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#1 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Variant musing: no resting, no healing
Arguments over how many healing potions to stock up for the final fights have reminded me of an idea I've always kind of liked conceptually, but had reservations about, balance-wise: removing all ability for the player to heal themselves, except via making progress in the game.
The driving motivation behind this is action/platformer games, especially the modern Castlevanias and similar fangames, where healing items are really a crutch for players who lack the skill needed to consistently dodge enemies. There's no skill in simply sitting in front of Dracula, mashing attack, and eating a pot roast every time he hits you; you're just demonstrating that your supply of healing items is larger than his HP pool. It's far more impressive to recognize every signal, react appropriately, dodge every attack, and beat the boss without even getting scratched. Instead of boss fights being damage races, they're intricate dances. I'd like some way to translate that to Angband, while still leaving it recognizably Angband. This may prove difficult. ![]() The first change to the game is of course to remove all sources of healing -- no potions, no spells, no innate regeneration. The only ways to heal are a) to level up, and b) to reach a new dungeon level for the first time. Naturally, this change requires substantial changes to basically every aspect of combat balance. Since the player can't heal easily, they need far more options to avoid or mitigate damage taken. Or rather, monsters can't have abilities that just directly harm the player with no possible counter or dodge. Even standing in melee range should be a safe thing to do if the player approaches it correctly. Fundamentally this means re-thinking what it means for the player or a monster to make an "attack". This is where I start getting stuck, though. I'd like to figure out some way for monsters to mark out a "zone" that they're going to attack, so e.g. a dragon would on turn 1 prepare to breathe, and on turn 2 actually breathe, so you'd have a chance to move out of the way. Likewise, any melee attack from an enemy would take at least 2 turns to "go off". But I suspect that would make one-on-one fights trivial, while making multi-enemy fights still overly dangerous. So I'll turn it over to you. Given the proposed starting change of removing healing, how would you tweak things to make the game fair? |
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#2 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,706
Donated: $40
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Steamband does a rough approximation of this, with wound points vs. hit points
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#3 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,400
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What if you just restricted this to per-encounter? Like you magically get healed every time you get rid of all monsters in LOS or kill your target or something. I've always liked JRPGs, for example, that heal you back to max after every encounter. It means they can really crank up the difficulty on each individual fight.
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Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
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#4 | |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Quote:
Of course, if you go with an encounter-based approach, then you need to balance the encounters to be of roughly appropriate difficulty. It probably wouldn't be appropriate to make an entire vault be one encounter, for example. At least, not if the vaults are still to "Angband scale". Perhaps this could be controlled to an extent by varying how large the barrier radius is, but it has to be at least wide enough to contain both the player and the monster they just saw, as well as some room to maneuver. |
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#5 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,400
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How about "bossrushband"
![]() Every "floor" is small themed map with a unique and maybe a small cohort. You don't heal until they're all dead. You get a gob of items when you kill the boss, and then you move onto the next one.
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Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
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#6 |
Knight
Join Date: Apr 2007
Location: Indiana, U.S.A.
Age: 44
Posts: 782
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My first image of your idea made me think of Sil, where the character is very limited in its ability to boost stats and hp, and is a much tighter experience. There are outliers, but basically your starting hp is usually not much different than initial hp, though there is healing and regen. Maybe if you pushed Sil further, and if I'm understanding your idea correctly, everything can basically kill you if you lack the skill to approach each enemy correctly? Sort-of-deterministic combat, and perhaps some (or none) rng with dice rolls?
Another variant (sort of) that comes to mind is the card game angband mashup that TJS made, Into the Darkness. http://angband.oook.cz/forum/showthread.php?t=7236 Maybe this is a stretch, but I seem to recall hp regain was scant compared to V, and the combat relied on understanding enemy patterns. Perhaps instead of signaling squares that are about to be attacked, there could simply be patterns for enemies that the @ should either learn through play, or be granted through monster memory. The idea of colored squares being lit up before an attack does seem kind of cool though. These are just rough thoughts. I like your idea! edit: Well, now I can't recall if the monsters had patterns or not. But the @ surely did with the cards it had. It would be easy to imagine the enemies having similar patterns as well. Perhaps they had different abilities, or specials? Bah! Stupid JP Wisers.
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You are on something strange Last edited by HallucinationMushroom; October 25, 2016 at 19:31. |
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#7 | |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,400
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Quote:
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Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
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#8 | |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Quote:
![]() Maybe the approach to take would be to have a lot of different "pattern sets" that can be applied as templates on top of monsters, and then to build encounters out of a small group of monsters that the player has to fight together. So e.g. one pattern set would define how the monster moves (charges the player, tries to stay away, always moves diagonally, etc.), one provides a set of melee attacks (simple strike, stabbing lunge, sweep), one provides different ranged abilities (breathe, lightning bolt, slow). Then the monster AI would decide between move/attack/cast and then follow the template assigned to them, with appropriate lead times on anything that does damage. Now I'm imagining a monster memory that shows you the "threat zone" for each of a monster's abilities, so you know which tiles are likely to provoke an attack if you move into them. I guess with that kind of information you could provide the monster with "instant" attacks that simply punish the player for moving into the wrong tile. Attacks that take one or more turns to "wind up" would then be for the ones that cover a wider range, do more damage, or have other implications (summoning, status effects, etc.). |
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#9 |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,009
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Derakon, I think for a first iteration you could make just two further changes:
1. Make all monsters alternate between 'normal' and 'glowing' statuses. Only a glowing monster can cast a spell or attack, 2. Amend player spell lists to provide cheap access to various strong powers, varying between classes, such as: - invulnerability for 1 or several turns - buff for massive increase in speed - buff for total invulnerability to an element - buff for greatly increased AC - backstab - attack for massive damage on a sleeping monster - dimension door - buff for greatly increased melee damage - distract - make a monster stop glowing Etc... A.
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#10 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,426
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Very interesting. A couple of things:
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