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Old November 18, 2011, 14:53   #1
buzzkill
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LoS searching

The subject seems to have arisen in another thread, so here my 'scheme' for LoS searching (without co-opting another thread (which I have a tendency to do)).

The player would have a % chance (searching ability) to detect traps in every grid that is within 50' (5 grids), with a minimal amount of searching possible at 50' distant, and then a steadily increased chance as the the player nears the trap. The player would only gain full searching ability at 10'. Traps would have to be within LoS and also on a lit grid for any detection to be possible. Regardless of LoS or lighting, no detection is possible more than 50' away without magical aid (*detect traps*).

So, with 100% perfect searching ability (or 50% very good) [or 20% average]...

Code:
at 50' you'd would have a 60% (10%) chance to detect a trap,
at 40' it would rise to 70%  (20%)
at 30' it would rise to 80%  (30%) [ 0%]
at 20' it would rise to 90%  (40%) [10%]
at 10' it would rise to 100% (50%) [20%]
...so even with average searching ability and no searching enhancements you would have a cumulative 30% to spot a trap before you step on it.

Thus, given 25% searching ability, an average light source (20') in a straight darkened corridor, you would have a decent chance (25% + 15% + 5%) to detect a trap. You would also be less likely to detect a trap immediately upon turning a corner or otherwise having previously prohibited LoS (which is cool, IMO).

In conjunction with this I'd provide 3 potential ways to enhance searching.
  • Toggled Searching [shift-S] adds 10% to searching ability, reduces speed by 50%.
  • Detect Traps: a timed duration spell/scroll/item that also adds 10% (cumulative).
  • *Detect Traps*: an expensive/rare timed duration scroll that magically detects all traps within LoS regardless of distance or lighting.

I'd go so far as to suspend passive LoS searching on actions other than movement, or resting, or searching. My intent would be to avoid spotting traps while otherwise distracted as in the heat of battle or while casting a spell.

As usual, subject to tweaking and criticism.
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Last edited by buzzkill; November 18, 2011 at 15:16.
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Old November 18, 2011, 14:58   #2
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[fx: thumbs up] I like this. Unfortunately I'm pathologically unable to avoid tweaking: I'd allow the max range to be a function of the searching skill, i.e. skill / 20, or skill / 15 would be a little easier.
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Old November 18, 2011, 17:32   #3
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ewert implemented LoS searching a long time ago. I don't know if his code is salvageable.
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Old November 18, 2011, 18:30   #4
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Quote:
Originally Posted by fizzix View Post
ewert implemented LoS searching a long time ago. I don't know if his code is salvageable.
Do you mean iVanilla?
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Old November 18, 2011, 23:33   #5
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I agree with extending the detection to include LoS and lite squares, but I would be more inclined to use exponential decay instead of a linear model.

Maybe something like
Detection = SKILL_SEARCH * exp(-CONST*distanceDifference)
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Old November 18, 2011, 23:38   #6
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My suggestion is that there only needs to be one skill, Perception. If someone wants to search a specific place carefully they can just stay there longer and hope to perceive something. If toggled searching is implemented, it can be a bonus to Perception.
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