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Archived from groups: rec.games.roguelike.development (More info?)
A few more ideas on how to make the player lose a battle but not the war:
Afraid
If the player receives a very devastating hit from a monster (say,
over 50% of his maxhp), make him 'afraid', like the afraid state
in Angband, which makes the PC unable to melee. This should force
the player to retreat.
Panic
Go a step further -- instead of making him just 'afraid', make him
panic -- the player loses control over his character, which runs
away until he's at safe distance, automatically and instinctively
dodging all hits. The player regains control at the safe distance,
nearest stairs or even the entrance to the dungeon.
The pc might refuse to come back until next levelup.
Panic and drop
As before, but the player character also drops all/some of his
inventory/equipment either on the spot or along the way. This would
make it similar to death in Diablo.
Bad wound
The PC receives a deadly wound, that reduces his abilities to those
of several experience levels lower character. He remains at the lower
level (including all experience rewards) until he levels up, at which
stage he regains all his experience.
Deadly wound
The PC receives a deadly wound, which doesn't affect his skill or
abilities in any way, but will make him die (or maybe only drain
his stats) if he won't get to town in, say, 3d6x20 turns.
Frog curse
Just when the PC is about to die, it gets saved by his deity.
Unfortunately, the saving involves turning him into a frog, and
the curse can only be undone in the town's temple.
--
Radomir `The Sheep' Dopieralski @**@_
) 3 Snap!
. . . ..v.vVvVVvVvv.v.. .
A few more ideas on how to make the player lose a battle but not the war:
Afraid
If the player receives a very devastating hit from a monster (say,
over 50% of his maxhp), make him 'afraid', like the afraid state
in Angband, which makes the PC unable to melee. This should force
the player to retreat.
Panic
Go a step further -- instead of making him just 'afraid', make him
panic -- the player loses control over his character, which runs
away until he's at safe distance, automatically and instinctively
dodging all hits. The player regains control at the safe distance,
nearest stairs or even the entrance to the dungeon.
The pc might refuse to come back until next levelup.
Panic and drop
As before, but the player character also drops all/some of his
inventory/equipment either on the spot or along the way. This would
make it similar to death in Diablo.
Bad wound
The PC receives a deadly wound, that reduces his abilities to those
of several experience levels lower character. He remains at the lower
level (including all experience rewards) until he levels up, at which
stage he regains all his experience.
Deadly wound
The PC receives a deadly wound, which doesn't affect his skill or
abilities in any way, but will make him die (or maybe only drain
his stats) if he won't get to town in, say, 3d6x20 turns.
Frog curse
Just when the PC is about to die, it gets saved by his deity.
Unfortunately, the saving involves turning him into a frog, and
the curse can only be undone in the town's temple.
--
Radomir `The Sheep' Dopieralski @**@_
) 3 Snap!
. . . ..v.vVvVVvVvv.v.. .