Simple idea to Incentivize underground exploration

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Home Forums Age of Wonders 3 Discussions Simple idea to Incentivize underground exploration

This topic contains 26 replies, has 21 voices, and was last updated by  spockimpossible 6 years, 9 months ago.

Viewing 27 posts - 1 through 27 (of 27 total)
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  • #160414

    Proteome
    Member

    One idea is a variation on those underground walls that units with tunneling can dig through (giving you 3 gold)
    These different walls could contain veins of gold, which give you much more (like finding treasure chest for each hex of wall).

    Not sure if it is better to graphically represent the gold veined walls or keep them as a surprise.

    Same idea could be done with Manna crystals embedded in the dirt walls.

    In this way a player coming across an underground entrance can decide if he wants to expand down there or treat it like a mine and send down units with tunneling to see if there’s any resources.

    #160418

    JPoll
    Member

    I really like that idea! +1

    #160428

    kitapawel
    Member

    +1 Excellent idea.

    This already gave me some other ideas: very rare underground events – a specific hex within the whole map could contain one of the following events, or all events could be available, but each one would have to be found by “digging” a specific, signle wall hex. Theoretical examples:

    – Holy grail: a very rare and powerful artifact is found underground. A player who finds it may create an artifact of his own choosing, using the crafting interface, for free. Possible with more affixes than normal items are permitted.
    – Unearthed evil: a long forgotten evil entity was buried long ago at the given location. The entity is very powerful (let’s say at least 2x more powerful than t4) and all players receive a quest to defeat it for a good reward. An evil player may decide to unleash it – he will control the unit but receive some global penalties.
    – Invasion from below: some monsters find a way to the surface. Controlled by AI they move accross the map to cause as much damage to random targets as possible.

    And there’s so much more that could be done with this.

    #160430

    1337shinobi
    Member

    Snap! I love both those ideas. I think it would be a good idea to graphically represent adjacent gold vein hexes so your diggers can follow a long vein and mine it out.

    Also it would be fun to find rare hexes with something rare and precious like a really big gem(s).

    I love the idea of ancient evil being unearthed. Its a great fantasy trope.

    #160434

    Both great ideas.

    #160454

    Ericridge
    Member

    +9001 upvotes for both ideas from me.

    I also want a new twist on unearthed evil.

    If you uncover old ones, it summons hordes of doom and declares war on everyone.

    And it could be used by a player in MP if he’s going to go down and lose the game…. he might as well attempt to bring everyone to the grave with him.

    #160455

    Khelle
    Member

    If you uncover old ones, it summons hordes of doom and declares war on everyone.

    It is too similar to upcoming cosmic events, so I am againt this.

    Other than that – great idea with veins!

    #160487

    Ravenholme
    Member

    If you uncover old ones, it summons hordes of doom and declares war on everyone.

    It is too similar to upcoming cosmic events, so I am againt this.

    Other than that – great idea with veins!

    Could simply have it BE a Cosmic Event, albeit with a different trigger.

    Oh, I really like this idea, btw.

    I also wondered if some kind of Chasm tiles shouldn’t be added, which can be bridged like rivers and otherwise crossed only by flyers. Would add a bit more terrain diversity down there.

    #160490

    Gloweye
    Member

    +1

    #160496

    jb
    Member

    I really like this idea. Gold veins and Mana veins both would be nice.

    #160508

    ShortBear
    Member

    “They dug too deeply… and too greedily”

    #160517

    Sounds awesome.

    #160522

    haloloki
    Member

    you could even add it as an Empire quest to find the holy grail =)
    Awesome idea +1

    #160534

    Kaiosama TLJ
    Member

    Maybe a good idea to those veins is to divide them in two types:

    – One is the ones that OP suggested that will net some instant Gold/Mana when dug.
    – Other could be ones that instead of giving you resources they will reveal Gold Mines or a Mana Node. These Mines/Nodes would be already been considered explored and have no guards, but since you dug them out you will receive income when locating in your domain.

    #160606

    TheSpeaker
    Member

    +1 Definitely sounds good.

    #160767

    Teehon
    Member

    +1. I simply LOVE the idea

    About the hidden horrors – the devs can simply teach the RMG to create closed pockets in the UG which contain several Camps and nice amount of resources laying around. Left undisturbed for a long time it would make the opening of such a pocket quite a nasty surprise for the player. (Imagine a 5×5 pocket with three Boneyards, left undisturbed for 50 turns 🙂

    Ah, and it would be cool to have new bandit camps only for UG, with Minotaurs and such creatures spawning 🙂

    #160775

    Gloweye
    Member

    Imagine a 5×5 pocket with three Boneyards, left undisturbed for 50 turns

    That’d still only be their first roaming stack…still, heaven to break through that with a Theocrat Hero with a couple of Exalted in tow…

    #160778

    Low_K
    Member

    Both ideas sound excellent, and get a +1 from me.

    The Holy Grail idea (or the “digging” mechanic) reminds me of the HoMM series with the puzzle map. Worked great back then. Great stuff.

    Kind regards,

    Low

    #160788

    Holy Grail idea could even be a victory condition, for those who don’t want to fight…

    #160791

    Ravenholme
    Member

    Holy Grail idea could even be a victory condition, for those who don’t want to fight…

    Might be a bit random as a victory condition though. Not something you can really take steps against to prevent it in an opponent or anything.

    #160794

    Ericridge
    Member

    <div class=”d4p-bbt-quote-title”>BLOODYBATTLEBRAIN wrote:</div>
    Holy Grail idea could even be a victory condition, for those who don’t want to fight…

    Might be a bit random as a victory condition though. Not something you can really take steps against to prevent it in an opponent or anything.

    Can make it so that if you have the holy grail and you will be wanting to build a altar so that you can prostrate yourself before it and if others don’t want that happening, they will need to take the grail from you by force and never build the altar so the fighting can go on.

    #160808

    Ravenholme
    Member

    <div class=”d4p-bbt-quote-title”>Ravenholme wrote:</div>

    <div class=”d4p-bbt-quote-title”>BLOODYBATTLEBRAIN wrote:</div><br>
    Holy Grail idea could even be a victory condition, for those who don’t want to fight…

    Might be a bit random as a victory condition though. Not something you can really take steps against to prevent it in an opponent or anything.

    Can make it so that if you have the holy grail and you will be wanting to build a altar so that you can prostrate yourself before it and if others don’t want that happening, they will need to take the grail from you by force and never build the altar so the fighting can go on.

    Exactly like the Holy Grail structure in HoMM3, then? 😛

    #160842

    Ericridge
    Member

    Exactly like the Holy Grail structure in HoMM3, then? :P

    No idea, I’ve never played HOMM series.

    #161096

    stellarrat
    Member

    These are great ideas. I really like the idea of mining for gold with a chance of unleashing some level 5 monster (like a Balrog!) That would be awesome.

    #161375

    Sifer2
    Member

    Yeah that’s one of the things that would be neat to see in the game is Tier 5 super monsters. Optional of course as some people might not like them randomly wrecking you. But getting like epic loot for killing them would be fun.

    #161381

    Mythabril
    Member

    Too much incentive may make digging every single piece of dirt out mandatory. It is almost this way right now with the gold gain for every hex dug out.

    I think the incentive should be more in the map generation, with dirt tunnels leading to isolated caverns and treasure/pick up items. Also generated dwellings could be detached from normal tunnels by sitting aside river/lava tunnels. This would be more circumstantial incentive.

    This is not to say I am against a greater diversity of digging payouts. It only needs careful balancing, making it more a calculated risk than mandatory farming.

    #161409

    There are too many impassible walls and rivers. Give it an eerie glow with underworldly lights would improve it. Open the UG up so it is easier to cross. The UG is too much like a maze where you follow the paths of the impassible walls and rivers. Add some ice for brightness. Blue crystal lighting. Add some more original terrain that you can’t find on the surface. It is okay, but it could use some terrain modification.

    They also could make passages to the surface that are faster than the surface. so if you haven’t explored it another player can suprise attack you. Make it so one or two players max can occupy it in multiplayer. This is a separate idea.

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