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Old September 16, 2015, 06:42   #11
mushroom patch
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As people have mentioned, teleportation resistance has existed in variants for a very long time. It's not actually a good idea.

The problem with teleportation, all teleportation, is that it is instantaneous. Make teleportation mechanics interact with game time and space on the map and you will see a whole new world of possibilities open up.

The answer to angband's problems will not come from defining new resistances and putting new flags in edit files.
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Old September 16, 2015, 14:08   #12
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Originally Posted by mushroom patch View Post
As people have mentioned, teleportation resistance has existed in variants for a very long time. It's not actually a good idea.

The problem with teleportation, all teleportation, is that it is instantaneous. Make teleportation mechanics interact with game time and space on the map and you will see a whole new world of possibilities open up.

The answer to angband's problems will not come from defining new resistances and putting new flags in edit files.
I like crawl's teleport mechanics, but I also like poschengband's for more of that 'what the in the actual fuck' experience. It still has instant teleports, but in addition to teleport resistance on TO you also have to deal with fail rates on all your teleports, and you lose all your energy (so you can miss several turns) when a teleport-self ends.
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Old September 16, 2015, 14:40   #13
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Sounds like something designed by people who think teleporting within a level is dangerous. A lot of misconceptions about the game is a big part of the problem, imo.
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Old September 16, 2015, 16:48   #14
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Originally Posted by mushroom patch View Post
Sounds like something designed by people who think teleporting within a level is dangerous. A lot of misconceptions about the game is a big part of the problem, imo.
Have you played poschengband? Even moving is dangerous
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Old September 16, 2015, 17:16   #15
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Moving is dangerous in vanilla too in comparison to the alternatives. Since you usually want players to move in a game with a map and stuff, though, this isn't a selling point.
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Old September 16, 2015, 17:56   #16
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Moving is dangerous in vanilla too in comparison to the alternatives. Since you usually want players to move in a game with a map and stuff, though, this isn't a selling point.
Have you heard of someone from the Crawl universe named bcadren? If so, are you possibly related to said person?
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Old September 16, 2015, 20:14   #17
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lol, nope, but I understood that reference.
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Old September 16, 2015, 22:02   #18
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Maybe another, simpler solution to this would be to make Teleport Other only available as a wand? If you don't have the guaranteed infinite charges of the spell/rod versions, then the decision over whether to use up your precious charges becomes much more tactical, plus you're vulnerable to charge-drainers or wands being destroyed by recharging/lightning.
Perhaps, but I'm not sure that really gets at the situation I like to see. Basically my overall approach is something like.

It is sometimes interesting to have to kill a monster you'd rather just not deal with, but it's really boring to constantly have to kill nuisance monsters.

There might be some monsters that benefit from a different game mechanic than others.

Someone asked what monsters would be good and the first one that comes to mind for me is the silent watcher. Perhaps golems overall make good example monsters. Then they could also serve as vault guardians, which is another aspect that we're missing with current gameplay.

I guess this is probably one of those things that I should just code up and try out. If only I could find time to play...
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Old September 16, 2015, 22:25   #19
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Have you played poschengband? Even moving is dangerous
Is that based on Z/Heng? Another cool (but frightening) feature I liked from that was that some monsters have a chance to follow a teleporting player, making it end up a few squares away from the area you just teleported to. Now, that can get scary!
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Old September 25, 2015, 16:12   #20
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But surely I remember reading that nothing can resist time?

Seriously, I think it would be a bad idea to make time resistable. It would remove some dread from the game somehow.
Resisting time would essentially make you immortal.

Therefore, the only thing that should do that is The One Ring.
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