Personally, I'm still hoping for "Mankind is yet to recognize my genius." Or "Fun Space Game." Maybe that "Red faction Guerilla done as a proper stealth game" Idea.
Or every monster kill weakens the playerobedai said:I think that it would be freaking amazing if done right, but giving the dungeon master points when the player moves would be stupid, since the player would be encouraged not to move, which leads to camping, which sucks. I think it would work better if the dungeon master got some money to start, and was given, say, 1 gold (or dollars, or whatever else it might be) per second. However, the dungeon master couldn't just wait for a long long time then overwhelm the player with shit tons of stuff, since there would be supply caches around the map and the player is given a waypoint showing where it is. That way if the dungeon master waits too long, the player gets harder and harder to kill. But the dungeon master should also get some of the points back when his monsters are killed, so that he gets stronger over time as well.
Yes yes it is LOLDeadlyYellow said:Was it really necessary to clip this from his topic?
Yeah well I was kinda thinking of how to keep things more or less balanced. Besides that it doesn't really make sense that the Dungeon Master would be empowered by people just walking around the place; but the Dungeon Master being empowered by every kill, now that makes sense.Arizona Kyle said:however that wouldn't be going with the original idea of the game. The idea was everything that you do adds power to your enemy meaning that you will always want to think before you act. Also it doesnt have to be a huge amount of points it could just be points that are just there slowly adding up and so small that you might not even notice themcanadamus_prime said:Well I just thought since the points are used for maintaining the dungeon, kinda like money in SimCity, that it'd be better if the Dungeon Master player got X amount of points at the start for initial set up and then every time one of the Hero players is killed, he gets some points back to spend on adding more monsters, moving a monster, adding a death trap, that sort of thing.Arizona Kyle said:Well how about if instead of every time a hero moves whenever a hero gets killed, kills one of your monsters (not many points just like a 1/10th of what you paid), or when a certain amount of time passescanadamus_prime said:Yeah, it's an interesting premise. However I'm not sure that returning points to the evil Dungeon Master player every time the Hero player(s) moves is a particularly good idea. Although some method of regaining those points should be in there, perhaps for Hero kills.
Also, along with the monsters, the Dungeon Master player should be able to deploy death traps, esp. in the flaming torch dungeon set-up.
Arizona Kyle said:Nor differentiate between grammar and spelling, it would seem. Grammar mistakes are forgivable but it takes approximately thirty seconds to type a word into google/wikipedia and find out how to correctly spell it.N.1 Ninja Of 2010 said:Arizona Kyle said:ok sorry grammer nazi XD Ha HaPhlakes said:No. It wouldn't. Just no.Arizona Kyle said:this would defiantly be a fun game
It would, however, DEFINITELY [http://www.d-e-f-i-n-i-t-e-l-y.com/] be a fun game.
Not defiant. [http://dictionary.reference.com/browse/defiant]
Definite. [http://dictionary.reference.com/browse/definite]
[sub]Please.[/sub]
OT: There is that one UT3 mod but I can't remember what it's called. It won mod of the year on ModDB last year, though.
im a horrible spellerI just said I CAN'T SPELL*FaceDesk*
It's "GrammAr".....
Or even a real-life dictionary!
agreedGreyah said:As dungeon master, getting points every x seconds could work, but the idea where you get points from the adventurer's actions seems even better.
Traps should have a cooldown, and none of them are allowed to be instant-death.
The adventurer has only one life, the dungeon master has one treasure room. Adventurer wins when he finds the treasure and makes his way to the exit again, dungeon master wins when the player dies.
Through the monsters the adventurer kills, he gets loot and experience, becoming stronger. Through the adventurer's actions (moving, casting spells, attacking) the dungeon master gains points, allowing him to place new monsters and traps. Also through having monsters fight the adventurer and having traps sprung, the dungeon master gains experience.
As the player levels up he gains new abilities, stats, spells, and so on. As the dungeon master levels up he gains stronger monsters and better traps.
It might be difficult to balance, but it would certainly be very amusing.
You defiantly corrected him... [sub]please don't kill me[/sub]Phlakes said:No. It wouldn't. Just no.Arizona Kyle said:this would defiantly be a fun game
It would, however, DEFINITELY [http://www.d-e-f-i-n-i-t-e-l-y.com/] be a fun game.
Not defiant. [http://dictionary.reference.com/browse/defiant]
Definite. [http://dictionary.reference.com/browse/definite]
[sub]Please. This goes for everyone. I see this at least twice a thread.[/sub]
OT: There is that one UT3 mod but I can't remember what it's called. It won mod of the year on ModDB last year, though.