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Thread: Room Upgrades?

  
  1. #1

    Default Room Upgrades?

    Hi, I've been thinking, you know how in DK2, after your Warlocks research all the spells, they start working on upgrading them? Well, what if it was the same for rooms? The upgraded rooms would have improved overall performance, as well as could provide some special functions... here's the list of all the existing rooms and the improvements they should get (of course, it is just a basic draft, and it could all be changed :P)

    Treasure Room - allows to build traps and doors within the treasure room, even on tiles filled with gold
    Lair - reduces the amount of fighting between creatures, although it doesn't prevent it completely. Also, if we go with DK1's lair system (e.g. some creatures require more lair space than others), it could reduce the amount of lair space the creatures take.
    Hatchery - Creates more, bigger chickens, providing more nutrition for hungry creatures. Perhaps could spawn a giant chicken creature? xD (Imp's HP, decent attacking power... hey, that's not actually a half-bad idea ) Chickens hypnotised to walk straight towards hungry creatures??
    Training Room - Allows the creatures to train to higher levels, e.g. instead of maximally training to level 4, they can train up to level 6, perhaps enable them to learn some special abilities otherwise unavailable to them?
    Library - Allows for production of magical items, e.g. wands, potions and runes, which would boost power of magical attacks in case of wands, or cast a spell/effect on a creature (e.g. heal, cure disease, rebound)
    Workshop - Allows for construction of weapons and armor to be used by your creatures
    Wooden Bridge - Allows for placement of traps and doors on the bridge.
    Guard Post - Allows for placement of traps and doors on the guard post, I really don't know what to do with this one
    Prison - Has an effect of a weak torture chamber, e.g. if the creature spends long enough in there, they eventually will get converted. Perhaps also can create some other kinds of undead than just skeleton?
    Stone Bridge - Allows for building rooms on top of the stone bridge
    Torture Chamber - Perhaps allows different kinds of torture which can give different results, e.g. converting, giving map info etc.
    Barracks - Allows the creatures to form a battle formation, boosting their statistics in combat.
    Temple - Creates a secondary pool, where creatures can be thrown in order to be joined together spiritually as well as physically, mixing the two in result (Yes, I've stole that idea from the 'laboratory' thread )
    Graveyard - Can spawn some other kinds of undead?
    Scavenger Room - Boosts the rate at which creatures come from the portal if there's a creature of the same kind scavenging. (e.g. dragon in scavenging room will mean more dragons will come out of the portal). Perhaps also increases the maximum number of creatures?
    Casino - Allows the creatures to get into drunken rage, which sharply increases their physical attacking capabilites
    Combat Pit - Automatically heals wounded creatures, although has long recharge time. Allows creatures to train to level 9, perhaps?
    Name: Zenghar "Zenek" / Creature type: Demonspawn
    Level: 1 / Health: 100
    Gold on pocket: 0 / Mood: Fine
    Action: Training.
    Current Abilities: Attack


    Name: Sleak / Creature type: Warlock
    Current level: 1 / Health: 100%
    Gold on pocket: 0 / Mood: None
    Action: Talking to the Dungeon Keeper through the Dungeon Heart
    Current Abilities: Attack

  2. #2

    Default Re: Room Upgrades?

    Rooms should be like they were in DK1. The larger and more in square the room is, the higher efficiency. And reinforcing the walls also does the trick. The higher efficiency, the more you got out of a room.

    In DK2, any tile always the same, boring... which is why we do it DK1 style.
    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

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  3. #3
    Demon Spawn tehbassdemon's Avatar
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    Default Re: Room Upgrades?

    I'm pretty sure this has already been discussed and in the other discussion the room names also changed aswell I think. Like a casino changed to a tavern. Not sure about all of those tbh I don't think upgrading all the rooms is really nessercary. I think that the idea of having an upgrade that allows you to build traps in rooms is OK. Maybe all the rooms could have this but some rooms would have specail upgrades like casino and tavern one I mentioned earlier. I don't like the idea of having the prison turn into a weak torture chamber we've already got a torture chamber.
    Generally I don't really like the idea of upgrading rooms it just isn't reallly Dungeon keeper if you want ways of making rooms better just have the DK1 system.
    Last edited by tehbassdemon; December 3rd, 2009 at 22:15.

  4. #4

    Default Re: Room Upgrades?

    Also a bit of the DK2 system with stuff on the walls in increase size of researchers/manufacturers. But that wasn't the case for all rooms. I didn't like the attracting creatures per object. Salamanders just popping up, annoying.
    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

  5. #5
    Demon Spawn tehbassdemon's Avatar
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    Default Re: Room Upgrades?

    yeah I liked the reinforced wall thing in DK2 especailly in the torture chamber because I always used to surround my prison with a torture chamber to save money and space because the torture chamber would work on reinforced walls
    P.S 50th post wooooo!!!

  6. #6
    WFTO Developer Synesthesia's Avatar
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    Default Re: Room Upgrades?

    Personally I'm all for the idea as long as it's balanced. It'd be cool if the upgraded rooms could be built directly over existing rooms in real time with a quick click and drag.

    I particularly like the idea of the upgraded lair reducing the chances of infighting.

    A few other things:

    Treasury: Just have an increased maximum gold capacity, traps are a bit excessive imo

    Training room: Possibly, but it all depends on the training room vs combat pit debate.

    Library: again, just have an increased capacity. We can already increase a spells effectiveness through research, and in the creatures case, training.

    Wooden bridge: Upgraded version should be more resistant to claiming by enemy imps. If we allow placement of traps on bridges it would be imba because a player could claim every water/lava tile on the map and put a trap on it, especially on levels where money is not an obstacle.

    Guard post: Upgraded version could give creatures a 20% increase to their field of view and be more resistant to claiming by enemy imps. It could even have an area for you to store a few chickens for creatures on long shifts.

    Stone Bridge: Same as wooden bridge.

    Graveyard: Upgraded version could require less bodies for a vampire and could also act as lair space for them.

  7. #7

    Default Re: Room Upgrades?

    Well most of that stuff is in efficiency, except the Guard Room. But that never really worked, actually in DK2. Plus I don't think it would work out well. It would have to be slight increases if increased at all, not in tiles though like DK2.

    Though Graveyard is a really bad idea, Vampires are strong.
    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
    Warlock Dark_Omega MK2's Avatar
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    Default Re: Room Upgrades?

    Well... i really dont like this one... i mean upgrade the rooms? there are upgraded spells already... creatures upgrade when they level up... and now the rooms? isnt that a bit excesive?

    Anyway... even if i was agree with this... upgrading every single room its pointless... since most of the rooms or upgrades mentioned just get way too far...

    Here are my thoughts:

    Treasury: Increase gold capacity of each tile by 1/3
    Lair: Reduce changes of infight, increase time between unconcious to dead a bit for your creatures.
    Hatchery: Improved chickens. Creatures need fewer chickens to become full.
    Training Room: Increase level cap to 5. Simple as that.
    Library: No Upgrade, since i assume upgraded rooms would be researched here its an upgrade enough that they can upgrade rooms.
    Workshop: Trap production its slightly faster and attack power of melee units its slightly better.
    Guard Room: Increase guard range.
    Prison: Prisioner cap and skeleton cap increased by 1/3
    Torture Chamber: Slightly faster convertion.
    Temple: I Dont Know!!!
    Graveyard: Max Vampire cap upgraded by 1/3
    Combat Pit: Increase max level cap to 9
    Last edited by Dark_Omega MK2; December 7th, 2009 at 09:39.
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  9. #9
    Stick User A New Room's Avatar
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    Default Re: Room Upgrades?

    A way of improving productivity such as a mine cart or something would be interesting.
    Mentor: "You remove your own heart, fortify it behind stonewalls, deadly traps, and then rely heavily on beings you create yourself. Even psychoanalysts lack words for just how absurdly emo you are…"

  10. #10
    Warlock Dark_Omega MK2's Avatar
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    Default Re: Room Upgrades?

    Quote Originally Posted by A New Room View Post
    A way of improving productivity such as a mine cart or something would be interesting.
    For some reason my mental image of imps riding a mining cart made me laugh... a lot XDDDD
    My characters in Keeper Klan RPG:
    1.- Grith, Demon Spawn
    2.- Graath, a female Orc
    3.- SLOT AVAILABLE
    4.- SLOT AVAILABLE

    My opinion about pretty much everything:
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