I like the dungeons and the outcome events. However I'm not satisfied with the way they are "explored": there's not much flavor difference between "enter a tribe village" and "explore a dungeon", exception the different outcomes.
My suggestion to tweak the dungeon mechanism:
- Each dungeon has 2 hidden attribute: a strength range (from x to y) and HP (start at 100).
- When a unit explores the dungeon, a random strength value is generated (between x and y), then a hypothetical "combat" is fight between the unit and the
dungeon.
- If the unit lose the combat, the dungeon exploration fails. A dice roll will decide if the unit can survive. The dungeon will lose some HP depending on combat result. Some random bad result is generated, the "degree of badness" is correlated to the remaining HP of the dungeon: the lesser, the worse.
Example: a green scout did little damage to a dungeon in the early game, then punishment may just be some injury/disease; a mithril-armored champion almost destroyed the dungeon but failed, he may die from the exploration, and also trigger some mighty barbarian units.
- If the unit wins the combat, the dungeon is destroyed and some random good result is generated. There's still a possibility that the some minor bad thing happens at the same time, eg the unit is injured.
- Epic dungeons has higher strength range and therefore harder to conquer. The outcomes (both good and bad) are more significant.
In this way, dungeon exploration becomes a "progressive task" instead of "opening jackpot Type-C" (Type-A is goody hut while Type-B is graveyard). Hopefully this will give dungeon exploration some realistic feeling and give players more sense of achievement.
My suggestion to tweak the dungeon mechanism:
- Each dungeon has 2 hidden attribute: a strength range (from x to y) and HP (start at 100).
- When a unit explores the dungeon, a random strength value is generated (between x and y), then a hypothetical "combat" is fight between the unit and the
dungeon.
- If the unit lose the combat, the dungeon exploration fails. A dice roll will decide if the unit can survive. The dungeon will lose some HP depending on combat result. Some random bad result is generated, the "degree of badness" is correlated to the remaining HP of the dungeon: the lesser, the worse.
Example: a green scout did little damage to a dungeon in the early game, then punishment may just be some injury/disease; a mithril-armored champion almost destroyed the dungeon but failed, he may die from the exploration, and also trigger some mighty barbarian units.
- If the unit wins the combat, the dungeon is destroyed and some random good result is generated. There's still a possibility that the some minor bad thing happens at the same time, eg the unit is injured.
- Epic dungeons has higher strength range and therefore harder to conquer. The outcomes (both good and bad) are more significant.
In this way, dungeon exploration becomes a "progressive task" instead of "opening jackpot Type-C" (Type-A is goody hut while Type-B is graveyard). Hopefully this will give dungeon exploration some realistic feeling and give players more sense of achievement.