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Old July 30, 2008, 03:19   #1
buzzkill
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A place for FA questions and ideas for improvement

No stupid questions from me today... however... not having played any other variants, I don't know if this already exists somewhere but...

I was just thinking that running away is a huge part of FA (at least for me) and yet, apart from potions of speed there is no really effective way to "run away" (or chase down a fleeing enemy).

I was thinking that much like the (S)earch command that toggles on/off one could create a toggle (F)lee command that would enable a character to possibly outrun a pursuing monster.

It would work something like this... when (F)lee is active any step taken in the same direction as the previous step would grant the player a +2 to speed. These pluses would be cumulative up to a maximum of twice the players normal speed. A change of direction of 45 degrees (from E to NE or SE for example) would reduce the players additional speed by 25%. A 90 degree turn (N to E or W) would reduce the additional speed by 50%. Any reversal of direction would reduce the players speed to normal.

In order to prevent players form using (F)lee constantly, I propose a limited field of vision, a 60% cone that illuminates the path only in the direction that the player is currently traveling (even during the daytime, reflecting the players panicked tunnel vision). This cones point of origin would be located a square or two behind the player so that he can still see his pursuer (if it's close enough). This would be a severe departure from the normal (almost infinite) field of vision and I feel would be a effective deterrent.

Thats the basic gist of it, just a few more things.
Reduced AC and/or increased enemies ability to hit you.
No picking up of items or treasure when fleeing.
No actions other than movement are possible (no wands of other nonsense).
Maybe a limited maximum duration of 50 turns of so.
I know that the (F) is already used for some command so maybe (R)un away or...

Any how, that's about it off the top of my head, any feedback would be appreciated.
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Old July 30, 2008, 04:31   #2
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Quote:
Originally Posted by buzzkill View Post
No stupid questions from me today... however... not having played any other variants, I don't know if this already exists somewhere but...

I was just thinking that running away is a huge part of FA (at least for me) and yet, apart from potions of speed there is no really effective way to "run away" (or chase down a fleeing enemy).

I was thinking that much like the (S)earch command that toggles on/off one could create a toggle (F)lee command that would enable a character to possibly outrun a pursuing monster.
Couldn't you make it simpler - when you hit F, you get (say) +3 speed, but you cannot attack, fire, throw, or cast spells until you reach a new dungeon/wilderness level?

A.
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Old July 30, 2008, 04:55   #3
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The first things I thought of when I saw this were T.o.M.E.'s explore speed and fighting tactic settings. You could change your explore speed from anywhere between slug-like to running each with advantages and disadvantages. I think max speed benefit from this was +3 if running was chosen. The fighting tactic ranged from coward to berserker which monkeyed with to-hit and to-damage and armor class if I recall correctly. I set mine to running/berserker and just like the character that image brings up, I only have the barest of knowledge about how it all works.

Edit: Oops I just checked a tome 223 character its max speed is +7 for running.

Last edited by HallucinationMushroom; July 30, 2008 at 05:10.
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Old July 30, 2008, 15:17   #4
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Quote:
Originally Posted by Antoine View Post
Couldn't you make it simpler - when you hit F, you get (say) +3 speed, but you cannot attack, fire, throw, or cast spells until you reach a new dungeon/wilderness level?

A.
You would have to throw in no picking up of items, else I think it would be used nearly constantly, which would make the game much easier. Why fight, when you can simply skip around the monsters swiping all the level's treasures (something I do already at normal speed, or even better after 'becoming bat'). Also, I'd hate to activate something that can't be shut off, something that also restricts you from taking any other action aside from movement. It leaves you with no hope of recovering your courage and striking back, or simply changing your mind based on new circumstances or items found.

I'm trying to create something in which the negatives would outweigh the positives in such a way that it would only be used in a dire situation.

I'm not really worried about the 'simplicity' of it. I'm not a programmer, at least not a C programmer.
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Old July 30, 2008, 15:59   #5
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Originally Posted by buzzkill View Post
I'm trying to create something in which the negatives would outweigh the positives in such a way that it would only be used in a dire situation.
How about this? You can start "sprinting" at any time. You'll get +5 to your speed, for an unspecified, random duration. But when it runs out, you'll be paralyzed for a few turns, and then at -5 speed for a while after, during which time you can't start sprinting again. Thus, if you need to get away from something, you can sprint, but you had best get away from danger while your speed lasts, or you could be in bad trouble.

Also, you probably shouldn't be able to sprint at all if you are carrying enough to be slowed down.
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Old July 30, 2008, 17:16   #6
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Toggleable.
+a lot of Speed. A lot of means around 13-15.
0 Saving Throw.
0 Searching.
0 Stealth.
0 all the other skills whose names I don't remember.
No picking up.
When toggling off:
3 turns paralysis
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Old July 30, 2008, 18:18   #7
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I'm just not convinced by this.
1. Teleport Self and Teleport Level are easily available in FA.
2. A small speed boost won't save you. A big speed boost will make the wilderness too easy to cross. (Only a very few monsters will be able to follow you, much less catch you.)
3. The wilderness in FA is fun because it's so scary. If you are really struggling with escape, try an Assassin or Rogue with Unlight skill. (Generally some kind of Elf for best stealth.) Or play the race with native ESP.
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Old July 30, 2008, 18:38   #8
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I haven't had a lot of trouble getting away either (even on my other non-mage classes). And I agree the wilderness would be very easy to traverse with this option.
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Old July 31, 2008, 02:43   #9
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Quote:
Originally Posted by Narvius View Post
Toggleable.
+a lot of Speed. A lot of means around 13-15.
0 Saving Throw.
0 Searching.
0 Stealth.
0 all the other skills whose names I don't remember.
No picking up.
When toggling off:
3 turns paralysis
I'm on board with the no saves, search, or stealth. Not sure about the para.
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Old July 31, 2008, 03:15   #10
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Quote:
Originally Posted by Pete Mack View Post
1. Teleport Self and Teleport Level are easily available in FA.
I think you may be missing the big picture, or maybe I wasn't clear enough.

Once teleports and other magical means are available they would certainly be the way to go. I thought this would be particularly helpful in the early game, when gold and good items are scarce.

Quote:
Originally Posted by Pete Mack View Post
2. A small speed boost won't save you. A big speed boost will make the wilderness too easy to cross. (Only a very few monsters will be able to follow you, much less catch you.)
It would be hard to build a substantial amount of speed. Basically, the only way to build speed is to move in a straight line, and that only gains you +2 (cumulative). Any change of direction reduces your speed. Trees, rubble, and other obstacles such as rocks, water and rubble would have to be avoided. Characters which can move freely through a given terrain type would be the exception to the rule. Dwarfs could (F)lee through rubble, elves through trees.

It's not going to necessarily save you. If you're contemplating (F)leeing, you've already gotten yourself into a bad spot. It just gives you an option, a chance, a bit of hope, and may add a little more strategy to the game. And just from a realism stand point, shouldn't you be able to RUN every once in a while.

Keep in mind, normally you would (F)lee from creatures that are faster than you. That means that it may take a couple of turns before you start to out pace them. If I was as fast as (or faster than) a pursuing monster, I certainly wouldn't (F)lee from it. There are too many negatives.

And having thought about it some more.. I feel that items should not be visible while fleeing, unless you happen to trip over something. And maybe your mapping memory shouldn't function either. After all, you're running for your life. You wouldn't be paying meticulous attention to the landmarks and you would hardly be interested in picking up trinkets along the way.
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