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#1 |
Prophet
Join Date: Mar 2008
Posts: 2,712
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targetting and LOS
I think there is a fairly clean way to approach targeting and LOS. It requires a single change in viewpoint, but then everything flows.
Currently, walls are considered to take up entire spaces. If you change that perspective so that walls in a corridor only extend halfway everything becomes easy. Define two squares to be visible with respect to each other if the line connecting their centers does not pass through a wall. Consider a passwall monster in a wall to be centered at the center, but partially extending outward if the wall is adjacent to a non-wall. After all, at a minimum the mouth has to be outside the wall if it can breathe at you. Then for anything like ################D @ the @ and D have LOS on each other, even if the D is an ethereal dragon in a wall. The boundary case is ##D ## @ and it could go either way without any particular benefits or disadvantages I can see. Probably it is better to say not visible. IMO it is absolutely vital for #m # @# to be a case where the @ can see the death mold. Also, the player is allowed to move diagonally which does not make sense if the walls completely fill the #s and thus would touch. Once you accept these points, I think the argument proceeds in a straightforward manner to the interpretation I give above. Even if you don't like the interpretation, it leads to a clean model with good gameplay properties, and that is the important thing. |
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#2 |
Angband Devteam member
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Seconded. This approach is used in wargaming for good reason.
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#3 | |
Knight
Join Date: Jun 2008
Posts: 593
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Quote:
This all looks very good.
__________________
Bands, / Those funny little plans / That never work quite right. -Mercury Rev |
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#4 |
DaJAngband Maintainer
Join Date: Apr 2007
Location: San Antonio, TX
Posts: 927
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I like that idea.
(wanted to just thumbs up the idea without having to leave a message with four words because I don't really have anything to add..) |
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#5 |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 39
Posts: 1,516
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This proposal is good--in particular it addresses some annoying inconsistencies with the current treatment of passwall.
Also, I assume your LOS would be symmetric. I consider that one of the most sorely-needed features. |
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#6 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
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AD&D (d20, new version) I think, has a detailed method dealing with LOS and targeting enemies with partial cover. I'm not very familiar with it, but I think it's similar to what's being proposed here. Something like if the center of the players grid can 'see' any portion of the enemies grid (or vice-versa).
I presume hat this method has already been extensively tested and works well. I'm just throwing it out there. Please don't hurt me.
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#7 | |
Prophet
Join Date: Mar 2008
Posts: 2,712
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Quote:
"No, no, I'm not shooting at the bat. I'm aiming at the tree behind it. Before you tell me the AC of the tree, let's see if I make the roll to miss the bat." |
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#8 |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 39
Posts: 1,516
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#9 | |
DaJAngband Maintainer
Join Date: Apr 2007
Location: San Antonio, TX
Posts: 927
Donated: $10
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Quote:
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#10 | |
Prophet
Join Date: Mar 2008
Posts: 2,712
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Quote:
The rule was introduced to stop players shooting "through" party members. However, it is exceptionally hard to get these things right and still playable, and the D&D combination of evasion and damage reduction into a single value called AC makes it impossible. The only way to fix the rule is to throw it away. That is a lesson to be considered when thinking about things like "cover" bonuses in an angband framework. |
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Thread | Thread Starter | Forum | Replies | Last Post |
feature request - disturb on reverse LOS | PowerDiver | Vanilla | 2 | May 18, 2009 07:46 |