to really get their teeth into. So here are a bunch of ideas that I'm not suggesting (probably). They're more designed to provoke responses, and get people thinking about different possibilities.
Also maybe to test whether people read the preamble or just jump straight to the list, and because Antoine lobbed the LOS grenade into the other thread and everyone's throwing themselves on it.
Also maybe to test whether people read the preamble or just jump straight to the list, and because Antoine lobbed the LOS grenade into the other thread and everyone's throwing themselves on it.
- At the start of each game, all objects get randomly (but according to their depth and rarity) allocated a minimum dungeon level they can start being generated.
- Every generated level has at least one "challenge" (vault, or OOD monster, or something).
- Certain behaviours (stairscumming, or taking the first available stair, for example) are rewarded or punished by affecting object/monster generation in some way.
- Downstairs and/or recall from town go a random number of levels down, upstairs always up 1.
- Difficulty level of monsters encountered depends on turncount not depth.
- Morgoth may be on other levels apart from 100.
- There is a "difficulty parameter" which can be set before starting any game.
- All races and classes earn experience at the same rate, and there is more variation between races.
- Winning should be unusual.
- Repeating levels gets you less monsters and gear every time.
- Winning should be guaranteed with ideal play.
- Some levels have no up stairs.
- Recall is a command, not a scroll.
- All of the above should be obtainable by birth options.
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