Reimplement Junk

New ideas, features you wish were in the game.
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PowerWyrm
Balrog
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Reimplement Junk

Post by PowerWyrm » Tue 08.04.2008, 12:01

Angband has gotten rid of junk in latest releases... since it doesn't add anything to the game (and replaces useful items as drops), why is it back?

Emulord
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Re: Reimplement Junk

Post by Emulord » Tue 08.04.2008, 14:54

Flavor!
Seriously, I think its good to have random stuff in games. Also, it would change the difficulty if broken sticks couldnt be generated.
Also, they make good signs for player shops.

Ace
Crystal Ooze
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Re: Reimplement Junk

Post by Ace » Tue 08.04.2008, 15:04

Suggestion:

How about this improvement:

Stick that is being damaged / destroyed by smth, will be removed from inventory as usual and if there the tile the player stands on is free a "broken stick" is generated. Similar thinks can be done for other items and maybe some more junk can be generated.

Also if you have for example a shield +3 -3 and it is being disenchanted again, maybe there should be a chance that it breaks - with the same rules above.

Of course it would make things more difficult but also add a bit to the flavor of the game.

Action -> Source / result when used or breaks / Chance that junk is generated on the player tile
quaff -> pots -> empty bottles -> 1/25
<attack that destroys item> -> robe -> filthy rag -> 1/10
<attack that destroys item> -> staff -> broken stick -> 1/10


....

furthermore maybe there should be some "junk" items which actually bring you some money, as an compensation :

<bronze|silve|golden|...> statue of <insert something funny here|insert monster name here - the nastier the monster the more expensive|playername who won the game - the higher the level of the player the more worth the statue gets?> -> can be sold at shop 1 for money

if you like the idea iam sure it will be an easy task for me to find plenty of more stuff :)

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Flambard
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Re: Reimplement Junk

Post by Flambard » Tue 08.04.2008, 16:31

PowerWyrm wrote:since it doesn't add anything to the game (and replaces useful items as drops), why is it back?
Why was it there in the first place? I think Emulord answers that one nicely :)

And Ace, I like your ideas :) There were also talks about wielding broken sticks as weapons, and potions becoming empty bottles.. But! all that stuff is probably (most likely) too varianty for vanilla mangband.

Jug
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Re: Reimplement Junk

Post by Jug » Tue 08.04.2008, 18:10

We love junk!

Although we were discussing the other night about making it slightly more rare, as the town will soon need a dedicated clean up team to save us from all the broken bones.

Ashi
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Re: Reimplement Junk

Post by Ashi » Tue 08.04.2008, 18:34

I like junk too! They make great signs for player shops.

I do pick up sticks in town, but it would be nice if they were a bit rarer. Just not so rare that shopkeepers can't find them, though!

Emulord
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Re: Reimplement Junk

Post by Emulord » Wed 09.04.2008, 03:15

Well, since townies pick up junk and dont have a monster inventory, it wont be so bad for the town.

Ace
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Re: Reimplement Junk

Post by Ace » Wed 09.04.2008, 06:45

maybe there will be "something special" feelings when players find a so called "junk-yard" which is full of broken bones and maybe....MAYBE a broken stick :)

Jug
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Re: Reimplement Junk

Post by Jug » Wed 09.04.2008, 07:43

It would be very spooky to find a monster pit that was just full of 100 skulls instead of 100 orcs. :-)

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Flambard
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Re: Reimplement Junk

Post by Flambard » Wed 09.04.2008, 12:47

Haha, great idea :)

serina
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Re: Reimplement Junk

Post by serina » Mon 14.04.2008, 13:32

I thought that already existed, Jug. Undead pits with Druj.

Zal

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