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Author Topic: Unremovable *cursed* parts with side effects  (Read 2511 times)

Deliz Seemack

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Unremovable *cursed* parts with side effects
« on: June 04, 2015, 08:25:42 AM »

I've not delved deep enough so far to see them. They might exist but if not, it might be interesting to have unremovable cursed parts (similar to what exist in DCSS) with side effects like slowly draining your energy, slowly draining your matter, slowly building up more heat or even slowly damaging your core. This could tie in with prototype concept.

The interesting thing with this mechanic is that it would force you to take damage if you want to remove it by having it destroyed by others.

There could also be some terminals/stations that could remove it for you.
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Kyzrati

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Re: Unremovable *cursed* parts with side effects
« Reply #1 on: June 04, 2015, 08:31:29 AM »

It's true there is currently no perfect analogue for the "cursed" item, though the faulty prototype system comes quite close in its effect and how the player treats them.

The biggest problem with a curse-like effect is that it doesn't fit well into the lore. Once you find out what Cogmind is, an inability to simply detach a part at will might seem absurd. (Certainly you can find other absurd things, but this in particular might feel more so, and therefore a highly "gamey" concept, which I'm trying to avoid in general.)
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Warmist

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Re: Unremovable *cursed* parts with side effects
« Reply #2 on: June 04, 2015, 01:00:30 PM »

I actually like the prototype system as some evolution of cursed items. I think that it shouldn't try to mimic the DCSS or other more classical roguelikes.

OT:One interesting thing i found about cursed items it went something like this:  What if your character does not want to remove the cursed item because it's very sentimental to him;)
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Kyzrati

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Re: Unremovable *cursed* parts with side effects
« Reply #3 on: June 04, 2015, 08:12:43 PM »

I've read arguments by players against traditional cursed item mechanics--some just don't like it. While I wouldn't go that far in my criticism, I do think that faulty prototypes are a nice evolution.
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Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon