Minerals...
Oh, of course. Sorry, should have done that yesterday. Im attaching it below.
Anyway, i have been figuring on this idea about the Golems being able to create small golems out of minerals.
So, this is how the GolemCreation could be like:
The Golems were using are:
GOLD, SILVER, DIAMOND, CRYSTAL, RUIN (We should think of a mineral that the RuinGolem is made of, Jade?)
A golem (hero) is able to create a lesser replicate of himself (i.e the Gold Golem can only create small gold golems). To create a small golem you need 3 pieces of minerals in the right combination. Here are the minerals:
- GOLD
- SILVER
- DIAMOND
- CRYSTAL
- The mineral that the RuinGolem is made of (Jade?)
+ one "extra" basic mineral:
- GRANITE (or just "rock")
The combination is quite simple (we should not make this to complex). To make the best CrystalGolem you need 3 pieces of
Crystal. But, all good minerals are hard to get, the most common is the basic mineral (as above,
Granite). To create a "not-so-good" golem, you can simply replace a
Crystalpiece to a
Granitepiece. But you need atleast 1 piece of
Crystal to make a golem.
Example:
The CrystalGolem can create 3 different golems:
- The best is made of 3 pieces of Crystal
- The second best is made of 2 pieces of Crystal and one piece of Granite
- The third one, and not so good, is created by 1 piece of Crystal and 2 pieces of Granite
This goes for all Golems, just that the GoldGolem uses
Gold, and so on...
Those combinations multiplied on all Golemtypes gets us a total of 15 small Golemtypes, not a to big of a deal to make?
So, how to get a mineral? My idea is that there should be certain "mines", pieces of rock that you could hit (attack) to punch out the minerals. I have two (maybe three then...) ideas for how this could work:
- The "mine" has a "hit-count". Say it is 12, then it takes 12 hits to get out a new mineral. The hit-count could be set to a random value after each mineralpiece, or just always be 12.
- Each hit on the "mine" has a specific % chance to give a mineral.
- Combine option 1 and 2 above, and use both in a well calculated way.
Remember that the basic mineral (
Granite) will have a greater % to be the mineral you get, making it the most common mineral.
I dont know if the minerals should be to any special use to the
Infernals. If nothing special, it could always be grub grub for them, giving +hp +mana and maybe +xp when eaten.
This layout gives new strategic opportunities. The mines will be "hot-spots", still hard to use with enemies around, since you have to "attack" them. As for the golemcreation, this will add a sort of "timing element":
"Should i create a not so good golem NOW, or WAIT and hope i get the good mineral i need to make a better golem"...
It will be a sort of hunt for those minerals as quick as they pop-out. The Golems need to save them to make small golems, and the infernals dont want that to happen (+that they might like to eat the minerals, which the Golems can't do). The mineralitems can be made to drop upon death, creating a hunt for those packed with minerals.
Still, this can be made as a kind of "semi mission", still having the bigger game going on as you try to snap some minerals as you go.
What will be needed to do this is:
-More advanced triggering
-More time (make all those golemtypes etc...)
-New models for the minerals and maybe for the "mine"-rock.
-New Icons for the minerals and the Golems aswell (Need icons to the heroes anyway)
But in my opinion, i think we should go for something like this. Please take some time to think about all this, and then say what you think about it.