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Old July 5, 2011, 21:58   #21
Derakon
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Rather than a chest mimic containing other mimics, shouldn't bog-standard chests contain mimics? I mean, you don't open chest mimics as it currently stands.
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Old July 6, 2011, 00:44   #22
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If your point is that it becomes tedious to do this all the time, then I do not have a problem with it.
Agreed. The whole point is that you should be careful knowing that items can be mimics, and Angband is a game of careful preparation. Besides, I find it funny to imagine the character throwing things at money on the ground to see if it says "ow"

I kind of think of mimics as a better version of traps. They provide some small threat if you're not careful, but you don't have to constantly detect for them. A mimic alone will almost never kill a player -- but when you try to grab that potion of healing while fleeing something nasty, ...
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Old July 6, 2011, 01:40   #23
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I'd love to hear any and all other mimic ideas -- including ideas for new mimics or lurkers. I'm hoping to add some new ones in 3.4.0.
For a bit of variety, how about door, staircase and rubble mimics?

And for the higher levels, mimics that take the shape of high level weapons - blades of chaos, maces of disruption, scythes of slicing - should tempt most players over. And could do a lot of damage if they have the same attack dice as their base weapon.
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Old July 6, 2011, 02:07   #24
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Originally Posted by Nomad View Post
For a bit of variety, how about door, staircase and rubble mimics?

And for the higher levels, mimics that take the shape of high level weapons - blades of chaos, maces of disruption, scythes of slicing - should tempt most players over. And could do a lot of damage if they have the same attack dice as their base weapon.
I don't like the idea of any feature possibly being a mimic. It's nice to have to be on the lookout once in a while, but to be wary all the time gets old...
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Old July 6, 2011, 02:16   #25
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Also keep in mind that any monster that mimics a given item type should be significantly more rare than the item itself. You don't want 80% (or even 30%) of Blades of Chaos to be mimics, because their ability to blend in and surprise the player gets compromised.
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Old July 6, 2011, 03:29   #26
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For a bit of variety, how about door, staircase and rubble mimics?
I've been thinking of this too, and the hard part is making sure the mimic is in a convincing place. A door mimic out in the middle of a room isn't going to fool *too* many people
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Old July 6, 2011, 03:59   #27
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I've been thinking of this too, and the hard part is making sure the mimic is in a convincing place. A door mimic out in the middle of a room isn't going to fool *too* many people
To do this, you simply need to change doors (or rubble) into mimics -- then they'll be in the correct place.
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Old July 6, 2011, 04:16   #28
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To do this, you simply need to change doors (or rubble) into mimics -- then they'll be in the correct place.
That's true, but it requires some finesse. I don't want to just randomly change some features into feature mimics -- I want feature mimics to obey as many of the usual monster placement rules as possible.
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Old July 6, 2011, 16:41   #29
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I'm not sure feature mimics (other than maybe stairs) are a great idea. I *do* like making more kinds of mimics (e.g animated weapons, armor golems, etc) as well as maybe a unique mimic and/or animated artifact.

As far as "mimics being better traps" I agree with that also. The current hidden traps/trap-detection minigame is really boring and uninteresting. If traps were always visible but hard to disarm (and also possibly more deadly) I think the game would be much better for it.
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Old July 6, 2011, 17:32   #30
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I'm not sure feature mimics (other than maybe stairs) are a great idea.
Stair mimics would just be cruel. Please don't. I don't think stair mimics make sense anyway, as all other suggested items are solids, whereas staircases are more of a passage.
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