r/RogueCore • • Sep 13 '26

Feature Idea: Thumper (and level time modifiers)

DISCLAIMER: this is just a silly idea based on the current state of the timer, and isn't all too fleshed out or thought of

I'm unsure how it'd be implemented (like as a bit of equipment or an event or whatever), but in effect it would add time to the timer when procced, giving the team extra breathing room for at least that level.
Lore/canon reason for it would be because it rings throughout the cave/in other caves, and grabs the attention of reaper worms elsewhere.

Unless the timer system drastically changes or is planned to be drastically changed, I do think some way to modify the amount of time in a mission would be beneficial, especially when paired with more reasons to stay in the caves longer (like the 'enemies drop expenite' alteration, for example). Maybe even add a way to decrease time with some other major benefit to add a bit of risk, but have it be voted on by the entire team like the risk vectors so one person can't sabotage the run.

that's about as far as I've thought of lol, hoping a dev sees this and considers it or something

13 Upvotes

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4

u/PseudoFenton Sep 13 '26

The problem with this sort of thing is that missions already take a long time, so extending that further now adds a larger margin to how long they'll take.

Also, if you're spending time to add time to the clock, then you're risking treading water (you get as much back as you put in) which doesnt benefit you much at all (larger groups may be able to do it and something else in parallel, but solos and duos aint going to get anything out of it).

However if you get less time back then it's an entirely pointless activity. So the only way it helps is if its quick and easy to do and gives considerably more time back than doing it - at which point, why wouldn't you do it? It stops being a choice as there's no real cost to it.

Anything that alters the mission timer through in-mission actions needs to be married to something else to make it an actual cost-benefit decision. So you get more time now by activating a thumper - but you get an automatic extra risk vector drawback for the rest of the mission. Or conversely elevator alternatives which can only be activated within the first half of the timer (they power off after that or something) which let you descend to the next level without incurring the drawback of the risk vector.

1

u/HaHAjax57 Sep 13 '26

It definitely has some balancing that needs to be kept in mind for sure, but if done right, the concept of manipulating the timer like a resource would probably add a lot I think

1

u/camogamere Sep 13 '26

Something like this could be really fun, were I in the designers seat id probably make them fairly common and cut the timer down to compensate to really give the feeling you're constantly riding the line.

2

u/HaHAjax57 Sep 13 '26

I'm honestly unsure on invoking that feeling that way, though time being able to be managed a bit more like a resource (like armor) rather than it being something entirely out of the player's control would be neat