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#1 |
Adept
Join Date: Jun 2009
Posts: 141
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Summoning Speculations
It's come up in related posts a few times, but I think the topic of reworking monster summoning deserves its own thread.
Right now, I think that the power level of summoning puts some restrictions on what we can do with the game. Certain player abilities (such as teleport other, banishment, or destruction) may be unbalanced under most circumstances, but are often seen as necessary to deal with powerful summoners (I know I personally am not a good enough player right now to do without them.) A few thoughts of my own --
What does everyone else think? |
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#2 | |||
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Quote:
Quote:
Anyway, I don't like that summoning brings in gigantic groups of monsters. Often because the grouped monsters are weaklings (barrow wights, orcs) and block space for more powerful summonses. Quote:
Anyway, I just made a branch on github to work on summoning and coded a first modification. It's not correct, but it's a start, and it's an opportunity to get myself comfortable with this section of code. What I did was limit total monsters summoned by total monster level. A new monster is added until the total level of summoned monsters is equal to the current dungeon level. Summons are a lot weaker but they're not laughable either. I like this method where the total power of the monsters is the limiting factor, not number of summons. Some tweaks that I'm considering: (easy) Discount the power of monsters that have the FRIENDS tag. Maybe they have level/5 or level/10 for their power. (reasonably easy) Allow summons to be placed arbitrarily far away if closer places are filled. (hard) Figure out ways to deal with ASCs. |
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#3 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,766
Donated: $40
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NPP does a pretty good job of dealing with ASCs. Monsters won't move into the adjacent square, and will cast ball spells for splash damage.
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#4 |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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This would be great! Not for all monsters, some will just stupidly follow you in. But monsters using the same tricks as players is something I've been wanting for a long time.
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#5 |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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I've seen several posts claiming that summon needs to be reworked, but could someone point out what the issues really are? i.e. what is the problem according to you?
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#6 |
Swordsman
Join Date: Jan 2011
Location: Sarf Laaaahdon
Posts: 323
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#7 |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,009
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I think y'all need to be careful when you try to limit the power of summoning
don't want to turn the late game into a cakewalk A.
__________________
Ironband - http://angband.oook.cz/ironband/ |
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#8 |
Adept
Join Date: Jun 2009
Posts: 141
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The only reason I think it should be limited is that it would make it easier to nerf player abilities such as teleport other, *destruction*, ASC, and banishment, without making the PC helpless against summoners.
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#9 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Summoning is really the ultimate power escalation ability that monsters have. Otherwise they're more or less limited to dealing damage to the player or causing status ailments. If you reduce the power of summoning, then you will either have to compensate with something else or concomitantly reduce the power of the player -- and not just by removing the abilities the player has to deal with summoners.
In short, this will require some serious design work, not just some "Let's make this tweak and see what happens." |
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#10 |
Adept
Join Date: Sep 2010
Posts: 162
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ASCs are exploitive and shouldn't be possible.
A simple solution is to change tunnelling/STM. For example, give tunnelling and STM a 30% chance to collapse an adjacent square whenever those abilities are used. Last edited by bulian; July 8, 2011 at 01:08. Reason: edited for clarity |
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