Results 1 to 10 of 10

Thread: Less mentor,more guard room/alarm.

  
  1. #1

    Default Less mentor,more guard room/alarm.

    Hello keepers

    I have an idea who will make alarm trap/guard room/guard creature a thing who actually has a Value

    I think we shold not let the player know there are invaders in hes dungeon before they meet hes guard room/alarm or til he meets them by himself.
    This will add more (Much more) value to this room/trap,and will add some chalange and realism aswell.
    heros who have yet to be see by the keeper himself or by the guards shold not even apear on the map.

    I want to take this idea further and not to inform the player about creatures unhappy,so the keeper will have to follow them all the time.The mentor shold talk only on cases when your creatures start to gain rebelios ideas..

    Mainly mentor shold speak only after the creatures see the event. (Dungeon heart shold be sensed by the keeper,the screen shold go red with every hit,and get fuzzy on low health.)

    what do you say guys?

  2. #2
    Imp
    Join Date
    Nov 2011
    Location
    Lake Charles, Louisiana, United States
    Posts
    5

    Default Re: Less mentor,more guard room/alarm.

    hmm... well I have to disagree a little with that. Your a magical Dungeon Keeper, lord, whatever you want to call it. Your dungeon heart is your life and your tiles are your influence. Wouldn't it make sense to know by magical means when someone who doesn't belong is in your influence range? Perhaps instead give certain hero creatures the ability to not be detected by magical means ?

  3. #3
    Fly PumpkinKing's Avatar
    Join Date
    Sep 2011
    Location
    Delaware, USA
    Posts
    53

    Default Re: Less mentor,more guard room/alarm.

    I agree with David. A Keeper is like a spider, he/she/it should know if something is in his/her/it's "web"

    I really don't understand this...
    Quote Originally Posted by Keeper_Infernal View Post
    I want to take this idea further and not to inform the player about creatures unhappy,so the keeper will have to follow them all the time.The mentor shold talk only on cases when your creatures start to gain rebelios ideas..
    If it means what I think it does, no. You would have to follow each individual minion just to see if they were happy? Not only does that force micromicromanagement (2x the micro) It also wastes time and isn't really fitting. Its almost like a Keeper serving it's minions.
    My Life has changed since i discovered my true desire... To choreograph my own synchronized swimming routine involving cats and the elderly

  4. #4
    Elite Dragon Mothrayas's Avatar
    Join Date
    Nov 2009
    Location
    The Netherlands
    Posts
    1,412

    Default Re: Less mentor,more guard room/alarm.

    Quote Originally Posted by PumpkinKing View Post
    Its almost like a Keeper serving it's minions.
    Or more like a Keeper babysitting its minions.

    And there's already one creature type which requires babysitting.
    No need to babysit every creature, that's just stupid.

    Originally Posted by ARMofORION

    Ew. Skarok is here

    The Awakening

    Keeper Animus of Faircoast
    Skios the Brutal Arachnid Warrior
    Realm: Faircoast Cavern
    Level: 5
    Gold: 0
    Voro the Warlock Vampire
    Realm: Northland Iceland
    Level: 4
    Gold: 563
    Ouroboros & Ragnarok, the Bipolar Hellhound
    Realm: Faircoast Cavern
    Level: 2
    Gold: 0
    Krua the Icy Arachnid Witch
    Realm: Faircoast Cavern
    Level: 6
    Gold: 0
    Thela the Psycho Mistress
    Realm: Northland Iceland
    Level: 2
    Gold: 0
    Grey the Trick Archer
    Realm: Northland Iceland
    Level: 1
    Gold: 0

  5. #5

    Default Re: Less mentor,more guard room/alarm.

    Quote Originally Posted by Mothrayas View Post
    Or more like a Keeper babysitting its minions.

    And there's already one creature type which requires babysitting.
    No need to babysit every creature, that's just stupid.
    It'd be like Dungeon Keeper meets the Sims. Let's do that after WftO XD
    Dungeon Keeper 1 Patch: Sexier Beetles and Reaper Control [Currently on Hold]
    I like how HR is. Nearly Done with Quick Creature Revision. Playtesting through Deeper Dungeons - Thread/Level Revision on Hold
    Batezek can go to hell. Never playtesting there again.

    Dungeon Keeper 2 Patch: With More Balance and Pie [Updated: 5/18/12]
    Playtesting while Remaking Official Campaign.
    Screw the Change Log. Changes are so Drastic that it isn't relevant anymore.

    The Awakening: GM Powers Activate!
    Working on Secret Crystice x Emmra Story as Fanservice for Mothrayas

    Fun DK1 Fact:
    1 Armor = 0.390625% Damage Absorption
    5 Armor = 1.953125% Damage Absorption

    LOL, RAGEGUN, DRAGONFIST, LLW9, IMM0RAL, LQUIZ

  6. #6
    Bile Demon natchoguy's Avatar
    Join Date
    Sep 2009
    Location
    a new forum
    Posts
    809

    Default Re: Less mentor,more guard room/alarm.

    I'd disagree with the fact that it's too easy to manage a dungeon but I'll agree that the guard post and alarm trap should've been more useful. In DK2 I found the guardroom an annoyance (I think you can tell why) and the alarm trap was simply pathetic. In DK1 the guardpost is certainly useful when "keeping the boarder" against another keeper. Alarm trap still pathetic
    ( )
    O O
    W
    Give me a compus and I will tell you which way the wind is shining


    feed'em plump

  7. #7

    Default Re: Less mentor,more guard room/alarm.

    Quote Originally Posted by natchoguy View Post
    I'd disagree with the fact that it's too easy to manage a dungeon but I'll agree that the guard post and alarm trap should've been more useful. In DK2 I found the guardroom an annoyance (I think you can tell why) and the alarm trap was simply pathetic. In DK1 the guardpost is certainly useful when "keeping the boarder" against another keeper. Alarm trap still pathetic
    I think the mechanics of the Alarm Trap in DK1 would be interesting and useful. It would have been useful in DK1 to use if it weren't for the fact that it was glitched/buggy. Anyways, I find there's advantages and disadvantages when it comes to using a Guard Post compared to an Alarm Trap. They pretty much fill a similar purpose but which one is better to use really depends on the situation at hand.
    Dungeon Keeper 1 Patch: Sexier Beetles and Reaper Control [Currently on Hold]
    I like how HR is. Nearly Done with Quick Creature Revision. Playtesting through Deeper Dungeons - Thread/Level Revision on Hold
    Batezek can go to hell. Never playtesting there again.

    Dungeon Keeper 2 Patch: With More Balance and Pie [Updated: 5/18/12]
    Playtesting while Remaking Official Campaign.
    Screw the Change Log. Changes are so Drastic that it isn't relevant anymore.

    The Awakening: GM Powers Activate!
    Working on Secret Crystice x Emmra Story as Fanservice for Mothrayas

    Fun DK1 Fact:
    1 Armor = 0.390625% Damage Absorption
    5 Armor = 1.953125% Damage Absorption

    LOL, RAGEGUN, DRAGONFIST, LLW9, IMM0RAL, LQUIZ

  8. #8

    Default Re: Less mentor,more guard room/alarm.

    Babysittig is not you thing eh?

    well i can understand that,its hornies faulth i guess..

    anyway i still think that any warlord shold "babysit" his battle field,it will make the gruard room more then just an "anoyence".

    suggestions:makeing hardness modes for dk,for example hell-mode will include a nulifide mentor(you will need to babysit creatures),and maybe stronger heros/bosses and other disabilites for the keeper. while easy/newbie mode will include the spider-sences system the keeper has,and normal mode will be with out babysiting creatures,only the battle field.

    another option is making those sence a researcheble spell,a magical item,or a trophy,or mabye adding a systems that allows the keeper to earn points to upgrate his sences,hand of evill speed,mana cost of spells,spider-sences each..

    last suggestion is to simply base the sence on mana,the more mana,the more powrfull the spider-sence will be.

    commets?

  9. #9
    Your Majesty Hapuga's Avatar
    Join Date
    Aug 2009
    Location
    Redmond, USA
    Posts
    1,229

    Default Re: Less mentor,more guard room/alarm.

    That is harder to implement + I really don't see why that should be in the game.

    So basically what u suggest is "implement starcraft-like FOW". You may explore the terrain but after some time you will be unable to see what is going on (except for terrain layout), not until your units re-explore it again.
    I think it is not a very good idea. Remember that Dungeon originally is like 1 big organ, a living being. Each wall, each claimed tile is like a cell to a larger body. The Dungeon Keeper "feels" his dungeon. I don't think that we should really change that.

    Quote Originally Posted by Keeper_Infernal View Post
    another option is making those sence a researcheble spell
    No. No. Bad. Very bad idea. I will not even go into it. Hand of evil speed.... For some reason I immediately imagined how my mouse moves in Warcraft: Orcs and Humans when I launch it on my WIN7. I guess that would be a maxed "sense" skill, eh?

    I don't think we really need that kind of complications to our game.

    PS My inner Grammar Nazi looks with deep hatred at your post.
    http://img192.imageshack.us/img192/6659/c2warlocki.gif

  10. #10

    Default Re: Less mentor,more guard room/alarm.

    I see,well then i think we shold atleast add something to the guard room/alarm trap,rather then taking "sence" from the keeper...

    PS:"One of your creatures is being tortured by the enemy.." *screaming Nazi*

Similar Threads

  1. Guard Post block - fix?
    By Trotim in forum KeeperFX
    Replies: 60
    Last Post: February 18th, 2010, 06:37

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •