Rabscuttle
Level: Smitemaster
Rank Points: 2460
Registered: 09-10-2004
IP: Logged
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Re: Strong and Weak potions (0)
I don't think it will be that confusing - certainly no more confusing than multiple decoys are now. You can click on decoys to see their range - invis is similarly marked. Speed? need more clocks :/
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Further thoughts:
Yeah, mimic and clone versions are kind of weak.
How about
Strong Mimic: It has to make the same move as you - if it cannot then you are blocked.
Weak Mimic: ... doesn't activate tokens? or maybe doesn't move at all? or can move but not turn? or turn but not move? Wubba style movement? (no sliding along walls)
And I can't think of anything else for the clone. :/
Invincible Clone (adders/bombs/hot-tiles) vs Clone that normal monsters can eat (+ decoy-powers of attraction)?
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If you are able to change from strong to weak within a room, then you have to decide whether that should effect potions that are already drunk. ie if you change the effect from strong to weak
* should you suddenly become more or less visible/speedy?
* should mimics and decoys that are already placed now act differently?
Logically, if it's drunk, it's drunk. But I think I prefer it the other way.
* You avoid potential confusion of mimics/decoys of different strengths. (and you don't need to have different graphics to differentiate them)
* If you put a decoy in a thick box, then you can turn on and off its attractiveness
* Change invis/speed strength without needing the player to redrink potions.
Although the logical way lets you have more interactions: strong mimics with weak decoys, etc.
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