I am about to design monster inventory for my variant, so I want some other people opinion and advice.
Currently I consider the following possible models for monster loot:
1) Angband-like, where drop is generated when monster dies, based on random choices.
2) Realistic model: monster drops and uses items, it have in inventory. (monster can carry also some useless for it treasure, but any item, it have can be used in combat, e.g. if monster have a wand, it may zap it)
3) Same as 2, but with some random, e.g. monster drop the weapon it uses, but with some chance (consider, that weapon may not fit the character or being broken in combat, etc.)
Since all the functions and data structures, related to items, monsters, and player character have been rewritten anyway (or will be). I dont have to stick with Angband legacy.
So I want some arguments from people here about what loot model you think the best and why.
Currently I consider the following possible models for monster loot:
1) Angband-like, where drop is generated when monster dies, based on random choices.
2) Realistic model: monster drops and uses items, it have in inventory. (monster can carry also some useless for it treasure, but any item, it have can be used in combat, e.g. if monster have a wand, it may zap it)
3) Same as 2, but with some random, e.g. monster drop the weapon it uses, but with some chance (consider, that weapon may not fit the character or being broken in combat, etc.)
Since all the functions and data structures, related to items, monsters, and player character have been rewritten anyway (or will be). I dont have to stick with Angband legacy.
So I want some arguments from people here about what loot model you think the best and why.
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