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#1 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,023
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Stasis (teleport resistance)
Nick's feature addition of cone breaths greatly reduces the problem of having multiple enemies in LOS at once. While not perfect, it currently may not be suicidal to attack Ancalagon with a great wyrm of balance summoned behind him (her?). This has led me to reconsider giving some monsters teleport resistance. Part of the reasoning is to remove some of the obvious "teleport other" decisions in the late game which make the latter half of the dungeon tedious.
There's another point of reference. A while back we had a competition with no teleport other. I think the consensus was that it was annoying to have to deal with every monster also. The conclusion I draw from this is that having the ability to remove every monster at will makes for tedium, and similarly, not being able to remove any monster is equally, or perhaps more, tedious. But, what if there were only some monsters that could not be removed? Would that be interesting? Does it make the final fight with Morgoth more interesting or less? I don't know the answers yet, but I can set out what I think the stasis flag should do. A monster with the STASIS flag:
We could have a similar player status effect, which would be mostly negative, but you could throw on stuff like gravity/inertia/time resistance and it could be useful as a swap status. |
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#2 |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,009
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Well, but which monsters would have this attribute?
A.
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#3 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,386
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Poschengband says "hi". (I'm guessing that even zangband had teleport resist.)
You might also want to look at how destruction " resistance" works in poscheng.
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#4 | |
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#5 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Here I was thinking that stasis would be a status effect that you could apply to a monster that would prevent it from taking turns, but also prevent it from being damaged, moved, etc. in any way. It'd be a no-miss chance to postpone fighting a specific monster for a few turns.
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#6 | |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
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If you destruct a monster, there's a chance it will resist and then become immune to destruction. Think of it as a destruction vaccine.
(There are a couple of monsters that flat-out are immune to destruction as well.) Quote:
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#7 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
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#8 | |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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#9 | |
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Join Date: Mar 2013
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Remove rods and spells of TO, make wands immune to electricity and rare. Solved! ![]() |
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#10 | |
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Join Date: Mar 2013
Location: Berkshire, UK
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Seriously, I think it would be a bad idea to make time resistable. It would remove some dread from the game somehow. |
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Thread | Thread Starter | Forum | Replies | Last Post |
Teleport other | UglySquirrell | Vanilla | 0 | September 23, 2011 12:25 |
revisiting Teleport Other | fizzix | Vanilla | 46 | July 7, 2011 17:26 |
New Resistance Idea: Charge Drain Resistance | EpicMan | Vanilla | 12 | August 1, 2010 01:47 |
Teleport Other, too powerful? | buzzkill | Vanilla | 29 | May 4, 2009 23:12 |
[Un] .. sometimes you better do not teleport .. | Arralen | AAR | 1 | August 18, 2008 23:11 |