Using Fortress Energy to influence Zones

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Dekar
Spiderkin
Posts: 559
Joined: Wed Jan 26, 2011 3:47 pm

Using Fortress Energy to influence Zones

#1 Post by Dekar »

So while talking about more uses for Fortress Energy I came up with the idea of letting the Fortress shoot magic at a zone, giving certain benefits. Darkgod wanted some ideas gathered so here we go!

Stuff that affects everyone:
-Anti Gravitiy
-The new High Peak zonewide effects
-Increased ressource regeneration

Stuff that affects only the player:
-Reveal all terrain/enemies/everything permanently
-Positive effects for the player, the usual stuff: increased stats/increased regeneration and healing mod/all resistance/speed

Stuff that affects only enemies:
-Damage reduction/Resistance reduction

Influencing the level generation? Not sure how much work that is:
-Less enemies/reduced enemy level
-More loot!


Energy needed should probably scale with zone size.

Post your own ideas!

eliotn
Wyrmic
Posts: 244
Joined: Mon Sep 26, 2011 1:49 pm

Re: Using Fortress Energy to influence Zones

#2 Post by eliotn »

Ideas:
-The anchoring beam (or some other name for it thats cool). It was used by the Sher'tul to prevent the gods from escaping as they killed them, as well as preventing them from dodging attacks. Use an action to call down the beam on the target. It will prevent any form of teleportation or moving into another dimension (such as fearscape/dreamscape), movement speed buffs, and sudden movement from abilities, while reducing their movement speed to about 50% of the normal movement speed. It also prevents the target from dodging attacks, reducing defense and saves, and increasing damage dealt to the target by X%. It takes a bit of energy to use, and the broken sher'tul fortress can't sustain it as well as the original. The beam will take a little time to lock on the target. The beam may not be usable in certain zones.

-Emergency farportal - The fortress can create an unstable farportal as an emergency escape mechanism. The portal will get you out of your situation immediately, but you will end up in a random farportal zone, possibly in more danger.

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Using Fortress Energy to influence Zones

#3 Post by Crim, The Red Thunder »

Elemental buffs/debuffs? (Global, debuff enemies fire resist, increase fire damage within zone, etc..., for example.)

How about actually allowing us to create the 'zones' that already exist? (Font of life, spellblaze scar, necrotic aura, protective aura, whistling air, etc...) Would actually make them tactical then, compared to just a decoration.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: Using Fortress Energy to influence Zones

#4 Post by Sradac »

give it a chance to backfire / malfunction too, since you are not a sher'tul you arent as good at manipulating its energies.

Would seem kinda easy / cheap to be able to just blast every zone with whatever beneficial effect you wanted it to have.

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Using Fortress Energy to influence Zones

#5 Post by Crim, The Red Thunder »

That's where energy cost comes in. If it's expensive enough, we till have to only save it for certain times we REALLY need it, without making it so obscene that you never want to pay the cost. Plus, if you instill some sort of cooldown with a long duration, that helps prevent folks from scumming it on every zone even IF they had the energy to do so.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

Mewtarthio
Uruivellas
Posts: 717
Joined: Mon Jul 16, 2012 6:03 pm

Re: Using Fortress Energy to influence Zones

#6 Post by Mewtarthio »

Well, the new High Peak zone effects are obvious starter points.

As for monster/loot generation, I'd like something that makes the zones harder somehow. As in, you get nastier enemies, but also better loot. For example:

Temporal Mining Beam: Merges the region with an alternate timeline in which the zone was/is much more prosperous. The zone's level increases significantly. Some sort of flag is set on each of the levels that have already been generated, making them re-populate the area with monsters and items using the new, higher level (except unique entities and artifacts, of course).

Or maybe this would be easier:

Excavation Beam: Digs deeper into a zone. Raises the zone's level and adds several more floors to it (so, even if you've cleared the zone already, you can benefit from the higher level by going to the newly-created floors).

The new levels should be based on the zone's level or the player's, whichever is higher, so that it'll always be a challenge rather than a cheap way of rerolling loot.

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