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Possible Map Type - Treasure Hunt!

9 replies [Last post]
Sun, 04/17/2011 - 00:42
Sintirion
Legacy Username

Simply put, the map would be one large area, with several points on the mini-map indicating a possible "treasure spot" that will reveal a key to unlock the way to the lift. At each "treasure spot" monsters will spawn to fight players. Only after players kill the monsters will the "treasure" spawn, likely in the form of health/treasure boxes or the key. This would be similar to the Salvaging map type, save for the multiple room unlocks and would possibly hold a higher chance for coin/heat/item drops.

What do you think?

Possible Variation:
- Each subsequent "treasure spot" exhumed will spawn increasingly difficult monsters

Sun, 04/17/2011 - 14:14
#1
cheeserito
Legacy Username
I'm surprised no one has said

I'm surprised no one has said anything about this yet. But maybe I've just been spending too much time in the suggestions forum, lol.

It sounds like a pretty good idea, imo. It would provide more variety in the level types, and it could be on one of those "?" levels, so you couldn't just spam it. And if the difficulty scales up as you progress, I think it would provide a fair level of challenge. But definitely have it so that you don't have to do ALL of the "treasure spots" to get to the exit (say, the very last treasure spot is on-par with a boss fight, but not everyone wants to try a boss). And the very last fight could yield a couple of tokens, as well (either of a new type, or of one of the existing ones, depending on what kind of boss it is).

Ex. A kat boss that drops grim spark tokens at the end of an undead type level of treasure hunt.

Sun, 04/17/2011 - 14:27
#2
akragster
Legacy Username
I think it'd be cool to make

I think it'd be cool to make it more of a puzzle, like maybe a minesweeper layout. Players would need to remove all the blank tiles (and possibly trip some of the enemy or 'mine' tiles by accident) in order to open the door to the treasure room and the lift. Tripping a 'mine' or enemy tile would summon a small swarm of monsters to take on the player. This would reward smart thinkers without penalizing combat addicts.

Mon, 04/18/2011 - 01:49
#3
Rentago
Legacy Username
you know

isnt this exactly like the arena?

just longer

Mon, 04/18/2011 - 05:46
#4
Mcasx
Legacy Username
yep

I think it'd be cool to make it more of a puzzle, like maybe a minesweeper layout. Players would need to remove all the blank tiles (and possibly trip some of the enemy or 'mine' tiles by accident) in order to open the door to the treasure room and the lift. Tripping a 'mine' or enemy tile would summon a small swarm of monsters to take on the player. This would reward smart thinkers without penalizing combat addicts.

I like that idea ^

Mon, 04/18/2011 - 11:18
#5
Sintirion
Legacy Username
Agreed with Mcasx

I definitely like the Minesweeper idea!

Mon, 04/18/2011 - 15:20
#6
akragster
Legacy Username
Of course, we need special

Of course, we need special versions of all the monsters dressed as pirates if we're going to have a treasure hunt level.

Thu, 04/21/2011 - 08:48
#7
xienwolf
Legacy Username
I think that I have to agree

I think that I have to agree with Rentago on this one: In the end, this would be exactly like the Arena. You battle in increasingly difficult combat, with tiered rewards for going farther in.

When I read the topic title what I envisioned was kind of like the Treasure Vault rooms, except with switched that you can only hit once that open a door on one side, and close a door on the other side. So then you kind of have a "Scratch Lottery Ticket" approach where you might wind up with great rewards, or not much at all. Personally, I would find that to be annoying and prefer to just get a treasure vault floor.

You could have a floor where you are provided with 10 keys (or however many), and 30 locked doors. This way you can see what is on the other side (lots of coins, lots of heat, Minerals, Many Green Treasure Boxes, Few Red Treasure Boxes, High Level Usable Items, Healing Points, or rare Enemies) and decide which specific ones to take. But then it rather heavily diverges from the "treasure hunt" concept.

Thu, 04/21/2011 - 10:19
#8
RamuneDrink
Legacy Username
If you added a sort of "X

If you added a sort of "X marks the Spot" mechanic, it would be different from the arena. Players would first have to FIND the treasure spot, someone with a Super Slime Slasher would exhume the treasure, and then a ton of mons would spawn.

OR, you could make people hunt through a ton of mons in order to get to the X, and then they get it without another battle. And the stage could be totally pirate-y.

(BTW, SSS was a joke, don't take it literally)

Thu, 04/21/2011 - 13:42
#9
akragster
Legacy Username
Perhaps you could do one

Perhaps you could do one where the 'treasure' was just the gate, and the rest was obtained from fighting. Opening a square would tell you how close the gate is in terms of rows/columns (but only one, whichever is closer). So, a player might see a 2 and say, "Hm, it's either two rows up or down or two columns up or down." He would then start digging up a square on one of those to get more clues.

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