I only recently came back to Angband after an almost decade-long hiatus. If you'll allow me a bit of immodesty, I felt like I was relatively good at the game back then. I was certainly one of the first to pick up on what Eddie Grove was doing, and start to play the game very aggressively. A decade later I see that people have gotten much better at the game, probably much better than any of us were back then, but that they have mainly built on the aggressive style we pioneered.
Way back then I had an idea for a variant. I called it Diveband. I meant it mainly as a teaching variant, but I have come to think it might be a fun and exciting alternative to V (though not at all an appropriate change to V itself.)
My idea is to keep all of V's mechanics, but make it unrewarding to spend much time on a level, let alone farm one repeatedly. My first thought was to start spawning deeper monsters after a certain number of turns, but also spawn/drop shallower items. That's a bit hard to balance for different race/class combinations, but...
Well, I still think Diveband is an interesting idea. I've spent a long time thinking about it and I'm not sure how it would be best implemented. I think it might be a great variant if properly done though.
Way back then I had an idea for a variant. I called it Diveband. I meant it mainly as a teaching variant, but I have come to think it might be a fun and exciting alternative to V (though not at all an appropriate change to V itself.)
My idea is to keep all of V's mechanics, but make it unrewarding to spend much time on a level, let alone farm one repeatedly. My first thought was to start spawning deeper monsters after a certain number of turns, but also spawn/drop shallower items. That's a bit hard to balance for different race/class combinations, but...
Well, I still think Diveband is an interesting idea. I've spent a long time thinking about it and I'm not sure how it would be best implemented. I think it might be a great variant if properly done though.
Comment