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#1 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Jamming (spiking) doors
I almost never use this action. I'm wondering if it's pretty unused (and possibly could use some improvement) or if I'm just doing things wrong.
Thoughts? (quick search through forum didn't turn up much on this topic) |
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#2 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,725
Donated: $40
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It's a relic of an earlier time--as far as I know, nobody uses it, except possibly an early ironman character trying to save on ?Phase Door.
If you do want it to be successful, you need to spike with more than 1 spike (up to 7). |
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#3 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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Once upon a time, I used tried to jam doors shut and found it not to be worthwhile. The number of turns it takes to securely jam a door makes it prohibitive. Keys, to lock doors, would be better.
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#4 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Would any of the following changes help or be worthwhile to implement?
Increase the "Jamming factor" for each spike (3 to fully jam instead of 7ish) Reduce the weight of spikes Allow close+jam door in a single turn Increase throwing damage from spikes Beginning equipment includes some spikes Make fully jammed doors more difficult to break down I think jamming doors should be useful in a specific range of levels, namely the ones that are haunted by the elemental hounds. It seems like this could provide another interesting tactical option. |
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#6 | |
Apprentice
Join Date: Nov 2009
Posts: 52
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Quote:
Here's what i'd prefer: instead of spikes, use Caltrops. The player would drop a caltrop that would slow down opponents. This would be useful in hallways and would only take 1 round to drop. Caltrops are light and could be used by all (non holy ? ) characters. Thus making them useful at low levels when most monsters do not resist slowing. That's the easy way of doing it. Caltrops might be found at the general store (labeled 'snares' , since 'Caltrops' are kind of shady and would be prohibitively expensive to lowbies in the Black Market). The more complex way would be to set a snare that has a chance of being resisted but will slow down all type of non uniques. The resistance to snares could be related to the characters disarming skill. Thus all clases would find some use at some point, though rogues would benefit best while warriors might still find them handy. Now the biggie to the above idea is what to rename it to fit ' j ' ?
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He once had an awkward moment with a Morgoth, just to see what it felt like. Should he ever be cut, rubies would spill from his veins. He is: the most Interesting @ in the world. |
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#7 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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How about we just abstract away spikes in general? Let the player jam doors without using spikes, notionally by picking up whatever random litter is handy and shoving it under the door.
As for caltrops, that sounds basically like a player-set trap, albeit a simple one. |
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#8 |
Swordsman
Join Date: Sep 2008
Posts: 289
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I was just thinking tonight as I started a new character that it would be tremendously helpful in the very early going to be able to reliably seal yourself off from enemies, especially when playing a low-hp class/race combo. Currently, there are just too many creatures able to bash down doors even at fairly shallow depths. Not to mention the hordes that are able to open them.
If spikes were far more useful, and maybe did decent throwing damage, I'd carry them at least for the first dive. Then again, if they were removed entirely, I wouldn't miss them. It's having them there, useless yet enticing that bugs me ![]() Then again...why not just abandon the idea of "doors" completely... |
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#9 | |
Unangband maintainer
Join Date: Apr 2007
Location: Sydney, Australia
Age: 48
Posts: 872
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Quote:
Hmm... might roll a patch if there's any interest. Andrew
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#10 | |
Angband Devteam member
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Quote:
Of course, just reducing the number of monsters with BASH_DOOR works too. |
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