I'm all into this, this could really be a great addition. Some things I just thought of:
- Make usable one-turn diggers with cooldown/energy. So far diggers can't be used during a battle because they take around 30 turns to dig a hole, there are some magic skills to dig faster, and I remember in T2 some diggers with a normal speed but also a 1-turn dig skill with an energy cost/charge. Maybe just bring wands of digging back. We have to consider that digging is an important strategy when fighting multi-tile mobs.
- This wall crushing sounds really exciting. I like the idea of the mob getting damaged by doing it, but I wouldn't like it to work like 'H's chewing through the map, it could be a skill with a rather long cooldown (10-15 turns). It would be really scary to have a Dragon slowly crushing the corridor to get its fangs on you.
- About expanding the maps. I concour with the ones posting about not just doubling up the tiles on the dungeons, but keeping a balance between small corridors and wider spaces. There are several issues around this, like running through 2-tiles corridors or illumination. It can take a rather long while to just check all the places if it's all wider, specially since in the current dungeon design there are sometimes corridors coming out of the strangest corners of rooms, and I'm not even mentioning doors, hehe. Maybe something to implement with this idea should be a very old idea of static light sources in dungeon rooms. Torches and fireplaces and such.
I think a good place to think of is the former-Moria dungeon Reknor, that's a great place to add torches and big monsters and see how it works.
I also support the idea of summons and specific skills to counter hiding players. But what about player skills and spells to specifically deal with big monsters? A 3-turns aiming archer shot comes to mind, or larger, shorter ranged, ammunition for slingers. Secondary weaponry for melee fighters, say polearms and such, specifically made for dealing with huge monsters but really ineffective with smaller enemies.
I think big monsters should have a massive armor and a faster metabolism, so normal attacks would do very few damage and would be countered with the regeneration, so the way to deal with them would be large-damage outputs and APR. So there could maybe some tactical sustains for warriors, making a stunning blow take 2 turns, but doing a bonus damage against large mobs. Same for the more dextrous fighters, boosting APR and actually using the rogue skills for armor penetration.
What about mages? 'You shall not pass' kind of skills?
