Symbiotes give their hosts special abilities

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Is this a good idea?

Poll ended at Fri Sep 12, 2003 10:05 pm

YACF (Yet Another Cool Feature)
4
80%
Too unbalancing
1
20%
 
Total votes: 5

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Tachyon
Uruivellas
Posts: 924
Joined: Sun Jul 06, 2003 10:04 pm
Location: A mountain range east of Bree

Symbiotes give their hosts special abilities

#1 Post by Tachyon »

I think the title speaks for itself. Take, for example, a red mold. For a char with Symbiosis at level 10, the mold might look worthless. But a char with Symbiosis at level 40 might be able to use the mold's power over flame to shoot bolts of fire at monsters!

The basic idea is that a skilled symbiant can use, and even amplify, the powers of their symbiote. Some symbiotes, like the humble red mold, would have rather lame powers; others, like deathmolds, would have killer ones (deathmolds would allow their host to fire a radius-1 life-draining ball - GF_OLD_DRAIN or something like that, not GF_NETHER).

Another example: a radiation eye gives you a bolt attack that drains a target's mana to heal you.

Got the idea?
WWBD - What Would Bozo Do?

Ravenred
Archmage
Posts: 427
Joined: Thu Dec 05, 2002 5:07 am
Location: In Mirkwood, spider hunting

#2 Post by Ravenred »

Yes!

I love Symbiotes, but I find them a tad underpowered.

Resists should the first thing to gain (after all, if you and the symbiote are "intermingled" you'd think you'd be able to gain access to the benefits of their physiology).

You should, however, be forced to get higher level Symbiotes for the greater powers... a simple Green Mold shouldn't be able to FEAR_VIEW... (though a ball/cloud of fear would be cool!)

:)

Possibly a similar effect to "Project Blows" could become a high-level ability (though its use with Death-Molds could be a TAD unbalancing).

OK, howabout:

L5 - Absorb Resistance - gives you access to any and all of your symbiotes resistances.

L10- Spore cloud... Symbiote's attack spread into a R1 ball... size perhaps based on 1+(Rounddown(L/15)).

L15 - Extend Psuedopod - Similar to the Polearm-master ability "Far Reaching Attack", although it only gives you the Symbiotes attack rather than yours plus theirs. I'm visualising the Symbiote "flowing" along your arm to attack your enemies...

L35 - Explosive Germination - The "Project Blows" effect... perhaps with a 1/10 chance of killing your Symbiote in the process...

Reasonable?

Regards,

Red...

overtrix
Archmage
Posts: 412
Joined: Fri Jan 17, 2003 9:33 am
Location: Les Corbières sauvages

#3 Post by overtrix »

No, yes, and maybe ... that seems to cover it :)

Get yourself a weighty druj and enough symbiosis skill to use major powers then already, you can do all the mean and nasty things that a druj can do to you - bolts of broccoli gas, balls of pineapple-scented mayweed and whatever - guessing this must be great for a warrior to get diverse ranged attacks, but it's a bit flat if your mage-type chappie is dishing out a mean manathrust already ... alternatively, you can coax a big Q to summon some mighty dragons or undead, at least distracting baddie-of-the-hour's attention from you a while.

See your point as well though - you'd think that being in symbiosis with something resistant to attack by wet flannels would reduce your own susceptibility to that attack - but IIRC not so ...

... and that's where the 'maybe' creeps in - to be implemented simply you could just benefit directly, so with a Death Mold you'd resist acid, lightning, fire, cold, poison, fear, confusion, yada-yada ... is that unbalancing - I was going to say sure - but on reflection not so, since by the time you can afford a high-level symbiote, most will be redundant and the value will be to plug some annoying gap which is making you wield some annoyingly lame dagger and leave Vorpal Blade at home.

A more elaborate set of talents, defined per monster just for symbiosis, would require more weighty coding - with the bugs and fixes that entails - but again I guess you're right, the time to suggest it is when the undauntable wizards are working on a major version :wink:

One avenue might be to hijack the 'Force Symbiosis' ability - which seems largely redundant - and make it 'Take Attributes' (the resists etc) to act for a limited time ? ... if the time was short enough, and a delay before using it again, this could even grant immunities etc. beyond the symbiote's own attributes - speak VERY nicely to your Red Mold and he'll make your battle with the Great Hell Wyrm a lot more bearable !

Cheers, Colin

Tachyon
Uruivellas
Posts: 924
Joined: Sun Jul 06, 2003 10:04 pm
Location: A mountain range east of Bree

#4 Post by Tachyon »

This would work better with the GUSS - that way, things like a Q's summoning spell could fit in better as abilities.
WWBD - What Would Bozo Do?

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