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Old November 13, 2019, 19:45   #21
Vorczar
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I found a ring with Movement Speed +3 (and other good stats).

You say it makes energy for movement cost divide by n+1.

Spell effects last longer?
Food consumption is slower?
Word of Recall takes longer to activate?
Rods and Activated items take longer to recharge?

No affect on combat?
No affects on number of moves relative to enemy moves?

IF that's how it works, I'm not sure the positives outweigh the negatives.
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Old November 13, 2019, 20:01   #22
Derakon
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Any turn that you spend moving passes much faster, but turns you spend doing anything other than movement still take the full length of time, yes. The big advantages are a) moving fast means less time for enemies to wake up on the level (it's a de facto stealth boost), and b) you can just walk to reposition yourself during combat, rather than use something like Phase Door that might land you somewhere undesirable.
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Old November 13, 2019, 21:23   #23
emulord
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One roguelike that has split time work well is DoomRL.
Moving, firing, reloading, and item use all have different time constraints.

Noobs will die attempting to reload a gun that takes 2 seconds
Semi-noobs die when using a medkit taking 1 second when every other action takes 0.5 seconds since they have speed perks.

After those 2 deaths, you learned the system and its all fine.

Part of the issue is +n speed being obscure to how fast something actually is. Showing energy costs somewhere would help.

So long as extra blows, extra shots, extra movement steps, and extra spellcasts all use the same system I feel like it could be intuitive and give an additional dimension to speed/power.

To avoid melee tedium with 1blow=1keypress maybe use Full Attacks when above HP warn limit?
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Old November 14, 2019, 20:21   #24
Therem Harth
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Having a current/total action points meter seems like a good solution? But I kind of like metagames around allocating action points, so IDK.
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Old November 14, 2019, 21:01   #25
Derakon
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Action point based games usually let you take multiple actions per turn, e.g. movement is 1 point, attacking is 4, casting a spell is 5, you get 7 points. Are you proposing doing that in Angband? It feels like it'd be a big change, like, I'd probably want to make sure that I enter rooms with as many action points as possible. Or am I misunderstanding the proposal?
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Old November 14, 2019, 23:37   #26
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I think action points would be quite a move away from how it works now. Currently at a player's turn most actions use 100 energy, but having a bonus to shots or moves divides that 100 by (1 + bonus) for those actions. So rather than having a given number of action points to use which determines what actions you can take this turn, you can use any valid number of action points and that determines how long it is until your next turn.

One thing that I have thought about implementing is a turn queue which shows what the order of action for the player and currently visible monsters is. This is straightforward if the player is always using 100 energy; if there's the potential for using less, you would need to be able to display more than one possible order.
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Old November 15, 2019, 01:16   #27
Therem Harth
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Quote:
Originally Posted by Derakon View Post
Action point based games usually let you take multiple actions per turn, e.g. movement is 1 point, attacking is 4, casting a spell is 5, you get 7 points. Are you proposing doing that in Angband? It feels like it'd be a big change, like, I'd probably want to make sure that I enter rooms with as many action points as possible. Or am I misunderstanding the proposal?
Yeah you're misunderstanding, or more like I wasn't clear. I meant a good solution in turn-based games in general, not necessarily a good one for V. And yeah I was taking different AP costs for different things as implicitly part of this.

Would be good variant fodder though IMO,
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