Hey there.
So, I'm starting to feel like I need to get back to doing a bit of the outstanding systems work.
I think the next one I want to tackle is currency, but this name is a bit misleading because in theory, it will actually touch on several systems at once, in some cases (possibly) replacing them.
So, I wanted to open a discussion about the things I'm committed to currency already doing, as well as the things it *could* do.
Before you dive into that though, a brief explanation:
Currency is meant to be a "balanced" change. What I mean is, it will give and take. For example, currency will probably include some way to buy items. But... that will also mean fewer item drops. You'll end up with the same, or maybe even slightly less items in general, but you'd have a bit of control over what some of them are. (Or, you might end up with more items, if you were willing to spend currency to the point where you were sacrificing in other areas it governs.)
So yes, it may change the balance... but it is not intended to make the game significantly harder or easier. Please keep that in mind when reading/suggesting/commenting.
Basic proposal outline:
Committed
- Currency will be found throughout the Tower and its side dungeons.
- Currency will sometimes be requested in negotiations.
- Currency will, by some means, be able to be used to purchase items. This could range from 'occasionally can purchase from a limited selection' to 'can always purchase from the entire list', or any imaginable variant in between.
Optional
- (Likelihood: High) Currency could potentially be used (relatively cheaply) to copy skills from allies to allies and/or to the player, potentially replacing one or both of these systems. Not only do I get to get rid of two clunkier systems (training points, and player skill learning, but this may also at least help address some of the possibly overkill "choice pain" that occurs with party management, since under this system, assuming you had sufficient funds, you could immediately learn any skills you wanted from a new ally. Granted, it does encourage a "catch and release" approach to skill training... but then, catching demons/monsters just to get their goodies is somewhat common across the genre and seems more accepted than Demon's current mechanics sometimes are.
- (Likelihood: Medium) Currency could potentially be used (at significant expense) to directly "matrix" demons together, potentially replacing Silver and Gold Matrices. By being directly available, you always have access to it if you have the Currency, without the need for a shop. This would address the woefully random nature of access to this fun and interesting mechanic.
- (Likelihood: Medium) Currency could become a requirement for all link attempts, up front. This would help discourage the oft complained about "tactic" of routinely linking with easy capture targets to trivialize encounters.
- (Likelihood: Low)) Currency could potentially be used (at great expense!) to directly revive dead demons, potentially replacing Spirit Chimes. (Note: I'm serious about this being expensive... you'd probably have to spend several dungeon floors worth of currency for 1 revival... and there's a lot of other demands on currency. By being directly available, you always have access to it if you have the Currency, without the need for a shop. This would address the random nature of access to reversing key ally deaths... though the cost would be so great I that I suspect it would still be rarely used, it would at least overcome the feeling of hopelessness some people feel when a key ally dies, particularly early on.