Angband Forums

Angband Forums (http://angband.oook.cz/forum/index.php)
-   Vanilla (http://angband.oook.cz/forum/forumdisplay.php?f=3)
-   -   Stasis (teleport resistance) (http://angband.oook.cz/forum/showthread.php?t=7479)

fizzix September 15, 2015 18:50

Stasis (teleport resistance)
 
Nick's feature addition of cone breaths greatly reduces the problem of having multiple enemies in LOS at once. While not perfect, it currently may not be suicidal to attack Ancalagon with a great wyrm of balance summoned behind him (her?). This has led me to reconsider giving some monsters teleport resistance. Part of the reasoning is to remove some of the obvious "teleport other" decisions in the late game which make the latter half of the dungeon tedious.

There's another point of reference. A while back we had a competition with no teleport other. I think the consensus was that it was annoying to have to deal with every monster also. The conclusion I draw from this is that having the ability to remove every monster at will makes for tedium, and similarly, not being able to remove any monster is equally, or perhaps more, tedious.

But, what if there were only some monsters that could not be removed? Would that be interesting? Does it make the final fight with Morgoth more interesting or less? I don't know the answers yet, but I can set out what I think the stasis flag should do. A monster with the STASIS flag:
  1. Cannot be teleported away
  2. Cannot teleport itself
  3. Cannot be summoned, except by "powerful" summons (to be defined later)
  4. Gets a save against Destruction/Earthquake
  5. Resists pushing effects (like gravity)

We could have a similar player status effect, which would be mostly negative, but you could throw on stuff like gravity/inertia/time resistance and it could be useful as a swap status.

Antoine September 15, 2015 21:12

Well, but which monsters would have this attribute?

A.

debo September 15, 2015 21:38

Poschengband says "hi". (I'm guessing that even zangband had teleport resist.)

You might also want to look at how destruction " resistance" works in poscheng.

Nick September 15, 2015 22:08

Quote:

Originally Posted by debo (Post 104480)
You might also want to look at how destruction " resistance" works in poscheng.

You might want to tell the lazy amongst us :)

Derakon September 15, 2015 22:53

Here I was thinking that stasis would be a status effect that you could apply to a monster that would prevent it from taking turns, but also prevent it from being damaged, moved, etc. in any way. It'd be a no-miss chance to postpone fighting a specific monster for a few turns.

debo September 15, 2015 23:13

Quote:

Originally Posted by Nick (Post 104482)
You might want to tell the lazy amongst us :)

If you destruct a monster, there's a chance it will resist and then become immune to destruction. Think of it as a destruction vaccine.

(There are a couple of monsters that flat-out are immune to destruction as well.)

Quote:

Originally Posted by Derakon (Post 104484)
Here I was thinking that stasis would be a status effect that you could apply to a monster that would prevent it from taking turns, but also prevent it from being damaged, moved, etc. in any way. It'd be a no-miss chance to postpone fighting a specific monster for a few turns.

Power Overwhelming

Nick September 15, 2015 23:17

Quote:

Originally Posted by Derakon (Post 104484)
Here I was thinking that stasis would be a status effect that you could apply to a monster that would prevent it from taking turns, but also prevent it from being damaged, moved, etc. in any way. It'd be a no-miss chance to postpone fighting a specific monster for a few turns.

Yeah, that's what it does in O/FA.

Nomad September 16, 2015 00:07

Quote:

Originally Posted by fizzix (Post 104471)
Part of the reasoning is to remove some of the obvious "teleport other" decisions in the late game which make the latter half of the dungeon tedious.

There's another point of reference. A while back we had a competition with no teleport other. I think the consensus was that it was annoying to have to deal with every monster also. The conclusion I draw from this is that having the ability to remove every monster at will makes for tedium, and similarly, not being able to remove any monster is equally, or perhaps more, tedious.

Maybe another, simpler solution to this would be to make Teleport Other only available as a wand? If you don't have the guaranteed infinite charges of the spell/rod versions, then the decision over whether to use up your precious charges becomes much more tactical, plus you're vulnerable to charge-drainers or wands being destroyed by recharging/lightning.

MattB September 16, 2015 01:31

Quote:

Originally Posted by Nomad (Post 104490)
Maybe another, simpler solution to this would be to make Teleport Other only available as a wand? If you don't have the guaranteed infinite charges of the spell/rod versions, then the decision over whether to use up your precious charges becomes much more tactical, plus you're vulnerable to charge-drainers or wands being destroyed by recharging/lightning.

I've been thinking this exact same thing for a while now.
Remove rods and spells of TO, make wands immune to electricity and rare.
Solved! ;)

MattB September 16, 2015 01:34

Quote:

Originally Posted by fizzix (Post 104471)
but you could throw on stuff like time resistance and it could be useful as a swap status.

But surely I remember reading that nothing can resist time?

Seriously, I think it would be a bad idea to make time resistable. It would remove some dread from the game somehow.


All times are GMT +1. The time now is 13:18.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2020, vBulletin Solutions Inc.