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Showing results for tags 'Diamondman Mode'.
These are some brainstormed ideas in reply to another thread, I understand that Eternity is well underway production. See this more as inspiration for future IP's or future Eternity's. I touch a lot of subjects in a single thread here, the idea is consistent and as a whole simply different puzzle pieces to a larger picture. I call it Diamondman Mode (previously known as "HellMetal Mode" or "Strongman Mode", and reluctantly "Old-Meets-New Mode"), which I find appropriate. This is an idea to get the game as difficult, but manageable, as possible. Rogue-like-ish, and in my opinion an interesting system~formula. - Permadeath (With limited ressurrection in-game side-stories, choices or whatnot, until "Ressurrection Spell" mod or "Temple Mod" etc. etc.) - Diamondman Save System. Start Game. Play Game. Can't Save. Save & Quit. Load Save, Save gets Deleted. Play Game. Save & Quit. Etc. etc. Choice: Use Ironman Save System instead if the game is known to crash on your hardware. - Difficult Economy - Difficult-est AI that act in teamwork and AI micro-manage. -- Stand-outs. Your Fighter stands just waiting for the other AI Fighter is waiting for you to make a move, meanwhile the AI Archers or similar move out. Difficult enough for the Player to hit space, scratch their hopeful and potential beard and practically play a Chess turn. Make a move, and the AI reacts. Turn-Based Reactivity but Realtime with Pause. -- Stand-out Example: So I face a group of 3: --- Enemy has 1 Fighter, 1 Ranger, 1 Priest, All Level 5 --- I have 1 Fighter, 1 Rogue, All Level 8 1. Pause. 2. Move Fighter forward. Stealth Rogue. 3. Unpause. 4. Fighter moves forward, Enemy Fighter backs. 5. Ranger moves to the side, in reaction. 6. Priest stays behind Fighter. 7. Pause. Instead, had I chosen to simply stay the initial position, the Enemy Fighter would have (in this case) stood his ground and not advanced until feasible. Chances are that they would advance instantly, as they would only see 1 Fighter (Rogue Stealthed), 3 vs 1. But because you Stealthed when combat was engaged, the AI would know that the Rogue is there (they just wouldn't be able to see it). So the AI Fighter would still stand his ground, and the Ranger might even stick closer to the Fighter. - Everything above about "Stand-Outs": AI Reactivity to the situation, from their perspective. Tactical Statistic Management (Health, Stamina, [Food & Water?]) - Resting limited to once every 16th in-game hour, Sleep less and your Stamina suffers ([stamina Sickness]) -- 1. Wilderness Resting (World Map). Worst Stamina Gain. No Resting Bonus+Potential Random Encounters -- 2. Camp Resting (Locations). Camp Bonus. Costs resources to light a fire. -- 3. Inn Resting (Towns). Inn Bonus. -- 4. Stronghold Resting (Stronghold). Best Stamina Gain. Stronghold Bonus. - Limited Carrying Capacity - Weight Modifying Stats - Time Passes on your Characters (Aging) and can eventually die of old age (Again, Main Character Dies, game goes on. Adventurer's Hall Companions 100% in attempts to beat the game). - Adventurer's Hall Companions cost money, a lot of it. Leaves if not economically maintained. - Option to turn Adventurer's Hall "Off" entirely. Closed for Business. - No Descriptions. Spells or Abilities have no description, the Player would have to do the Spell/Ability, observe it/the effects and then explain it. - No Map/Minimap equivalent (Draw your own in "Paint" software or with physical Pen & Paper) - No "Updated My Journal". Write everything yourself using an In-Game Journal/Notepad. Write down what NPC's talk about, Quests, objects and observations. Whatever. A game diary/experience. Stamina Example: -- Stamina is 100%, as you fights and wander and time passes, you gradually get lower (say, 80%). -- At 80% you are still at full capacity and gains all "bonuses" from Resting. -- At 60% you choose to drink a glass of water or, heck, eat something. Stamina raises to 70%. -- After a while, you hit 25% or less, and you start to see some minor penalties (Been awake too long? Fought too many battles and made bad moves? Remember: If you lose 75% after Resting in an 1 in-game hour, you wouldn't be able to Rest again) -- At 0% in battle, you would obviously pass out and make a better target [Fainted] -- After battle, gain 10% Stamina to survive with for a while. -- "Waiting" or "Meditating" or maybe even "Gathering Energy" could place one of your characters inactive during combat to tick some extra +1% Stamina Points. Let's call it [short Rest]. Basically the character taking a breather. Again, maybe drinks some water. Life Points instead of Health Points: -- Starting with 10/10. -- As you level up, you gain more (13/13 for instance). If you'd lose 1 LP, down at 9/10, gain a level, you'd be at 12/13. -- Life Points can not be healed. A One-Time-Choice Quest perhaps, "Do I want to Heal all LP or do I want to ressurect a fallen companion?" kind of thing. -- A Life Point is something you can lose in a simple mistake in battle. -- A Life Point would also be lost due to [Aging] -- A game could be played without losing a single Life Point if playing through the game fast enough, but it'd be a challenge to do so for sure. ... and a side-dish option - Game does not end when Main Character dies (Only when the full party dies. In a way, like X-COM missions, you can lose 3 guys but still win with 1 guy. I envision a game (not necessarily PE, but maybe inspiration~). The same goes for Icewind Dale, if one of your characters dies (and you are playing without ressurect) you can still beat the game. Why? Because I believe my [Diamondman] concept is so difficult that your main character could and 70%-80% chance of going down (unless playing really slow, resourceful and thoughtful). And World Map Traveling: - Costs Stamina - Realms of Arcania/Fallout/Ultima+Baldur's Gate Traveling System. -- Be a small (scaled to size of the world, or Fallout Incognito wise) "Ultima"-esque figure/icon on a large beautiful canvas. -- Get a horse, add an appropriate icon. Travels faster, in case there are "Events" in the world that you can intercept. -- Xenonauts Radar Concept, but mobile as the party moves. See a Caravan Icon nearby? Intercept or ignore it, potentially even see some Bandit Icons take over the Caravan. Gives the Player Choice "Do I want to engage in this Random Event now or do I want to observe what happens?". -- Can Rest in the Wilds (or "Wait") - Adventure Game Obstacles: "You need the Monocle of Mirrors to open the 'Gate'" And of course, the most important aspect: - Random Hellfire and Reign of Chaos meteors with demons. TL;DR: Braaaaiiinsssstorm