A thread by Donleon made me think how camping could be implemented a bit differently. I think my thoughts have wandered off in a different direction, and maybe wouldn't solve what Donleon regarded as a problem, but they're too interesting not to post here:
A tent:
A tent the player can take along, giving the ability to rest, or the tent can be left at home, but then no resting. Make the tent weigh something like 17.5 lb. The strategical choice is obvious; players that don't rest get rewarded, because they save weight, but players that like to rest can still do this.
There's some stimulation here for players to play effectively - to rest less.
In the current game the tent is already graphically represented when you're resting, so this idea would fit in easily.
No XP from monsters spawned by resting:
This might spoil it a bit for some, as I've seen threads where players are going on about their ideal camping spots for XP gain, but it's a bit of an exploit, isn't it?
I'm currently playing a game called Divine Divinity, not too unlike Eschalon, and this game's got a unit called Skeleton Conjurer in it. Get near this Skeleton Conjurer and it spawns skeletons. Of course it's a baddie, this unit, and at first I thought I was clever by letting them live for a while, so that they provided me with more skeletons to kill, until I figured out that these conjured skeletons didn't give me a single XP point! Now I'm just making short work of these Skeleton Conjurers, and I think the game's better that way - not allowing the exploit.
You could translate that to what's happening in Eschalon with monsters spawned by resting. I personally find that would be better - no XP from them, keeping the gameplay straight.
Camping suggestions
- KillingMoon
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