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[Room] Hallway

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Jan 16, 2014
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#1
I haven't seen this room on the list of suggested things nor have I seen it in the beta itself but the idea is pretty straight forward:

THE CORRIDOR (OF DOOMLY DOOMING DOOM!)

Highlight:
Provides a Speed boost to friendly units that walking upon it. Allows Underlord's to position units quicker using rally.
Vein: Wrath or Wrath / Greed
Associated Units: All
Appearance: Fancier looking claimed tiles

Functions
Haste:
Any (friendly) unit that walks upon the tiles of the Corridor will gain a speed boost (25%) while it remains upon those tiles.
The Hallway:

Every time a player digs out a room there are these 'undesignated' hallways that don't really do anything nor do they have a particular theme other than the bland 'captured territory' look. This is where the Hallway comes in. The Hallway is the roomtype that players use to connect other rooms together and create an overall infrastructure in their dungeon altogether. The Hallway room/tile doesn't do very much except for one thing, it allows your imps and other creatures to move around your dungeon faster. Now the Hallway should cost a decent amount of gold to place, so it's too expensive to create a fully "hallway'd" dungeon from the get-go, but as players progress and their dungeons get larger, the bonus of faster movement speed will aid their units to respond to invading enemies more rapidly and overall productivity should increase as well without the direct interference of the player.
 
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Likes: Wolv

Jobs2k

Skarg
WFTO Backer
Dec 29, 2012
390
149
370
Stevenage, England
www.minecraftforum.net
#2
So, are you suggesting that they implement a corridor based section of the dungeon? A long passage tunnelled through the rock and earth? Something with walls? Maybe coloured squares/diamonds on the top of those walls?
I'm thinking these already exist in the game. Try putting your Imps to work and I'm sure they'll help you locate then.
 
Jan 16, 2014
5
1
40
31
Leiden, The Netherlands
#3
A long passage tunnelled through the rock and earth? Something with walls? Maybe coloured squares/diamonds on the top of those walls?
Yeeaaahh... Kinda suggest you read the post again, I understand you feel the need to be clever here, but that was clearly not what I was suggesting. Nice try though!
 

Peetfighter

Juggernaut
WFTO Founder
Jan 23, 2013
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#4
Don't really see the need of this, if you want to move creatures quickly you can pick them up and drop them where you want them or slap them to go faster. Also you wouldn't be able to place traps on hallway tiles since it's a room.
 

Nutter

Frost Weaver
WFTO Founder
Jan 19, 2013
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Huddersfield, UK
nutter666.tumblr.com
#5
I think what the OP is suggesting is that you'd have a "room" tile that was basically the Imps making an effort to make it easier to walk through/along to improve efficiency.

As an example they'd flatten and carpet the floor to make it smooth so creatures would walk along it without having to slow down and look for stones poking out of the floor and other tripping hazards. Same with the walls I presume. It does seem a little unnecessary at the moment however, without some other kind of benefit, perhaps the main benefit being that because the room is multiple tiles linked together it would take enemy imps longer to claim it than it would claiming it tile by tile as normal but you'd still need a good reason why you wouldn't for example tile it with Treasury tiles and just store gold there.

And it would give us a chance to hear "Underlord! One of your creatures has walked dirt all over your hallways!" and "You know Underlord, the carpets in the hallways used to be white before the empire arrived in your dungeon" (The carpets would be blood red)
 
Likes: Amon

Peetfighter

Juggernaut
WFTO Founder
Jan 23, 2013
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The Netherlands
www.youtube.com
#6
And it would give us a chance to hear "Underlord! One of your creatures has walked dirt all over your hallways!" and "You know Underlord, the carpets in the hallways used to be white before the empire arrived in your dungeon" (The carpets would be blood red)
Hehe nice lines, but I think the fact that it both takes enemy imps longer to claim and makes creatures fast is very OP in multiplayer.
 

Nutter

Frost Weaver
WFTO Founder
Jan 19, 2013
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#7
The taking enemy imps longer would be the same for any room type, just like if you paved it with treasury tiles. And yeah obviously you'd have to balance the cost/speed boost benefits when deciding if it's viable as a room or not but I think it certainly works as a suggestion.
 

Ben Chandler

Impassibly Cool
WFTO Backer
Jan 23, 2013
311
87
275
#8
although if you had a row of treasury tiles, the imp could potentially claim the entire network of your dungeon right to the heart, as when a room is claimed, no matter where it's claimed from, the whole thing becomes yours... so, not a good idea.
therefore, with this 'room' (kinda more a defense in the way it mechanically works) each tile could be claimed slower and each unit moves faster.
nice idea,,, very in-line with greed vein,,, however, seems very specialised, and i wonder whether a simple ritual that could have the same effect might be more appropriate.
 
Jan 16, 2014
5
1
40
31
Leiden, The Netherlands
#9
I wonder if it would trigger Keepers to reorganize their dungeons altogether, so they have branching corridors rather than the consecutive room structure both the old games and WFTO tends to force you into. I think with this 'room' players would be more inclined to build a rooms adjacent to a hall way rather than rooms directly going into other rooms. As for the "Just pick up units and drop them"argument, the DK games always favored having the player use a combination of guard rooms and rally flags, penalizing the pick-and-drop tactic with dizzying your units. So from this standpoint, I think the player with the more organized dungeon and more money spent in having rapid response pathways can gain some major defense benefits. Aditionally, down units could be taken to their Lair or other suggested rooms such as the hospital more quickly, enabling them to return to the combat zone more quickly.
 

Noontide

Designer / Community Manager
Brightrock Games
Dec 8, 2012
2,141
1,776
700
Brighton, UK
#10
I don't usually comment on suggestions but something about me likes this. I actually think it's kind of interesting in the implications it could have. A Room that you can place down to make units move faster through it, this has three major implications.

  1. Where this room is placed your units can move quicker, letting them reach where you order them to quicker. This has a strong parallel with Wrath and helps protect your mana supply from moving units by hand. In a way it's similar to a more controllable zerg creep. It's valuable to both players in different ways as well. It could encourage some interesting Micro with players building and selling this room to get strategic advantages.
  2. As this is a room you would be unable to place defences on any tiles where it is, rendering it less defensible than standard claimed tiles, making it a prime target for your enemy to gun for to reach your own dungeon. Your enemy will know that it's tiles, at least, remain unguarded.
  3. Rooms are captured all at once. Should your defences fall, you may find that a significant path to your dungeon has just been captured by your enemy. This would encourage quick selling of the room if you know that you're going to lose it. It'll be a while before you can get defences up in it's place.
I think there are things you might want to worry about too if something like this ever made it in:
  • Might be too micro intensive, and while it could certainly open up interesting plays would it really add much to the game? Or could it go the opposite way with too much of gameplay relying on this room, would Wrath players value something like this too much above defences?
  • To protect from the room being captured players may stagger the room, 1 tile with it and 1 tile without though this would make it easier to capture it'll make losing all of it at once less of a concern.
  • May give some advantage to fighting on it if only your units gain the speed boost, running away would be much easier than your opponent.
Some other thoughts:
  • Could see it as a defense rather than a room as well. One that gives a small boost of speed to units that step on it, or maybe a type of terrain that when dug will boost any units speed encouraging faster attacks by a specific path.
  • It'd have to be less powerful than any similar spells, potions or rituals that may increase unit speed.

Perhaps you could use the Room suggestion template to summarise what it is you're suggesting and get a nice summary out. The below is what I think it is ;)

THE CORRIDOR (OF DOOMLY DOOMING DOOM!)

Highlight:
Provides a Speed boost to friendly units that walking upon it. Allows Underlord's to position units quicker using rally.
Vein: Wrath or Wrath / Greed
Associated Units: All
Appearance: Fancier looking claimed tiles

Functions
Haste:
Any (friendly) unit that walks upon the tiles of the Corridor will gain a speed boost (25%) while it remains upon those tiles.
 
Jan 16, 2014
5
1
40
31
Leiden, The Netherlands
#11
I agree with virtually everything there Noontide. Of course, the balancing of the mechanics are pretty difficult and precise, but I think the general idea could make for some pretty interesting game play. I quoted your suggestion template in my OP, thanks!
 

AvatarIII

Huntress
WFTO Founder
Apr 20, 2012
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Worthing, West Sussex
#12
I like your idea of respeccing this idea as a defence, kind of like the rampart is an upgrade for traps, this could be an upgrade for normal claimed tiles.
I also like the idea of giving wrath and greed players a reason to get a foundry, Wrath and Greed's core rooms are both useful on their own, with no further progression into their respective veins, however the foundry is really only useful if you are planning on speccing further into Sloth for defences, so in general I like the idea of there being defences within wrath/greed veins.
 

v0id

Programmer
Brightrock Games
Nov 18, 2011
2,428
1,008
580
Germany
#13
Hrm but i don't think many players would use it as intented by the OP. Normally you build rooms next to each other with one wall between them,
so you have only one tile for the Hallway.
THe speed up effect is so not really recognizable and you would rather place doors or defences there.
Essentially is each claimed tile already a kind of Hallway since units move faster on it than on normal ground.
However if we would do the Hallway in addition players might use it to connect far away rooms or dungeons, or any labyrinthine entrance but not between nearby rooms in a dungeon, but this opinion might depend on my play style.
 

AvatarIII

Huntress
WFTO Founder
Apr 20, 2012
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#14
Hrm but i don't think many players would use it as intented by the OP. Normally you build rooms next to each other with one wall between them,
so you have only one tile for the Hallway.
THe speed up effect is so not really recognizable and you would rather place doors or defences there.
Essentially is each claimed tile already a kind of Hallway since units move faster on it than on normal ground.
However if we would do the Hallway in addition players might use it to connect far away rooms or dungeons, or any labyrinthine entrance but not between nearby rooms in a dungeon, but this opinion might depend on my play style.
I think part of the idea is to encourage corridors running off into the distance for invasion/gold gathering in wrath/greed, so it's more ahbout the long corridors going off your dungeon than within your dungeon with very short single tile corridors between roms, as a sloth player would play.
 

Wolv

Dwarven Worker
Jan 14, 2014
12
17
30
28
#15
I like this suggestion, partly because of AvatarIII's argument. Very good summary of how this would fit in WFTO as well as what benefits it would have for the different veins.

It somewhat reminds me of the haste spell from DK1, something I used to spam a lot as long as I had enough money.
The spell was pretty much without risk, changing it into a tile that can be claimed adds a nice risk to it.

Putting wrath and greed aside, because AvatarIII explained that part already.
This could also work for sloth. Have a corridor that goes deep into your dungeon, greedy and aggressive players attack from that angle, only to find themselves surrounded by the enemy and traps as you open up walls that lead into that corridor from the sides.
 
Jan 16, 2014
5
1
40
31
Leiden, The Netherlands
#16
I like this suggestion, partly because of AvatarIII's argument. Very good summary of how this would fit in WFTO as well as what benefits it would have for the different veins.

It somewhat reminds me of the haste spell from DK1, something I used to spam a lot as long as I had enough money.
The spell was pretty much without risk, changing it into a tile that can be claimed adds a nice risk to it.

Putting wrath and greed aside, because AvatarIII explained that part already.
This could also work for sloth. Have a corridor that goes deep into your dungeon, greedy and aggressive players attack from that angle, only to find themselves surrounded by the enemy and traps as you open up walls that lead into that corridor from the sides.
I think there's alot to balance, for instance: Do enemy units also get the speed bonus? That would require some severe tactical placement so that only your own units benefit from it. But yes, it would require a change in architecture of the player, since this 'room' sort of demands that your make hallways with rooms adjacent to it rather than have rooms connect directly to each other.

I think the "enhancement" should be a room, because you will probably convert more tiles to this than your average defense or any other room and the slower conversion mechanic is makes it worth as a defense as well as long as each tile counts individually and doesn't convert the entire hallway.

All in all there's a tonne of balancing to be done, but it might end up being pretty neat... at least I hope so :p
 

Ben Chandler

Impassibly Cool
WFTO Backer
Jan 23, 2013
311
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#17
and the slower conversion mechanic is makes it worth as a defense as well as long as each tile counts individually and doesn't convert the entire hallway.
i think for me thats the issue. why should this 'room' be different and count as individual tiles?
in all other circumstances rooms are converted as their entirety. meaning if you did have this 'hallway' connecting your front lines to the main hub of your dungeon, the enemy would have made a ridiculous spear head against you,, and to do this, all they have to do push their offense a little passed the start of the 'hallway', then get an imp on it while their minions are busying you with the attack,, then (as they are on the offensive) have a massive upperhand, because they can still harass you without too much fear of being counter-attacked and all from the centre of your dungeon (especially if they are wrath players and can send waves and waves of beasts). using their mana mainly for picking up and dropping units. while you are having to do loads and loads just to stop their imps from now systematically stealing your dungeon.

therefore, i think, (wow long rant) although it'd be clunky,,, make it some kind of defense - one or two parts, or something so it doesnt take forever to lay down a corridor.
or keep it a room, people can use it how they like, but perhaps make the emphasis in the description leaning more towards getting units through your complex tunnels of no-man's land.
 

Lord Proteus

Priestess
WFTO Backer
Mar 8, 2013
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#18
I don't think you can make yourself run faster on one type of flat floor than you can on another. Would the "Room" be enchanted in any way? I am now depressed that this suggestion has more discussion than any of mine.

I think a better idea would be a structure you can create in the Foundry that causes your minions to receive a speed boost when they walk over it.
 
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AvatarIII

Huntress
WFTO Founder
Apr 20, 2012
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#19
I don't think you can make yourself run faster on one type of flat floor than you can on another. Would the "Room" be enchanted in any way? I am now depressed that this suggestion has more discussion than any of mine.

I think a better idea would be a structure you can create in the Foundry that causes your minions to receive a speed boost when they walk over it.
I was envisioning something like this

 

Lord of Riva

The Lord
WFTO Founder
Dec 29, 2012
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#20
I really like this idea it has some really good potential ;)

hmm i think most has been said (or im just not creative today :p) so im just adding it
 
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