Sol_Protege wrote:So it works like a bribe for selfish heroes? That's really interesting, you could then also have the option to increase the amount of gold you place in the chest to attract even more greedy heroes (and minions). Could you also be able to put other types of resources like meat, to attract weary and wounded heroes? Or maybe mana to entice vulnerable spell casters away from the main group?
My current plan is that the type of chest is dependent upon the floor. This floor is loot-oriented, so you could expect a chest of gold ('ll theme each chest, so you can tell what resource they have at a glance). You'll buy the chest the same way you might buy a trap--it's just a purchase button, so you can't set an amount. Many hero types will have a bribe resource that they will take and run with; a thief might want loot, a warrior might want gear, a druid might seek growth, a barbarian may want meat, etc.
Now, I think rather than gifting these characters raw resources, the chest should always contain an item in that theme, so that if you manage to kill the escaping hero, you have a chance to recover a cool item. Perhaps we could make the chests "upgradable" by clicking the button multiple times, and each level of the chest increases the odds of a rarer drop; this would turn the chests into something of a slot machine. The disadvantage to this "defense" might be that characters who do escape will tell their friends, and you'll see an increase in that type of invader. I have not started on this mechanic, so this is all just something that I've been tossing around that might be relevant here.
Vryl wrote:I like the Copious Coffers, personally.
I like this, as well =). I double like it, because those are both words that I am unlikely to use elsewhere =D.