FORUM ARCHIVED

"Merchant" Skill Tree

Discussion in 'Suggestions' started by SHHHHH, Dec 21, 2011.

  1. SHHHHH

    SHHHHH Member

    Playing Dredmor, I realized how much i hate managing my inventory every other room. It's not that much of a problem in the earlier floors, but once you move down in the dungeon, its a real pain. so i was thinking that if a skill tree would be created that dealt solely with money and items it would be great. Skills in this "merchant" tree wouldn't necessarily have much in the way of combative buffs, but would mostly focus on inventory space and cash. Some example skills would be discounts at stores and vending machines, higher sell values, more inventory, being able to sell items while not in brax's shop, etc. Along the lines of more combat suitable skills, I thought that the abilities should, instead of costing mana or a cooldown period, cost money. For examplem, "merchants" could have a skill similar to Lockup where is stops the enemy, except instead of using a lockpick, it would cost a set amount of money (basically bribing enemies). Or how about a spell that the more gold you have, the more damage you do for a set number of attacks, but it removes like 2-5% of your gold each time you use it. Maybe it could also have an ally spell similar to "Release the Hounds", summoning 1-4 'caravan guards', either @ 100 gold apiece or something like 10 gold per turn per each guard.

    Please share any thoughts or ideas that you think would make this better. Thx.
     
    Xen0nex likes this.
  2. BadBeat

    BadBeat Member

    This is probably my favorite part. (Well, apart from more inv space, but that almost goes without saying ^_^ ) As it is, once you get past Dlvl 7 or so, you just don't have a use for all that money, so a tree that gives you even more would be pointless if it wasn't for an ability that used that money.
     
  3. SHHHHH

    SHHHHH Member

    Glad you liked it, that was my reasoning exactly, skills that deal out loads of dmg, but have a high cost wouldnt really unbalance the begining of the game, because players wouldnt be able to afford them until the later lvls
     
  4. Austupaio

    Austupaio Member

    "being able to sell items while not in brax's shop"

    I think that's a bit far, we've already got the Lutefisk Cube.
     
  5. Maybe you could just summon Brax with a skill that takes a really, really long time to recharge and all your mana, and he'll be there for a little time before going away.
     
  6. SHHHHH

    SHHHHH Member

    yeah the whole point of this tree is tht its costly but worth it, and the lutefisk cube is a step in the right direction for inventory management, but in reality, i dont think many people actually use the lutefisk for anything, the items you get from the god either go back into the cube or get sold anyway so why not just take it a step further?
     
  7. Lorrelian

    Lorrelian Member

    Ultimate skill should give you an airship and cover you in scars.

    I mean, it goes with GP toss, right?
     
  8. SHHHHH

    SHHHHH Member

    yeah if this were final fantasy