Overhaul of Escorts
Posted: Wed Jan 23, 2013 5:45 pm
Having playing this game for few weeks, getting 2 roguelike wins in process, I got a bit unsatisfied with how the escorts and their skill unlocks works. From the realism perspective, learning a skill in a blink of eye just doesn't make sense. Escorting alchemist to portal, only for him to turn around before jumping in and going 'Hey, if you bend your fingers this way, you can turn people into stone, fantastic trick for parties!' just feels... off. The same could be said of AntiMagic, why would I risk my life trying to protect said person instead of smashing his brain on spot? Or at the very least, knocking him out and dragging to portal if they really need him alive. Then you can add 'future you' that you are sending to death even that it should already know you will betray yourself and it gets very weird. This is rather minor all in all, and I understand all of this was made for gameplay reasons, more than fine to me. There is more important reason for me though.
Since I'm getting more and more into mechanics, my inner self forces me into min-maxing and preplanning the characters I'm going to play next. For most of them, they can make a good use of escortees talents, in some cases they are practically required (Mindstar cursed), however randomness of who you get make it rather hard to make it work. Early on, I just stormed most T1s searching for the escorts I needed, resetting if they didn't show up. This, unfortunately, became rather hard and tedious when you wanted two or more specific skills, or played thing like Yeek Cursed (it takes me about 10 tries to get one off island, on normal diff). So I learned about save scumming before entrances to roll just right person to escort. This does feel a bit like cheating though, so in the end, I'm torn between wanting to make a perfect legitimate character, and not using questionable tactics. That's why this rebalance/change idea came into my head.
The basic idea requires character to have Trans Chest and resolves around Fortress and... something you could call token system. There is, like before, 9 escorts generated in the game. However, there is never a repeat of any person you met. 1 Anorithil, 1 Alchemist, 1 Seer, etc. in game. Since only 8 of them are currently, another type of adventurer, Summoner, is added. You cannot betray any person, you either help them get to their destination, or for some unknown reason decide not to. Successfully making to the objective don't reward any skill or attribute gain, only, perhaps, a bit coins or magic item.
Additionally, you would get message 'As the 'escort' steps into portal, you notice your Transmogrification Chest start glowing and siphon energy from it. Couple seconds later it stops, forming small glowing orb that starts orbiting around it'.
This would create 'Sphere of X', plot type item, where X would be element depending on which character you escorted. Orb by itself would give minor bonus to your character (mainly for fluff), but have no other uses till you get to Fortress.
In actual fortress, there would be new device (new room, or even using core itself). The spheres you collect through would charge the machine (buffs on them 'lingering' on Trans Chest, to prevent pointless hoarding), and activate elements in it, allowing you to use this energy to boost yourself, in skills you unlock depending on elements you collect. That would allow, in the end, to learn from every category that is already available in the game (multiple times included), without the need to scum for specific escorts, while still retaining limits and making you work on your stats.
What would happen if escorted person died though? Well, cutting yourself off one of branches certainly isn't nice, and some escorts are doomed from spawn. Therefore, there would be additional system linked to Farportals. Once you unlock them, you could make Fortress 'search' for one of elements it's missing. It would generate level randomly as usual, but final boss would always drop the specific sphere, as well as possibly having one if it's class fixed to match it (so, searching for Sphere of Darkness would make one of boss classes Necromancer, Doomed or Anorithil). That would make it possible to always collect every power-up, paying failing the escorts by forcing you to risk farportal, or giving ability to unlock the element you need 'right now'.
Furthermore, collecting all of the elements would allow to gain additional Category point at high energy cost (5?) as a bonus. Then, you can gain extra energy for the machine by defeating a boss from a (normal, completely random) farportal. Given how dangerous they can be, it would be more of endgame fun, where you can continue to advance your character past level cap and gear drops. You could gain first energy point from defeating boss sitting in your farportal room, giving you round 10 points for 'perfect' play w/o need to explore rngportals.
Below, some quick sketch how could skill unlock looks like, stuff in italic is what would be, in my opinion, worthwhile addition to default unlocks, everything else can be gotten in game already.
Water - 'As you touch the drippling orb, you can feel calm of the ocean.' +10% confusion and daze resistance
Gained by Loremaster
Allows to train WISDOM, Spit Poison, Exotic Weapons Mastery, Channel Staff, Staff Mastery, Spell/Staff Combat
Darkness - 'Small ball of shadow that siphon any light around it. Placing your hand on it, shades around you seem to move away, clearing your vision'. +1 Infra-vision radius
Gained by Anorithil
Allows to train Mental save, Hymn of Detection, Heightened Senses, Arcane Eye, Piercing Sight, Spell/Divination
Mind - 'Fleshy pink sphere, sparkling with seldom lightnings. Just thinking about it gives you confidence to outsmart anyone who challenges you.' -5% chance to be critically hit
Gained by Seer
Allows to train CUNNING, Mind Sear, Sleep, Dream Walk, Telekinetic Leap, Psionic/Dreaming
Fire - 'Somehow this living flame still haven't set your backpack on fire. Suddenly, it dashes towards you and ram into your wound. Instead of burning pain you expect, there is only warm feeling, yet the skin seems to be cleared, like cauterized by flames.' +10% healing mod
Gained by Warrior
Allows to train STRENGTH, Vitality, Disarm, Heave, Technique/Field Control, Technique/Conditioning
Air - 'Swirling clouds in this sphere seem to smell like air just after lightning strike'. 10% silence resist
Gained by Thief
Allows to train DEXTERITY, Vision, Trap Handling, Hack 'n Back, Light of Foot, Cunning/Survival, Technique/Mobility
Light - 'Small orb of light slowly circling around chest in hypnotic notion. You feel at peace.' +0.5 hp/turn
Gained by Sun Paladin
Allows training MAGIC, Bathe in Light, Healing Light, Chant of Fortitude, Chant of Fortress, Celestial/Light, Celestial/Chants
Earth - 'A piece of rock orbiting around Chest like moon around a planet' - 10% stun and pinning resist
Gained by Alchemist
Allows training CONSTITUTION, Earth's Eyes, Unflinching Resolve, Stone Touch, Spell/Stone Alchemy
Time - 'At first, you don't notice anything. Then you see, just slightly, an empty bubble going around, then reversing, back and forth, seemingly randomly. Trying to catch it, it flies through your hand. For split second it travels by you, you feel... younger, on peak of your abilities, strong to carry anything world throws at you'. -5% fatigue
Gained by Temporal Explorer
Allows training Physical Save, Precognition, Spin Fate, Premonition, Chronomancy/Chronomancy
Nature - 'It's a small tree, in a bubble, trying to take roots in your Chest, how cute'. +10% Poison and Disease resistance
Gained by Summoner
Allows training Spell save, Psiblades, Thorn Grab, Nature's Touch, Track, Wild-Gift/Call of the Wild, Wild Gift/Mindstar Mastery
Chaos - 'Whatever this was before, this bulging sphere of seemingly everything is too corrupted to recognize. Perhaps it could yield some energy, assuming it won't explode before that. Was that a tentacle?'
Gained by any random Farportal boss, including first in fortress room.
And for additional addition, I would give slight different costs of getting a talent (not tree) up to 2 points, then 1 to pump it up further, just because there is so many '1 point wonders' in those.
I doubt any of these would come into game, but I need to at the very least write it off to give myself peace. And yes, it sounded much better in my head.
Anyway, whew...
Since I'm getting more and more into mechanics, my inner self forces me into min-maxing and preplanning the characters I'm going to play next. For most of them, they can make a good use of escortees talents, in some cases they are practically required (Mindstar cursed), however randomness of who you get make it rather hard to make it work. Early on, I just stormed most T1s searching for the escorts I needed, resetting if they didn't show up. This, unfortunately, became rather hard and tedious when you wanted two or more specific skills, or played thing like Yeek Cursed (it takes me about 10 tries to get one off island, on normal diff). So I learned about save scumming before entrances to roll just right person to escort. This does feel a bit like cheating though, so in the end, I'm torn between wanting to make a perfect legitimate character, and not using questionable tactics. That's why this rebalance/change idea came into my head.
The basic idea requires character to have Trans Chest and resolves around Fortress and... something you could call token system. There is, like before, 9 escorts generated in the game. However, there is never a repeat of any person you met. 1 Anorithil, 1 Alchemist, 1 Seer, etc. in game. Since only 8 of them are currently, another type of adventurer, Summoner, is added. You cannot betray any person, you either help them get to their destination, or for some unknown reason decide not to. Successfully making to the objective don't reward any skill or attribute gain, only, perhaps, a bit coins or magic item.
Additionally, you would get message 'As the 'escort' steps into portal, you notice your Transmogrification Chest start glowing and siphon energy from it. Couple seconds later it stops, forming small glowing orb that starts orbiting around it'.
This would create 'Sphere of X', plot type item, where X would be element depending on which character you escorted. Orb by itself would give minor bonus to your character (mainly for fluff), but have no other uses till you get to Fortress.
In actual fortress, there would be new device (new room, or even using core itself). The spheres you collect through would charge the machine (buffs on them 'lingering' on Trans Chest, to prevent pointless hoarding), and activate elements in it, allowing you to use this energy to boost yourself, in skills you unlock depending on elements you collect. That would allow, in the end, to learn from every category that is already available in the game (multiple times included), without the need to scum for specific escorts, while still retaining limits and making you work on your stats.
What would happen if escorted person died though? Well, cutting yourself off one of branches certainly isn't nice, and some escorts are doomed from spawn. Therefore, there would be additional system linked to Farportals. Once you unlock them, you could make Fortress 'search' for one of elements it's missing. It would generate level randomly as usual, but final boss would always drop the specific sphere, as well as possibly having one if it's class fixed to match it (so, searching for Sphere of Darkness would make one of boss classes Necromancer, Doomed or Anorithil). That would make it possible to always collect every power-up, paying failing the escorts by forcing you to risk farportal, or giving ability to unlock the element you need 'right now'.
Furthermore, collecting all of the elements would allow to gain additional Category point at high energy cost (5?) as a bonus. Then, you can gain extra energy for the machine by defeating a boss from a (normal, completely random) farportal. Given how dangerous they can be, it would be more of endgame fun, where you can continue to advance your character past level cap and gear drops. You could gain first energy point from defeating boss sitting in your farportal room, giving you round 10 points for 'perfect' play w/o need to explore rngportals.
Below, some quick sketch how could skill unlock looks like, stuff in italic is what would be, in my opinion, worthwhile addition to default unlocks, everything else can be gotten in game already.
Water - 'As you touch the drippling orb, you can feel calm of the ocean.' +10% confusion and daze resistance
Gained by Loremaster
Allows to train WISDOM, Spit Poison, Exotic Weapons Mastery, Channel Staff, Staff Mastery, Spell/Staff Combat
Darkness - 'Small ball of shadow that siphon any light around it. Placing your hand on it, shades around you seem to move away, clearing your vision'. +1 Infra-vision radius
Gained by Anorithil
Allows to train Mental save, Hymn of Detection, Heightened Senses, Arcane Eye, Piercing Sight, Spell/Divination
Mind - 'Fleshy pink sphere, sparkling with seldom lightnings. Just thinking about it gives you confidence to outsmart anyone who challenges you.' -5% chance to be critically hit
Gained by Seer
Allows to train CUNNING, Mind Sear, Sleep, Dream Walk, Telekinetic Leap, Psionic/Dreaming
Fire - 'Somehow this living flame still haven't set your backpack on fire. Suddenly, it dashes towards you and ram into your wound. Instead of burning pain you expect, there is only warm feeling, yet the skin seems to be cleared, like cauterized by flames.' +10% healing mod
Gained by Warrior
Allows to train STRENGTH, Vitality, Disarm, Heave, Technique/Field Control, Technique/Conditioning
Air - 'Swirling clouds in this sphere seem to smell like air just after lightning strike'. 10% silence resist
Gained by Thief
Allows to train DEXTERITY, Vision, Trap Handling, Hack 'n Back, Light of Foot, Cunning/Survival, Technique/Mobility
Light - 'Small orb of light slowly circling around chest in hypnotic notion. You feel at peace.' +0.5 hp/turn
Gained by Sun Paladin
Allows training MAGIC, Bathe in Light, Healing Light, Chant of Fortitude, Chant of Fortress, Celestial/Light, Celestial/Chants
Earth - 'A piece of rock orbiting around Chest like moon around a planet' - 10% stun and pinning resist
Gained by Alchemist
Allows training CONSTITUTION, Earth's Eyes, Unflinching Resolve, Stone Touch, Spell/Stone Alchemy
Time - 'At first, you don't notice anything. Then you see, just slightly, an empty bubble going around, then reversing, back and forth, seemingly randomly. Trying to catch it, it flies through your hand. For split second it travels by you, you feel... younger, on peak of your abilities, strong to carry anything world throws at you'. -5% fatigue
Gained by Temporal Explorer
Allows training Physical Save, Precognition, Spin Fate, Premonition, Chronomancy/Chronomancy
Nature - 'It's a small tree, in a bubble, trying to take roots in your Chest, how cute'. +10% Poison and Disease resistance
Gained by Summoner
Allows training Spell save, Psiblades, Thorn Grab, Nature's Touch, Track, Wild-Gift/Call of the Wild, Wild Gift/Mindstar Mastery
Chaos - 'Whatever this was before, this bulging sphere of seemingly everything is too corrupted to recognize. Perhaps it could yield some energy, assuming it won't explode before that. Was that a tentacle?'
Gained by any random Farportal boss, including first in fortress room.
And for additional addition, I would give slight different costs of getting a talent (not tree) up to 2 points, then 1 to pump it up further, just because there is so many '1 point wonders' in those.
I doubt any of these would come into game, but I need to at the very least write it off to give myself peace. And yes, it sounded much better in my head.
Anyway, whew...