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Braided Butterfly
777681
>>122645
As far as I currently remember, you could in theory switch staff from NPC to Combat, but only do that before the start or end of dungeon runs. Probably to prevent cheesing. Besides, I'd be concerned about what something like that would do for our public profile, even if it would be a fun anti-griefing tool.
As to the discussion about runes and rune ideas I like most of them, but I think you would just remake magma slime with Fire and Oil, but that might just be me thinking these things. Could be something to try.
As for the gem rune to Lily, my thoughts are similar to what I can say for infusions. I think we're playing a very dangerous game in just continuing to add runes to all of our monsters, while it looks like we can now alter the difficulty by adding restrictions here and there in the form of orders, I think if we really wanted to improve the units we have now, in the interest of keeping difficulty from spiraling to out of control for lower level clientele, we may want to consider just giving them items as the form of enchantments. Items can add that flavour that you're looking for, while not going all out on making our guys beefy.
For example the shield rune for Reginald, if we wanted, could just be a shield item he uses. Remember that especially for Lily and RSK, adding more runes makes them more frightening when we fuse. I'd argue that of all our monsters, those two need runes the least.
The other concern I have is that we keep adding third runes to two rune slimes which actually hinders our generation of slimes. I would rather we just build new slimes instead of continually infusing them. I realize that in the short term this seems like it will not be efficient runic distribution, but I think we are having to spend to many runes on building additional slimes to bridge the gap for the ones that can no longer split off to create more slimes and thus more runes. We could always build more slime birthing chambers to bump efficiency, but with expansions upcoming, its not the thing I would spend our money on until AFTER dungeon runs in the new expansion take place.
You're point on infusing our NPC staff though has merit, infusing them will allow us some new services to consider. And new services lead to new cash opportunites(more on that later)
Rune Inverting, I think you got them mostly right but some possibilities that I think are:
Thorn Rune=Flower, [erhaps? They are both plant based, but seem like natural opposites
Bone Rune=Flesh Rune seems the most obvious
Heal Rune=Harm seems right to me
Force Rune=Gentle is a maybe, but it may also just not invert, sadly...
Aqua Rune=Ooooooh I like Aelor...
Lightning Rune=Thunder? To on the nose?
Some other things I think we should consider looking into for rune generation that I have thought of include
>Asking the Chef if he has a chicken or something. We could get Feather Runes for future winged creatures, maybe even harpies for the colosseum?
>A Candle for Wax runes. I don't know if that will do any good right now, but maybe there is some decorative purposes for it. We need to spruce up the place
>Pelts for Fur Runes also for decoration as well as making animals that aren't slime based or made of glass if we do the whole glass horse idea
>Lizards for Scale runes, same reason I want Feather or Fur. Need those so we can make all sorts of animals And with Fur and Scaly we could make two different kobolds, which is amusing to me
>A Potted Plant, which we could technically rune for both Clay and Plant runes, I completely forgot we did not have plant runes, thinking we had it because Rosa and Ashley are more plant based, but they used wood runes.
Buying those seem like really easy expenses that won't break the bank too much. Something to look into...
You discussion on adding assistants to help out our staff caught my attention. Because if there is one place we could go hog wild with assistants that already exists, its the spa!
Its already a money maker for us, but at a flat rate. We have a bonus free treatment service for those that spend 1500g at the Spa, but at a paltry 50g per person, its highly unlikely that adventurers would ever hit that level to make it a worthwhile goal. So there are a few things we can do to improve that.
First and foremost, we up the basic service package something a little beefier, maybe 100g per person. We don't want to scare them away, but we do want to get a little more cash on hand. This service is pretty basic, and most importantly because it leads into my next point, offers no bonuses to the adventures, save for a clean bath and some R&R, which admittedly, is enough for many an adventurer.
Now what I propose is that in addition to that, we start adding some bonus services, it doesn't have to be immediate, and given our runic situation right now, it probably shouldn't. BUT in addition to these services being new ways for a hero to rest and relax, they also give minor buffs for heroes. These services have higher costs, naturally to make us still get some gold out of our guests, but also allows heroes to be more inclined to use these services to help them as they progress through the dungeon. Put the buff on a timer, or restrictions involving the next time heroes use a tent(sleep) or revive(should they die) the buff is gone, to prevent gaming the system.
Some attendees and services include the following:
>Mud Bath Slime (Water+Stone+Comfy) 250g
>This attendant runs several small baths filled with mineral rich mud that helps harden up any adventurer (Resistance to melee attacks increased by 15%)
>Seaweed Wrap Alarune (Water+Wood/Plant+Comfy) 200g
>Using the natural oils in her naturally occuring seaweed, adventurers are left feeling more flexible than they had been before (10% temporary boost to agility)
>Rock Elemental Masseuse (Stone+Stone+Comfy+Comfy) 500g
While this attendant seems intimidating, they're really just a sweetheart with a...unique way of getting the kinks out of an adventurers back (15% agility, 10% temporary hitpoints, 1% resistance to physical attacks)
>Twin Flower Alarunes (Wood/Plant-Wood/Plant-Perfume x2) 600g
Time spent in the Zen Garden with these lovely twins moves slower here, and adventurers find that their time spent with the company leaves them feeling clear and free (Temporary Immunity to Mental Status Effects)
>Comfy Slime Hyperbolic Chamber (Water+Comfy+Comfy+Comfy) 1000g
>The height of luxury, adventurers spend an hour in the chamber with the attendant, where they will find themselves at one with the slimes that live there, well rested, and truly content (Immune to Sleep, Significant increases in other resistances, slight mana/skill point regen)
Of course these are really just spitballing here, and no price should ever be considered set in stone, but I think if we balanced out what these buffs did and what their costs were, we could leverage a significant amount of gold before our adventurers kicked the bucket, which would mean that we could also either use said gold for treasure should the buffs take them far(which also takes them to harder and harder parts of the dungeon anyways), or for improvement later on after they die.
Also, if we did do this, we'd have to create a super service for Oilivia which is hers and hers alone. And while it does give some buffs, its more about her interacting with the dungeon guests, and maybe, just maybe, hinting at some of that sweet lore we have suggested with her being Curi's sister...
I've gone on for way to long though, and should get some sleep. I'll inevitably come up with more ideas for spa or dungeon rooms anyways, but feel free to suggest ideas that I could have missed.
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