Zero

January 8, 2008, 05:27

I like the addition of +speed to certain artifacts. Perhaps we could add speed bonuses to certain ego items? Like *Slay Animal* could add to speed instead of INT... or something.

But, the fact that even a +1 to speed will grant extra rounds every set number of turns allows increased (ab)use of pillar dancing. Perhaps speed (and the corresponding energy system) could be changed so that every +10 speed gives you a 50% chance of getting an extra round that turn. So, for example, +1 speed means you have a 5% chance of getting one extra round per turn. +6 speed means you have a 30% chance of getting one extra round per turn. +11 speed means you have a 50% chance of getting an extra round and an additional 5% chance of getting a separate extra round per turn, yielding a 50% chance to get one extra round, a 47.5% chance to get no extra rounds, and a 2.5% chance to get two extra rounds each turn. +10N to speed gets you (Nd2 - N) extra rounds each turn. Negative speed could work the same way, but instead of getting extra rounds, it's turns lost before your next round. This would be similar to, or even implemented as, paralysis.

The only problem that I can see with this is that the RNG will occasionally eat you alive if you're fighting a monster that is very fast, regardless of your own speed. For example, you and a monster are both +40. There is a (0.5)^8 or 0.39% chance of a catastrophic worst-case scenario: you get no extra turns and the monster gets 4, which could quite possibly result in insta-death. To get around this problem, we just have to remember that it doesn't exist if both player and monster are +0 speed. So, we simply subtract the player's speed from the speed of each monster. In this case, the +40 player and +40 monster each get one round per turn, and a typical +0 monster will usually miss a few turns, but may surprise by keeping up with the player for a few turns. I think this would be a lot more interesting, challenging, and fun.

Note that with that correction, the player would never actually get any extra rounds, only monsters faster than the player would. Instead, the player's speed acts as a kind of baseline, with monsters slower than the player getting random pseudo-paralysis.

Also, monsters could have speeds that are not simply multiples of 10. Since a difference of 10 in speed translates to a huge difference in difficulty, this would allow more subtle adjustments to monster difficulty.

Here's a suggestion from the development wiki regarding making rogues more powerful:

"Another thing could be ... speed. A short boost of +5, but cumulative with haste self, in a relatively deep spellbook. Earliest and lowest-mana access to haste self (with mages getting it, from the same book, at a somewhat higher level and mana cost)."

Why not just give rogues a permanent +1 or +2 (or even +X, depending on CLvl) to speed?

But, the fact that even a +1 to speed will grant extra rounds every set number of turns allows increased (ab)use of pillar dancing. Perhaps speed (and the corresponding energy system) could be changed so that every +10 speed gives you a 50% chance of getting an extra round that turn. So, for example, +1 speed means you have a 5% chance of getting one extra round per turn. +6 speed means you have a 30% chance of getting one extra round per turn. +11 speed means you have a 50% chance of getting an extra round and an additional 5% chance of getting a separate extra round per turn, yielding a 50% chance to get one extra round, a 47.5% chance to get no extra rounds, and a 2.5% chance to get two extra rounds each turn. +10N to speed gets you (Nd2 - N) extra rounds each turn. Negative speed could work the same way, but instead of getting extra rounds, it's turns lost before your next round. This would be similar to, or even implemented as, paralysis.

The only problem that I can see with this is that the RNG will occasionally eat you alive if you're fighting a monster that is very fast, regardless of your own speed. For example, you and a monster are both +40. There is a (0.5)^8 or 0.39% chance of a catastrophic worst-case scenario: you get no extra turns and the monster gets 4, which could quite possibly result in insta-death. To get around this problem, we just have to remember that it doesn't exist if both player and monster are +0 speed. So, we simply subtract the player's speed from the speed of each monster. In this case, the +40 player and +40 monster each get one round per turn, and a typical +0 monster will usually miss a few turns, but may surprise by keeping up with the player for a few turns. I think this would be a lot more interesting, challenging, and fun.

Note that with that correction, the player would never actually get any extra rounds, only monsters faster than the player would. Instead, the player's speed acts as a kind of baseline, with monsters slower than the player getting random pseudo-paralysis.

Also, monsters could have speeds that are not simply multiples of 10. Since a difference of 10 in speed translates to a huge difference in difficulty, this would allow more subtle adjustments to monster difficulty.

Here's a suggestion from the development wiki regarding making rogues more powerful:

"Another thing could be ... speed. A short boost of +5, but cumulative with haste self, in a relatively deep spellbook. Earliest and lowest-mana access to haste self (with mages getting it, from the same book, at a somewhat higher level and mana cost)."

Why not just give rogues a permanent +1 or +2 (or even +X, depending on CLvl) to speed?