Dungeon of the ENDLESS™ is a Rogue-Like Dungeon-Defense hybrid game, in which your team of heroes must protect the generator of their crashed ship while finding their way out!
I started relying much more on turrets instead of heroes lately (after a drill run), and I have to say collecting dust in rooms with turret kills has become a real repetitive pain.
When a hero kills, he automatically picks up the dust. But if you do a wide turret coverage, dust "loot" will drop everywhere up from 15+ rooms and you will have to patrol all these places to pick it up. At first it's not a big problem, but the more you play the game the more this becomes painful because it is a very dull thing to do. Could we not find a solution?
A few suggestions :
1) Auto pick up dust.
Easiest solution to implement but maybe too easy. Let's say auto pick up dust in rooms with major modules? Convenient but still doesn't sound right as this functionality would need a logical explanation.
2) The creation of a new "dust magnet" module
At first I thought about making a small module that picks up dust. That would have worked if rooms had a lot of small module slots. But seeing as most rooms only have 2 to 6 slots, nobody would waste a slot on a magnet and players would still deal with the pain of manually looting dust. This slot problem has an obvious solution which is to use a major module with floor wide effect
This major, floor wide effect module would make other modules magnetic to dust. Like the LAN module or the tactical hud, this "magnet" module will have to be researched, upgraded, and built. This functionality would "magnetise" all other modules.
Suggestions for levels :
Level 1 : It only attracts dust in the same room as a major module
Level 2 : Attracts to both major and minor modules
Level 3 : Major modules now attract in their room +1 room around them
Level 4 : Both major and minor modules now attract +1 room around them
3) A "spread" of this functionality among many elements of the game
Some items could have the functionality of attracting dust a few rooms away. Some hero abilities too. Some modules, like the generator, could attract dust naturally, maybe at a different distance depending on level. At level 1 in the generator's room, at level 4 -> 3 rooms around it.
4) Make dust loot appear on the minimap (little golden icons on the map we get when we zoom out)
Not 100% convenient, but being able to see if there is dust on the map and only going to the rooms that have it would make the pain of looting it bearable. At least it would be much better than moving hero room by room or try to eyeball the dust by scrolling around.
Btw, this could be a part of "Shop" module functionality: for now, it's completely useless without merchant within. Also, levels 3 and 4 looks underpowered because the only way to get uncollected dust in adjacent rooms is to obtain by unhired hero.
Of course, the simplest way to remove this task would be to have dust always collected irrespective of location / hero presence. Given that you can't actually see dust in the game, this might feel most natural. You could still have the little +1 appear at the location of the kill.
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