[Suggestion] A possible solution for Wandering Dragons and other Strong/Deadly Beasts: Leveled Lairs

 

What I'm going to suggest, will not be implemented for retail game because the time needed for it, but if it is taken into account for future patches, or for modders, maybe some of you can find it satisfying:

--> Introduce Levels in some (or many) of the lairs. First level is a weak lair. After cleaned, it becomes a Middle Lair, let's say 1-5 turns later. It might mean the Lair is deep and hides surprises, so you have to go down far inside to get middle monsters. After cleaning it, the Lair may get Strong Level, and finally it may get Deadly.

 

To give flavour, not all lairs should follow this same way, a randomization could be introduced in the leveling system, depending on Wildland settings. The more difficult Wildland settings, more % of starting a stronger lair. Not all lairs should reach all levels neither. A number of levels allowed per lair could manage it (from 1 to 3 levels)

And the Wildland setting could affect the % of the next level once cleaned: more % of increasing a stronger level when cleaned. A weak coul jump to Strong...

 

An example of getting the initial Level I Lair for an easy Settings: 60 % weak, 25% medium 10% strong 4% deadly 1% epic

When cleaned, we could have a % of having another level in the deep...or like I said, randomize a max number of levels. If it success,, or still levels allowed, then the next level could be like 70% level +1 (from weak to medium) 29% level +2 (from weak to strong) and 1% level +3.

All this numbers and % are just orientative.

 

Doing this, the world will be more according to the Wildland settings, the Lairs will give more fun, and more strategic can be followed: don't level up Lairs in strategic tiles to avoid possible undesirable neighbours!!! And if you build anyway, at least a crappy troop could defend the weak monsters...

 

A collateral of this is most of the dragons and Lords and big beasts will disappear from map, as they will be inside of the highest levels of lairs.  It is a pity, because it is beatifull to see the map full of dragons and Lords...but for the gameplay is so disappointing...because it closes many places to build cities, and the well-known chasing dragon issues.

This doesn't mean all dragons and Lords will be removed into lairs. Some of them could be keep outside like now, but:

- A proper number, depending on map size and wildland difficulty.

- Have them tied near (1-5 tiles) to the Green Wildlands (sorry, I don't rememeber the name of these green zones), so they will not interfere too much with the rest of the map like now.

I'd like to know what you think about this suggestion... the idea of leveled lairs sounds exciting to me and could give solution to the chasing monsters, and give chances to the AI to improve too and not suicide...

4,969 views 3 replies
Reply #1 Top

Cool suggestion.  I can't count the number of games I've played where whole regions were untouched because of dragon lairs and forest drakes.  This would require players to also be wary, as an area is never permanently cleared; there's always the chance that some deeper, darker evil may emerge from that cave you found thirty turns ago.

Getting the AI to be intelligent enough to protect itself, I'm not so sure of.  May cause problems there.

Reply #2 Top

Well, the idea is not permanent lairs...once completed all levels, the zone is cleared like now... but it gives more duration to the lair zones, as an excuse to come back later. Determined zones, once cleansed, you will not come back never again....just becomes an empty dessert...

After completed a level, the Lair could go to "stand by" for some turns. Visiting then would give a message like "You find no signs of life around, but you feel like a strange presence surrounds this place"...  After those turns, the lair increases its level and the power of its monsters...

 

It can even churn out some weaker monsters...So as you say, that would fit a component of awareness in lairs inside own ZoC... and the strategy is flavoured... Do I want to farm this weak lair now, and maybe a stronger one appears later, or build a close city and put at least some cheap troops, untill my heroes get more developed to challenge the possible levels it may contain?

I see lots of possibilities with this system of leveled lairs...

Reply #3 Top

Baby dragons that get stronger as they grow up should be fairly easy to implement - a number of current monsters get stronger (or more numerous or both) over time. I do like the idea of leveled lairs - you'd know because the lair doesn't disappear when you clear it. Current lairs will spawn more monsters if you neglect to clear them - I've discovered that to my chagrin because the plaguestalker lair is sometimes not visible and, if I don't clear it, a haunter will show up a little later.