Make overtaking (removing/placing blocks in) random dungeons be impossible until goal is reached.

Discussion in 'Mechanics' started by Fdfinl, Dec 10, 2013.

  1. Fdfinl

    Fdfinl Poptop Tamer

    Everybody loves taking apart a dungeon once they have completed it, robbing a town of all its furnishings, and etc; however, dungeons are easily conquered by creating a dirt floor in the middle of the rooms above traps and NPC's don't care if you steal all of their things.

    Perhaps add a "protected area" mechanic such that you cannot take or place blocks conventionally in some areas until some goal is completed. For example, "you cannot destroy a crashed spaceship until it's core is broken" or "The sacred treasure must be obtained" or something. For NPC villages maybe you can "join" the village by buying / selling goods wanted and befriending the villagers, or perhaps you have to slaughter them all until you can take their house blocks / furnishings.

    This could open up to a mechanic of keeping track of sacred treasures looted / villages befriended in a log, maybe giving you a reputation on a sector by sector basis or Universally among NPC's.

    All chests should be lootable no matter if the area is a "protected area" or not, maybe marking NPC village's items as stolen somehow.

    In some instances finding an underground dungeon might be impossible to enter without digging into it; the outside walls just need to be flagged as a "protected area".

    On another note, the "protected area" mechanic could also be useful for PVP clan warfare. Instead of an army of pickaxes destroying your clan's base in seconds, perhaps your invaders have to hack into doors using the wiring mechanic not yet implemented or purchase expensive explosives to blow the doors down. Once everyone on your clan's base has died, your opponents are free roam in your base for a few minutes before you all respawn, following the area becoming protected again and every one of them teleporting out; however, if you defend the outpost you can expel them from your planet for a few days whilst leaving their planet's base free roam for somewhat of a long time before becoming a "protected area". This probably would need a check of some sort to make sure that all the rooms are connected and passable without having to break or place blocks. This "check" might also have another use; the ability to reclaim a conquered dungeon as your house such that only you or your clan can modify it.

    As a final note, I know that plenty of people will want to destroy a dungeon immediately for it's furnishings or place dirt blocks over traps and that this suggestion would delay all of those things, but I think it would make the game more fun and dungeons more like they were intended. Also, the PVP thing is a bit highly specific and I wouldn't get high hopes about it occurring.
     
    Kisse likes this.
  2. WolfCoder

    WolfCoder Astral Cartographer

    I know engineering bridges and stuff to solve problems is part of the game, but it was kind of cheap that time I bridged/dug up all the hazards in this one Apex lab jumping course dungeon I found.
     
  3. PekingDuck

    PekingDuck Void-Bound Voyager

    Yeah, hmm it's hard to strike a balance there. Building your way out of a problem is a valid way to overcome challenges, but then again, it can get sort of OP. I can't see any way around that though. I think adding stuff to places should be allowed, but removing things could definitely have some protective features added.
     
  4. WolfCoder

    WolfCoder Astral Cartographer

    It didn't feel so OP though when I was in a populated dungeon constantly fighting stuff. It was only those abandoned jumping puzzles.
     
  5. PekingDuck

    PekingDuck Void-Bound Voyager

    Fdfinl and Kohl124 like this.
  6. Fdfinl

    Fdfinl Poptop Tamer

    That's good news then, I guess I'll probably start a new thread with the PVP aspect as soon as I figure out where the "delete thread" button is. Thanks for pointing that out!
     

Share This Page