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Caravel Forum : DROD Boards : Feature Requests : Moving oremites.
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13th Slayer
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icon Moving oremites. (-1)  
Hmm,on second thought... weird idea.
11-15-2007 at 12:41 PM
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MeckMeck GRE
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icon Re: Moving oremites. (+1)  
Well, it would be a good idea if you tell us how those moving oremites work. What movement pattern do they use? Will they be affected by brains? What tiles can they move on? I think those moving oremites could have some potential, but I don't think that their movement should be based on the player's position.

[Last edited by MeckMeck GRE at 11-15-2007 03:00 PM]
11-15-2007 at 02:58 PM
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eb0ny
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icon Re: Moving oremites. (0)  
About oremite behaviour: what if they move like living goo? You a set amount of animated oremites and mark an area they attempt to cover. They take seemingly random shapes while trying to cover designated area but retain continuity of their structure in the process. Everything else is implementation dependant. It doesn't have much puzzle potential but it is an interesting sight to see.

Which gives me another idea: tar expansion based expanding (red) oremites.

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11-15-2007 at 07:43 PM
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hartleyhair
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icon Re: Moving oremites. (+1)  
Maybe a tarstuff that, when killed, leaves Oremites behind?

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11-15-2007 at 08:03 PM
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Jatopian
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icon Re: Moving oremites. (0)  
hartleyhair wrote:
Maybe a tarstuff that, when killed, leaves Oremites behind?
Would be almost as difficult to clear as briar. :-O

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11-16-2007 at 01:25 AM
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Chaco
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icon Re: Moving oremites. (0)  
Unless some builders happened to be building dirt floor across the checkerboard floor, thus happening to clean up any oremites that were deposited in the meantime :)

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11-16-2007 at 01:31 AM
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zex20913
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icon Re: Moving oremites. (0)  
Um...

No. The only way an idea like this should be allowed is if there's a dedicated oremite eater/destroyer. Which could be interesting, but I'm not too fond of that.

Basically, I don't like having builders as a fix for an idea that's inherently poor.

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11-16-2007 at 01:37 AM
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Rabscuttle
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icon Re: Moving oremites. (0)  
Oremite toggling tarstuff. Stab it over floor -> it turns into oremites. Stab it over oremites -> it turns into barefloor.
11-16-2007 at 03:08 AM
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Jason
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icon Re: Moving oremites. (+1)  
And the babies could turn into oremites as well, could make some good puzzles - leading the babies to the right spot to make oremites...

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11-16-2007 at 07:08 AM
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zonhin
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icon Re: Moving oremites. (0)  
and then we can have a token that toggles ormite tarstuff and doubles it's size. and it also makes ormites give off a one-foot instant kill radius.

It has potential folks.

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11-16-2007 at 03:38 PM
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eb0ny
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icon Re: Moving oremites. (0)  
zonhin wrote:
and then we can have a token that toggles ormite tarstuff and doubles it's size. and it also makes ormites give off a one-foot instant kill radius.

It has potential folks.
In short, this became another raygun-related thread.

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11-16-2007 at 04:01 PM
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Someone Else
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icon Re: Moving oremites. (0)  
No, that's only if we make it so that rayguns are immune to oremites.
11-16-2007 at 06:46 PM
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The spitemaster
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icon Re: Moving oremites. (0)  
You would also have to make the ormites move towards the closest source of meatal. You would never actualy lose your sword. It could be another neutral creature that could move underneath you. After it was underneath you it would then not regard you as a target and would move towards the next closest meatal source. (Orbs perhaps?)

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11-16-2007 at 06:56 PM
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