More interaction with the Environment and synergy with Traps
Posted: Sat Mar 14, 2015 10:09 pm
There is already some environment interaction,think to the pickaxe that allows you to dig through walls and tackle a complex fight situation with you staging how it will happen,like digging on the side of a room full of monster to instant kill the boss and be left with the minions,which normally would have been the first you killed if you where to use the "front door" (this situation actually happened to me!
)
But why stop it there?!Man,that's so much wasted potential!
1)Think if you could place two portals (like in the "Portal game") through magic spell or "portal trap" that closed after one use,you could place them before starting a fight and,if things go south, you could jump on top of one portal just to be redirect on the other end of the portal which then closes and seals you away from enemy threats.
OR, if you are about to being surrounded and already have 1 end of the portal in position,you can cast the 2nd one in next to you just to take away one of the incoming monsters,sending him on the other side of the map so that you can deal with him alone later
2)What about a "Class" or a "Branch of skills" meant to work with the environment? For instance,there could be a "seed" skill that can be used only on dirt/grass grounds and creates a strong carnivorous plant ally,which doesn't move but rend the flesh of everything that comes near ot it. Or a skill that "transmute" Stone/rock tiles into Wall sections,so that you can stage a battleground that ensures your victory! Or maybe a skill that transmute the Wall section you just created with that other skill into a Stone Golem,so here come cool synergy between environment -> skills
Maybe a skill that works on snow tiles and create a fog that debilitates enemy or make you stealth,and so on, basically the way it plays is meant to have you surviving with what you have around you and every map is played in a different way,based on the terrain
To level the drawback of be playing in a map without tiles that work with the skill you have,maybe there coule be a skill to turn a tile into a specific tile,like "Stone to Dirt" or "Water to Snow"
3)Chain of traps! To understand this is probably best to have played "Orc Must Die",so the first thing that jump to the attention is the need for a "Catapult Trap" that let you decide in which direction you want the enemy to be thrown, since the current behavior of "push him back" is far too simply and doesn't allow for much strategy.
Let's say I place a "bomb trap" and then a "catapult trap" set to push the enemy on the left,in the direction of the bomb trap. This way I could have him pushed,exploding,and the next step he took toward me ends up on a bear trap.
Trapping is my favourite way of play in this kind of game,but saddly so far Tome didn't allowed me to have that kind of sinergy
I didn't played for a long time but if I recall correctly there is a trap limit (for the same trap type) and the traps also expires after a certain period of time (correct me if I'm wrong) and this are all thing that kill that class x_x
Imagine a trap where you can set 2 "poles" between 2 points (4-5 tiles wide maybe) and who pass trough get "electrocuted"
Imagine a trap that if the enemy steps on,get surrounded by walls and trapped
A skill that basically spreads "oil" on a tile and you can burn it whenever you need trough a spell or by ignition with an "Explosion Trap",so you can create a road of fire in a corridor and then lure enemies in and make a big barbecue.
I could go on forever with this traps,bottom line is that Trapper thing shouldn't be just a secondary thing,it has so much potential (especially under the game mechanics side of it) that it should be made into a class devoted solely to that

But why stop it there?!Man,that's so much wasted potential!

1)Think if you could place two portals (like in the "Portal game") through magic spell or "portal trap" that closed after one use,you could place them before starting a fight and,if things go south, you could jump on top of one portal just to be redirect on the other end of the portal which then closes and seals you away from enemy threats.
OR, if you are about to being surrounded and already have 1 end of the portal in position,you can cast the 2nd one in next to you just to take away one of the incoming monsters,sending him on the other side of the map so that you can deal with him alone later

2)What about a "Class" or a "Branch of skills" meant to work with the environment? For instance,there could be a "seed" skill that can be used only on dirt/grass grounds and creates a strong carnivorous plant ally,which doesn't move but rend the flesh of everything that comes near ot it. Or a skill that "transmute" Stone/rock tiles into Wall sections,so that you can stage a battleground that ensures your victory! Or maybe a skill that transmute the Wall section you just created with that other skill into a Stone Golem,so here come cool synergy between environment -> skills
Maybe a skill that works on snow tiles and create a fog that debilitates enemy or make you stealth,and so on, basically the way it plays is meant to have you surviving with what you have around you and every map is played in a different way,based on the terrain

To level the drawback of be playing in a map without tiles that work with the skill you have,maybe there coule be a skill to turn a tile into a specific tile,like "Stone to Dirt" or "Water to Snow"
3)Chain of traps! To understand this is probably best to have played "Orc Must Die",so the first thing that jump to the attention is the need for a "Catapult Trap" that let you decide in which direction you want the enemy to be thrown, since the current behavior of "push him back" is far too simply and doesn't allow for much strategy.
Let's say I place a "bomb trap" and then a "catapult trap" set to push the enemy on the left,in the direction of the bomb trap. This way I could have him pushed,exploding,and the next step he took toward me ends up on a bear trap.
Trapping is my favourite way of play in this kind of game,but saddly so far Tome didn't allowed me to have that kind of sinergy

I didn't played for a long time but if I recall correctly there is a trap limit (for the same trap type) and the traps also expires after a certain period of time (correct me if I'm wrong) and this are all thing that kill that class x_x
Imagine a trap where you can set 2 "poles" between 2 points (4-5 tiles wide maybe) and who pass trough get "electrocuted"

Imagine a trap that if the enemy steps on,get surrounded by walls and trapped
A skill that basically spreads "oil" on a tile and you can burn it whenever you need trough a spell or by ignition with an "Explosion Trap",so you can create a road of fire in a corridor and then lure enemies in and make a big barbecue.
I could go on forever with this traps,bottom line is that Trapper thing shouldn't be just a secondary thing,it has so much potential (especially under the game mechanics side of it) that it should be made into a class devoted solely to that
