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Old October 8th, 2008, 03:25 PM
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Default Proto-monsters and transformation over time

Proto-monsters
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I would like to see a new monster command which would allow us to simulate the effects of cross breeding, summon animals, and reanimation. However, I see a way to make such a command much more flexible then just those spells.

The idea would be to take a starting monster, the first (or proto) monster in a series, and tag it so that, when recruited or summoned, it might manifest as a different monster instead. Now I know I'm not talking about just one command, but rather a string of similar tags, each one referencing a different monster. The commands could be called #alternatemon1, #alternatemon2, and so forth. It doesn't really matter to me what they're called. I would like to see there be an equal chance of each alternate monster appearing, including the proto-monster.

Limitations would of course need to be imposed on the command. Once a alternatemon command is executed, the game should ignore alternatemon commands on the alternate monster, or else it could lead to cyclical command execution. By all means, don't give us the ability to shoot ourselves in the foot.


Transformation over time
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I like the idea that some monsters are an investment and get better with time, or that a monster is a limited resource and should be used right away. I would like to see monsters either have a percent chance of transforming from month to month into another monster, or transform after a set number of turns.


The combination of both
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Combining my requests could lead to some interesting units. A simple one would be a mysterious egg that over time hatches and becomes a another unit. If that unit was a proto-monster then you can simulate the effects of a dud monster appearing, or the appearance of an exceptional, but rare, unit.
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