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Old November 8, 2013, 19:25   #51
debo
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This is sort of a dumb idea, but have you guys ever thought of rendering the turncount right on the main stats panel? I guess there's not a lot of room left there, but below where the monster health bar usually appears or something might work?

Even putting it next to the current depth or something might work -- as might rendering it as "turns spent on this floor".
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Old November 8, 2013, 19:52   #52
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Quote:
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Even putting it next to the current depth or something might work -- as might rendering it as "turns spent on this floor".
Wouldn't "Turns until you must descend/cannot ascend" (possibly rendered as "turns remaining") be the most pertinent indicator? Since that's the main thing that the turn count is mechanically relevant for.
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Old November 8, 2013, 19:57   #53
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Quote:
Originally Posted by Derakon View Post
Wouldn't "Turns until you must descend/cannot ascend" (possibly rendered as "turns remaining") be the most pertinent indicator? Since that's the main thing that the turn count is mechanically relevant for.
That works too Turncount also goes to total score, though!
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Old November 8, 2013, 20:03   #54
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That works too Turncount also goes to total score, though!
Sure, but since the number will jump up whenever you take a staircase, it suffices (for the score-conscious) to maximize it no matter what.

If you want to check your total turns spent e.g. so you can compare against past performance, I'd say that's more of a character-sheet kind of thing.
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Old November 8, 2013, 20:13   #55
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If you don't like breaking immersion with turncounts, another good idea could be changing the color of the depth-in-feet indicator: green means you still have lots of time to hang around at that depth, yellow for "hurry up", red when your time on the current depth is expired.
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Old November 8, 2013, 20:32   #56
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If you don't like breaking immersion with turncounts, another good idea could be changing the color of the depth-in-feet indicator: green means you still have lots of time to hang around at that depth, yellow for "hurry up", red when your time on the current depth is expired.
This is a great idea, actually!
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Old November 8, 2013, 21:32   #57
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Great idea but I wanted turncounts displayed just so you'd be aware that resting burns through turns like crazy If that color only changes for some macro # of turns, it won't help that much!

No reason we couldn't combine those things!

Now I feel bad for causing all this speculation with my bad idea haha
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Old November 8, 2013, 21:39   #58
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The idea that diving 300' in over your head corresponds to the color dark green might not make intuitive sense, though. Red means danger, not "things are too easy".
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Old November 8, 2013, 22:02   #59
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Old November 8, 2013, 22:54   #60
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Originally Posted by Derakon View Post
Sure, but since the number will jump up whenever you take a staircase, it suffices (for the score-conscious) to maximize it no matter what.

If you want to check your total turns spent e.g. so you can compare against past performance, I'd say that's more of a character-sheet kind of thing.
Turn-burning on stairs was changed with the last version as far as I know. (You really should play Sil already )

For me seeing the turncount on the main stats panel would be mainly useful to schedule actions when buffed up, say after 20 turns you should be prepared that quickness wears off, after 40 turns that the stat potion won't last longer. Especially with fast being shown at another place, I tend to overlook it when not explicitly looking for it. Some people said somewhere you could turn it on, but I never managed to do so.
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