What I'm suggesting here is some levels, where you go through a normal level for the most part, but then you get to a fork in the road. Party buttons and gates will make sure that you cannot go both ways, and there will be an NPC in front of the gates to tell you what going one path will mean and for the other. Both paths will end at the same area, but the monsters, treasure and layout will be different for each one. For example, a level based in a gremlin prison for knights would have you go through the level where you have to rescue knights, and then you come to a fork in the path. A knight will stand in front of the fork, saying that if you go left, you can get to the exit, and if you go right you can save more knights but there are stronger monsters guarding the prisoners. The easier path have less monsters and less loot, and the harder path will stronger monsters and more loot. Tell me what you think of this idea!
Users' choices affecting level
Yeah there's already not much cooperation with parties. Also, people would always just go for the hard route (because the game is so easy nowadays, it's best just to take the hard route to get more crown)
S'no different than the split in D26 in FSC; cooperation isn't an issue. We do need more levels/areas like that~
But random levels are already randomly generated. This would work for bosses or special missions only.
It'd be like randomly throwing a danger room into some mech.miles and not others. Wouldn't be too hard to just have a floor randomly generated that has a forked path.
We have plenty examples of set features being thrown randomly into general levels:
Danger rooms, scenario rooms, "split" rooms that offer a choice of crowns/heat or hearts, ambushes....no reason not to have a particularly large one that eats up a chunk of the level instead of just a room or two.
"Wouldn't be too hard to just have a floor randomly generated that has a forked path."
I think it might, because danger rooms and stuff have an end to it, the forked path would change the path the player would take for the whole map.
...Good point.
Still, kind of hard to randomly generate things on a split path methinks. Unless they made several 'split path scenarios' and randomized which one would appear.
Well look at the minerals scenario room. It's big, different each time, has buttons and is a split path in the middle. That appears randomly all throughout the game.
Now, put the buttons at the split instead of before it, then increase the size of the minerals room by about double in length. This split room needn't be the size of a whole level, just one room (to each split) with a button pad in the middle. So instead of just walking down a big empty path to the left or right, you'd be walking into two smallish rooms on each side; one with a lot of hard monsters, another with wolvers. Clear the room, walk out the other end, continue on~
Let's See
I don't know about whether choosing should be a choice here, but, you might have a point.
But we got stuff like Arenas that have a choice of going on and fight more monsters to get more loot, or just going down the elevator.
We also have danger rooms in the clockworks, for 3 extra energy only
FSC depth 27 already have a fork
I'm just worried that the party might not cooperate when it comes to choosing between easy or hard