Archived from groups: rec.games.roguelike.angband (
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Courtney Campbell writes:
> For those of you lucky enough to have tried Steamband, you may have
> noted I'm really trying to take it to the next level. (That's hyperbole)
> There are enough carbon copy variants of angband, and I'd like to make
> one that is a different play experience. Currently there is something
> called 'Steamware' which allows you to research and then install
> components into your 'body' giving you innate powers. The research takes
> money and a set amount of time, after which you can get it installed.
>
> Here is the deal. The 'set amount of time' is meaningless. Anyone can
> just buy it and then rest until it is ready. I see two solutions to the
> problem.
>
> 2) Create a time limit.
>
> What I'd really like from the community are some suggestions on how to
> do the above. And they are closely releated - you can give points for
> killing monsters, but only if you don't have an unlimited amount of time
> to do so. What are good ways to do these things.
I don't think setting a hard time limit is good. Ragnarok sort of
pulled it off, but even there, there was an item that could help out a
lot. But soft time-incentives are great. In my dream roguelike, which
I will write some day in the distant future, there will be several.
First, you have the bonus stage incentive. Put something after the end
of the game, sort of like the lab. Make it worth playing, something a
bit different, but not necessary to feel you've won. And you have to
get there before a certain time limit or you don't get in.
Second, positive reinforcement. Put in a kind of item or other bonus
that doesn't show up in the very early game, but is totally unavailable
past a time limit. E.G. There are recent visitors from the surface
stranded in the higher levels with technology to improve your stuff.
But if you don't rescue them in time, they'll all be killed off.
Third, negative reinforcement. The martians don't land until a certain
time has passed, but once they do, you can encouter martians, and
they're a bit tougher than most. Or some evil cult succeeds in their
ritual, causing the whole world to be filled with slightly dangerous
heat, or disease, or maybe destroying the ability for anyone to
teleport.
Fourth, the soft deadline. You're going to die or irrevocably fail if
you take too long. But you can push it back. Maybe you're dying of
sunlight-deprivation, but if you can find enough sunlight generator
mechanisms, you'll pull through. Or maybe the bottom of a volcano is
going to leak through flooding the center of the earth unless you
periodically release the pressure, but that requires going somewhere
dangerous. This one is probably the trickiest to do. You don't want
it to require too much sheer luck to extend the game, but then, you
don't want it to just be a formality of picking up the needed item
either.
Then there is the matter of character speed. You don't want your
limits to be meaningless for fast characters, and horrible for slow
ones. I see a few solutions to this problem.
Don't make character speed vary that much. Obviously, this isn't the
case in Steamband as is, and you probably don't want to change the game
that much. But it is possible for say, 2x speed to be about as fast as
you can go and still have speed be very valuable in a game. See Crawl.
Make speed cost something meaningful. Maybe going fast for long
periods of time mutates you. Or calls down divine wrath. Or gives
power to some late game unique who draws power from the speed of
others.
Ignore speed. If the time limit is a disease that the player has,
maybe speed just speeds up the disease to match. If it's based on
events outside the player, maybe you just arbitrarily make them match
up because the character doesn't really know when they're going to
happen anyway.
Personally, I'd love to see a stage-based reward and penalty based time
system in steam. First you have to kill some unique in a certain
amount of time to get a reward (perhaps an extra skill or steamware is
available). Once you've killed him, whether or not it was in time, you
have to kill a bunch of some type of enemy to avoid changing the laws
of physics against you mildly for the rest of the game. Etc. Plus a
bonus stage at the end based on time. Maybe if you make it in time you
go to the lab, but if you don't, you go to some horribly scarred earth.
And either make it based on player turns, or make each stage scale to
the highest speed the player had so far in the game. So if you find a
speed item, you can use it, or you can save it to make the next stage
easier.