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Old September 15, 2015, 19:50   #1
fizzix
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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:
  1. Cannot be teleported away
  2. Cannot teleport itself
  3. Cannot be summoned, except by "powerful" summons (to be defined later)
  4. Gets a save against Destruction/Earthquake
  5. Resists pushing effects (like gravity)

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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Old September 15, 2015, 22:12   #2
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Well, but which monsters would have this attribute?

A.
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Old September 15, 2015, 22:38   #3
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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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Old September 15, 2015, 23:08   #4
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Originally Posted by debo View Post
You might also want to look at how destruction " resistance" works in poscheng.
You might want to tell the lazy amongst us
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Old September 15, 2015, 23:53   #5
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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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Old September 16, 2015, 00:13   #6
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You might want to tell the lazy amongst us
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.)

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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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Old September 16, 2015, 00:17   #7
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Originally Posted by Derakon View Post
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.
Yeah, that's what it does in O/FA.
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Old September 16, 2015, 01:07   #8
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Quote:
Originally Posted by fizzix View Post
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.
Maybe another, simpler solution to this would be to make Teleport Other only available as a wand? If you don't have the guaranteed infinite charges of the spell/rod versions, then the decision over whether to use up your precious charges becomes much more tactical, plus you're vulnerable to charge-drainers or wands being destroyed by recharging/lightning.
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Old September 16, 2015, 02:31   #9
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Originally Posted by Nomad View Post
Maybe another, simpler solution to this would be to make Teleport Other only available as a wand? If you don't have the guaranteed infinite charges of the spell/rod versions, then the decision over whether to use up your precious charges becomes much more tactical, plus you're vulnerable to charge-drainers or wands being destroyed by recharging/lightning.
I've been thinking this exact same thing for a while now.
Remove rods and spells of TO, make wands immune to electricity and rare.
Solved!
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Old September 16, 2015, 02:34   #10
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Originally Posted by fizzix View Post
but you could throw on stuff like time resistance and it could be useful as a swap status.
But surely I remember reading that nothing can resist time?

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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