(Quoted only the stuff I found interesting, personally.)
Doesn't quite work -- reason was already mentioned by Magnate/Eddie. Let me just add that ToME tried something similar with the Iron Man mode where all levels have N(?) vaults. It's fun for the first few levels, but then just becomes tedious.
A good way to acheive this kind of thing would be to skew the OoD mechanics even further than in 3.5-git. Perhaps the OoD potential could be skewed furhter and further the longer you've lingered on a certain Dlvl? Leading to Morthoth showing up eventually?
You'd need some sort of reasonable falloff function and messages to the player every time the OoD "potential" increases, with increasingly alarming messages the closer you're getting to the big P showing up. If the player moves off the Dlvl for some reasonable amount of time (i.e. not absurd levels of scumming), halve the counter or something.
Messages could be along the lines of: "You sense the forces of Morgoth gathering their strength while you linger.", "You hear a loud dungeon collapse as if Morgoth himself was approaching!" (etc.)
Taken care of by above suggestion, I think.
No. Perhaps one or two birth options covering various combinations of settings, but adding more birth options is NOT the solution to anything. Just choose a set of options for $DEITY's sake! That's a game designer's job!
OK, you might argue that you're not a game designer, but IMO that's what a maintainer is and should be.
(Sorry about any formatting SNAFUs, I've had a couple of strong beers )
Doesn't quite work -- reason was already mentioned by Magnate/Eddie. Let me just add that ToME tried something similar with the Iron Man mode where all levels have N(?) vaults. It's fun for the first few levels, but then just becomes tedious.
A good way to acheive this kind of thing would be to skew the OoD mechanics even further than in 3.5-git. Perhaps the OoD potential could be skewed furhter and further the longer you've lingered on a certain Dlvl? Leading to Morthoth showing up eventually?
You'd need some sort of reasonable falloff function and messages to the player every time the OoD "potential" increases, with increasingly alarming messages the closer you're getting to the big P showing up. If the player moves off the Dlvl for some reasonable amount of time (i.e. not absurd levels of scumming), halve the counter or something.
Messages could be along the lines of: "You sense the forces of Morgoth gathering their strength while you linger.", "You hear a loud dungeon collapse as if Morgoth himself was approaching!" (etc.)
Taken care of by above suggestion, I think.
No. Perhaps one or two birth options covering various combinations of settings, but adding more birth options is NOT the solution to anything. Just choose a set of options for $DEITY's sake! That's a game designer's job!
OK, you might argue that you're not a game designer, but IMO that's what a maintainer is and should be.
(Sorry about any formatting SNAFUs, I've had a couple of strong beers )
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