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More ponds in Trollmire
Posted: Mon Dec 10, 2012 8:53 pm
by Grey
Currently it's 0-2, I think it should be more like 0-4. Make it more mire-y! Ponds are cool for adding open space, tactical space, and being wet.
Re: More ponds in Trollmire
Posted: Mon Dec 10, 2012 9:08 pm
by Frumple
Grey wrote:Currently it's 0-2, I think it should be more like 0-4. Make it more mire-y! Ponds are cool for adding open space, tactical space, being wet, and buggering up autoexplore.
FTFY
Maybe if they were smaller, and there was guaranteed space around the edges?
Re: More ponds in Trollmire
Posted: Mon Dec 10, 2012 9:31 pm
by lukep
What about a new minor event, mud. It would act much like icy floor from Daikara, but give -25% movement speed and +20% knockback immunity.
That wouldn't alter autoexplore much, and still make trollmire more mire-y.
Re: More ponds in Trollmire
Posted: Mon Dec 10, 2012 10:21 pm
by Grey
Guaranteed space around the edges of ponds would be good.
Re: More ponds in Trollmire
Posted: Tue Dec 11, 2012 1:10 am
by King Gainer
I agree!
I also really like the mud idea.
Re: More ponds in Trollmire
Posted: Tue Dec 11, 2012 1:22 am
by bricks
Graphically, more ponds would be nice, but the interrupts to autoexplore are annoying and pointless. Could they be "shallow water" that doesn't require water breathing? Some open-air or "shallow" patches would be fun for the Yeek ruins, too, though not really needed.
This gives me another idea: single-level variations. In the simplest implementation, zones would occasionally use a different level generator for one level, possibly excluding the last. So you could have a Trollmire-like forest in a Daikara level, for example. Other minor variants could include different weather conditions (rain + pools, snow), addition of an unusual monster to the monster generator ("cursed" monsters in the Old Forest), or combinations of the two (Air elemental invasion + rain and pools). Variants for the final level are another possibility; you could even have a small rotation of bosses for each zone (you know you want to fight a Sandworm King in a giant, open level). I think these would be fantastic additions to the first two tiers of dungeons.
Re: More ponds in Trollmire
Posted: Tue Dec 11, 2012 1:29 am
by eliotn
I like the mud idea. And the shallow pools could be an event area where it costs air to use talents/attack unless you have waterbreathing.
Re: More ponds in Trollmire
Posted: Tue Dec 11, 2012 1:31 am
by tiger_eye
bricks wrote:Graphically, more ponds would be nice, but the interrupts to autoexplore are annoying and pointless
That is why guaranteed space (i.e., not trees) around the pond was requested.
Re: More ponds in Trollmire
Posted: Tue Dec 11, 2012 7:20 pm
by Dwindlehop
Mud is a great idea. Spaces around ponds are also a good idea.
Re: More ponds in Trollmire
Posted: Tue Dec 11, 2012 9:46 pm
by tromboneandrew
Someday I'd like to get around to submitting a couple of simple vaults for Trollmire that involve ponds or moats.