General Category > AVWW Brainstorming
New ideas for Vengeful Ghosts
Penumbra:
I would say that Vengeful Ghosts are one of my favorite things (among many) about AVWW. Back when there was the wondering monsters mechanic, the ghosts played a pivotal role in rampaging all over the place. 8)
The ghosts are still there, but I feel slightly marginalized. They are a terrific, dynamic and unique penalty for failure, and I think they should be buffed. Not just "make them stronger" but maybe new mechanics to better fit the game as it is now.
They could create missions now instead instead of rampaging monsters. Maybe the overlord could take them and use them somehow? Enough of them brought together to create new lieutenants? I don't know. Maybe you know the perfect thing? ???
x4000:
I agree that they should be brought back into the fore more. And particularly the ones that pop up while in mission instances are rather pointless, since usually you're getting kicked out of that mission instance when you respawn and then the ghost is lost with the mission instance and serves no purpose.
I also think that probably there's not one right idea here, but rather a collection of different mechanics that might or might not come into play at any given time with the ghosts might provide the most long-term satisfaction with them.
Penumbra:
--- Quote from: x4000 on April 24, 2012, 02:03:57 pm ---I also think that probably there's not one right idea here, but rather a collection of different mechanics that might or might not come into play at any given time with the ghosts might provide the most long-term satisfaction with them.
--- End quote ---
This exactly. They should play very important roles, but only sometimes. Would lead to many nice emergent situations. The player should be made to care about death as more than just "losing upgrade stones." As to what those roles are, well... hmm.
Penumbra:
Here are some random stream-of-consciousness ideas. None of these are near complete or even remotely balanced.
1) Bring back moral in a different way. Maybe if you kill off 5 Lumbermancer Glyph-bearers, your other Lumbermancers don't feel like working quite as hard
2) Have them drop a small % of the Upgrade Stones used to buff that character. Already stated by x4000 that some ghosts just "disappear" when in a mission, but that could be fixed with something else.
3) Buff the overlord
4) Horde resources - Maybe you get into a gem cave, and find them there mining away, then running!
5) Create their own settlements/fortresses. Actively work against the player settlement.
6) Create Vortex Pylons
7) Attack Wind Shelters. Especially with the new +Tier wind, this could be really interesting.
8 ) Train regular enemies around them into micro/mini bosses
keith.lamothe:
Maybe:
1) About 10 minutes after a vengeful ghost has been spawned, if no one is in its chunk, pull it out of that region into the continent's "ghost pool"
2) During critical moments (boss fights, maybe certain non-boss-fight mission situations like an npc-rescue during the rescue phase) the game (i.e. the overlord; this wouldn't happen if there was no overlord) spawns 1 or more pooled ghosts in the chunk (removing them from the pool, but making them eligible for rule #1 again).
If desired, we could give it a random chance of "spending" the ghost to cast a continent-wide debuff, too, basically the inverse of the guardian power buffs, but presumably players would just wait those out while invincible.
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