More "Unique" Mobs, and Friend or Foe!
Posted: Fri Apr 08, 2011 1:02 pm
I'm sure something like this has been suggested before, but I'll throw the idea out there again.
Beyond the simple suggestion that the game could use (many) more Unique mobs, the new mobs need not all be enemies.
Of course I suggest also that you be able to view which unique mobs you've encountered/killed in the game so far... Would also maybe help you keep track of who is what town in cases where you want to develop more complicated plot lines.
Friend or Foe status could be entirely dependent on in-game factors, such as race, class, or previous plot decisions. Encountering a "Friend" might mean a fighting companion for a level or two, or until the character gets low on HP, at which time they run away back to town.
This could be tied this back into potential "groupleader" skill trees - maybe in town, you can "recruit" friendlies back into a party (not that this game is geared in that direction, but it might be possible to dynamically allocate enemies to levels based on party size/strength on level load).
The likelihood of particular uniques could rise or fall based on in-game criteria. What if being a famous dwarven barbarian means every orc and troll who wants to prove his worth to his tribe starts hunting you down? What if being a powerful alchemist means young alchemists seek you out for advice?
shooth
Beyond the simple suggestion that the game could use (many) more Unique mobs, the new mobs need not all be enemies.
Of course I suggest also that you be able to view which unique mobs you've encountered/killed in the game so far... Would also maybe help you keep track of who is what town in cases where you want to develop more complicated plot lines.
Friend or Foe status could be entirely dependent on in-game factors, such as race, class, or previous plot decisions. Encountering a "Friend" might mean a fighting companion for a level or two, or until the character gets low on HP, at which time they run away back to town.
This could be tied this back into potential "groupleader" skill trees - maybe in town, you can "recruit" friendlies back into a party (not that this game is geared in that direction, but it might be possible to dynamically allocate enemies to levels based on party size/strength on level load).
The likelihood of particular uniques could rise or fall based on in-game criteria. What if being a famous dwarven barbarian means every orc and troll who wants to prove his worth to his tribe starts hunting you down? What if being a powerful alchemist means young alchemists seek you out for advice?
shooth