Firstly, this is starting to sound a bit like the Mortal Engines series, which is alright, but I hope just a coincidence.
Secondly and more importantly, if Oroboropolis is self-constructing, how on earth is the holy city stopping it? Really big walls? Or are we killing just enough inhabitants to delay construction? How, in fact, does Oro grow/move?
Anyway, remember to make it eat a fishing village or two if you get the chance, and have a couple of canals and internal docks or something. That would be fun.
Never read it, but from what I heard isn't that more about far future cities that move so they can get resources from each other via eating each other? Ie, its supposed to be somewhat realistic and mechanical. Well oro isn't that.
Stopping it? That's what you're attempting to do. It's coming toward the Holy city very slowly, so you have to kill it before it gets there. As per how it grows, there are internal forces for that; think of oro like a living thing, but all those enzymes and cells are replaced with mechanical things or demons that perform a function. When you see the 30 foot tall Minotaur with the delicatessen chained to its back, that means its bringing that building somewhere. When a subway train suddenly flies off the rails and lands in a pile of several dozen other subway trains, be prepared to find Raileaters swarming around like crabs on a whale carcass.
Will do. Someone should make a list of all the places people want to go as suggestions.
Please don't be tempted to nerf it to save player characters. I'm still waiting for a single casualty from Infinite heavens since I joined the waitlist. I'd say, if the gmae starts, after six months or more, ot bog down to the point where no new progress is being made at all, then maybe possibly reconsider a little, but maybe not. I mean, if hte game becomes unwinnable, either we lose, or things must adjust. But of charcters die, well, make the character generator user friendly and brief. Nothing turns me off of roguelikes like investing time and effort into a customizable charcter, only to have literally everything lost when it dies and have to start from zero again.
Of course, if you are feeling generous, you could make a system, where, after a certain number of a given player's characters die, the next ones get bonuses - I think that has already been suggested though.
I'm still waiting for a single casualty from Infinite heavens since I joined the waitlist.
You might just have gotten lucky there. I didn't get to play for all that long and me and another guy died in the same confrontation. It wasn't groovy at all.
It's a delicate balance, high mortality is. Because it sucks to get shafted like pancaek did. And it sucks to see a guy I know for certain is a really good player get booted out after a handful of turns. But high mortality also makes it so that the guys that DO survive really feel like they accomplished it.
I've been thinking that one way to handle this is some sort of minimum level cap that increases as the game goes on. At the beginning, on the outskirts, it makes sense to start you at level 1, but halfway in where you're starting at some highly fortified base deep in the thing, starting at level 1 is frankly unfair. It's like starting Xcom and your first enemies are 10 mutons. So I was thinking that, as you made it past certain incremental points in the map, that the level new characters started at could be raised. So that they'd actually stand a chance.
I do see that the death count is up there a bit. Both battles wit hteh bone thieves were high casualty, and I guess that fight with the mad god? which I haven't read yet.
It's a pretty enteraining read. things get fruity real fast.
I suddenly don't regret killing you.