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Game: all (Change)Type: all (Change)
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The Suggestion...
A difficulty of 1 would only allow for low level creatures and such to be created(after the initial ones from the map are loaded), while rooms with a higher difficulty could summon stronger enemies.
Example, Scarlet/Undead Summon:
Level - Summonable units
1 - swordsmen
2 - swordsmen, archers, head tossers
3 - swordsmen, archers, head tossers, ghosts
4 - swordsmen, archers, head tossers, ghosts, necromancers
5 - swordsmen, archers, head tossers, ghosts, necromancers, undragons
6 - swordsmen, archers, head tossers, ghosts, necromancers, undragons, evil monks, skeleton lords
Thus, the game's difficulty can be controlled better throughout a large game, without needing to make tons and tons of different monsters. The room difficulty could also be used to change up the experience gained for taking out monsters, and how tough they are, complementing the player selectable game difficulty.
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A neat idea. If it only does affect summons, though, I think that the speed that enemies are able to charge their summon spells should be higher with larger difficulties.
I am guessing that all rooms would default to one?
And actually, instead of making a "staircase" of available summons, I think that just by altering the charge speeds of enemies according to the difficulty would be good. (as well as melee/ranged damage) Of course summon spells don't get more powerful in a linear relation to time used as you/enemies charge them, but I've always thought that something close to that would be good. A ghost is much more powerful than three skeletons, but I don't think that disabling them by having the designer put some difficulty would be good. After all, different summon spells have those specific large power gaps between different levels of difficulty.
Just increasing charge speed, damage output and HP according to difficulty would be better compatible with future summoner enemies, and reduce the amount of work needed to make them, as well as the feature itself.
I am guessing that all rooms would default to one?
And actually, instead of making a "staircase" of available summons, I think that just by altering the charge speeds of enemies according to the difficulty would be good. (as well as melee/ranged damage) Of course summon spells don't get more powerful in a linear relation to time used as you/enemies charge them, but I've always thought that something close to that would be good. A ghost is much more powerful than three skeletons, but I don't think that disabling them by having the designer put some difficulty would be good. After all, different summon spells have those specific large power gaps between different levels of difficulty.
Just increasing charge speed, damage output and HP according to difficulty would be better compatible with future summoner enemies, and reduce the amount of work needed to make them, as well as the feature itself.
It would affect both summons and structures. Otherwise you could still end up with some vastly stronger monster than wanted.
With melee units, the difficulty/strength is mostly dependent on the animation length/the attack frame attack, much more so than the damage. Unfortunately, that can't be changed much without making the game look silly.
All rooms would default to the highest difficulty for backwards compatibility with older maps.
With melee units, the difficulty/strength is mostly dependent on the animation length/the attack frame attack, much more so than the damage. Unfortunately, that can't be changed much without making the game look silly.
All rooms would default to the highest difficulty for backwards compatibility with older maps.
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Rating: 5.00 in 2 votes
Status: rate
Room Difficulty