Deathwatch is relatively easy and safe for its depth and has no randomness. This could be changed:
- Use the 'town' vault generator, or something similar, to generate the whole level, creating variation but keeping the theme of many rooms. Only we'd also get traps, unlike the current Deathwatch.
- Place the rewards with the uniques, instead of in hidden places.
This would also have the side-effect of letting us hook the generation of Deathwatch's specialness on *every* visit, not just the first.
TheFalcon: It would be good to have some variation on special levels. Would the generator produce only one big vault, comprising many rooms, or more than one vault?
NeilStevens: The idea would be to make it one giant "town" or "castle."
TheFalcon: Sounds good.
Atarlost: If random special levels are implemented they would go quite well in several places. Moria, for example, is a city and should look like one. Sprinkling barracks levels through Angband and Dol Guldor would similarly add flavor.
NeilStevens: Well, what you're talking about can be done simply by using alternate dungeon generators in general. And it's a good idea, too.
LordBucket: On a related note, perhaps the guarunteed artifacts could be rebalanced? Storyline placement is a good thing, but three artifacts, all with free action, net +6 speed, resist acid, shards and light, plus a lot of damage and slays from Maedros somehow seems excessive reward to me for the amount of time and risk involved. I like gaurunteed see invisible and free action. That prevents a lot of needless level scumming to get some abilities you really need just to survive, but I think one artifact would be more reasonable than three. Say...one guanrunteed artifact, three guarunteed uniques, but which unique carries the artifact is random?
Shoob: How about adding some shops here too with orc/barbarian/half-orc/ogre shopkeepers?
Sirrocco: While you're figuring out random vs guaranteed, there are two other thigns to notice - specifically about Cammithrim. First, it is a guaranteed set of useful mage-usable gloves. Second, it is a guaranteed source of light resist - critical for Vampires, assuming they stay in something vaguely approximating their current form. It is probably a good thing to have *some* form of guaranteed resist light available by that point in the game - otherwise a vampire's ability to travel overland is pretty badly crippled.
NeilStevens: I think that's supposed to be the point.
Sirrocco: Put it this way, then. Currently, the sunlight-specific part of the Vampire disadvantage reads as "ability to function on surface hampered, and ability to move long distances seriously so, until you get lucky or do Deathwatch." I would simply point out that taking the phrase "or do Deathwatch" out of that particular bit is a choice of some significance in and of itself. (To take it a step further to the generic, deciding not to have any guaranteed ways to get light resist within an easy night's journey of the appropriate starting town(s) is). If that is the choice that is made, so be it - I just wanted to make sure that if it *was* made, it was made *deliberately*.
ReenenLaurie: Even though I like(d) playing vampires... I kinda feel the whole undead vibe is a bit cheesy and out of flavour - I don't recall any vampires, skeletons (except for a whole army of them - but they can't really go out and "adventure"), zombies etc. in Tolkien's works. For me... light resistance doesn't block sunlight.
I can't recall anywhere in vampire lore where they are invulnerable to sunlight. Maybe with some kind of a special artifact. But IMO just light resistance shouldn't be enough to stop daylight from being deadly against vamps. My 2cs...
ShadUs: Sometimes things are done for gameplay reasons. Realism based on vampire lore... they'd die first exposure to sun. Gameplay wise... that would suck beyond belief. shrug.
DarkGod: There is a vampire in Tolkien works, Thuringwethil, the messager of Sauron. Anyway undeads are not available in T3
Maybe in the dark side version, who knows..
NerdanelVampire: The trick is choosing which vampire lore to use. For example, I used to be hooked to the old TV series She-Wolf of London. One episode had vampires that could withstand daylight, mystifying the heroes. The vampires' secret: a thick layer of makeup! On the other hand, there is no indication that the Tolkienian vampires died in daylight. There is even no evidence that they were undead, and actually there is reason to suspect that they were not.
LordEstraven: According to Wikipedia, Thuringwethil was a Maiar. From Tolkien's description, she also sounds quite a bit nastier than a bog-standard vampire (and very different in appearance).
EricDerKonig: In Bram Stoker's book Dracula, the titular vampire could travel during daylight without harm - he was just unable to use his powers. Back on topic, I definitely think Deathwatch could use a makeover. It's too sparsely populated, and all the snagas are weaker than the hill orcs and black orcs I usually find around the Deathwatch depth.
ToME Wiki