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Old March 14, 2014, 04:05   #1
Mark
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Hardest Part mitigated by Anticipation

Decided I would branch the The Hardest part of Angband thread to discuss a related idea.

In that previous thread, I said it was hard to learn angband, because you could get one-shotted without warning (i.e. before you had chance to learn that one-shot was possible by that creature), and then have to start over.

A solution I didn't propose, because I thought it would make the game too easy, would be to introduce a warning, one turn before a high-damage spell or breath. Such as

"You see the Dragon's chest glow with inner fire..." (images of Hobbit pt2)
and then the next turn
"It breathes...you die."

But something OOD Town drunk said on the previous thread

Quote:
Originally Posted by OOD Town drunk View Post
Perhaps monster knowledge could be acquired via esp. At least for intelligent monsters. That would likely help newer players without breaking the game.
Made me wonder if rather than changing the game so you always got a one-turn warning of high-damage attacks, you were only granted such warning via a telepathic ability. I would suggest a new ability, "Anticipation" / "Clairvoyance", rather than making ESP even more over-powered.

Such an attribute is not entirely un-Tolkieny. Aragorn seemed to have foreknowledge of risk to Gandalf in Moria; and Galadriel and Elrond could in some way 'foretell'. Also, even non-magical creatures (us humans) can anticipate someone's next move when they are en expert in that area. (Such as noticing a mage incanting or a dragon drawing breath!)

When you have to choose between +5 speed or Anticipation, the pro chooses speed and the noob chooses Anticipation. Everyone is happy.

TL;DR
How about some <ability> grants the user a message to warn of some incoming high-damage spells and breaths one turn before they occur. It wouldn't need to be 100% effective. The message would ideally be coloured differently in the message log to draw attention.

Too powerful?
Far too code-breaking?!
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Old March 14, 2014, 13:58   #2
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I like it. That is a seriously neat idea.
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Old March 14, 2014, 15:02   #3
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Code:
Bahamut, the Celestial Dragon shouts "THREE"
You hit Bahamut, the Celestial Dragon (3x).
Bahamut, the Celestial Dragon shouts "TWO"
You hit Bahamut, the Celestial Dragon (3x).
Bahamut, the Celestial Dragon shouts "ONE"
You hit Bahamut, the Celestial Dragon (3x).
Bahamut, the Celestial Dragon breathes Nuke.
You die...
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Old March 14, 2014, 15:43   #4
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Hahaha debo I just collapsed laughing
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Old March 15, 2014, 08:01   #5
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Still, the OP's idea is good.
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Old March 15, 2014, 15:15   #6
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This is cool! Not sure it would be so easy to implement though. The way Angband is currently written it would probably need some kind of ugly global timer, or something...
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Old March 15, 2014, 16:22   #7
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Don't enemies already "gather their power" on occasion, or am I thinking of a different game. Also, I have no idea what that means.
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Old March 15, 2014, 16:56   #8
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... Not that I know of. Not in V anyway.
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Old March 15, 2014, 20:46   #9
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Quote:
Originally Posted by buzzkill View Post
Don't enemies already "gather their power" on occasion, or am I thinking of a different game. Also, I have no idea what that means.
That's the "restoring mana" message for variants with monster mana.
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Old March 15, 2014, 21:07   #10
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This doesn't seem like it would be all that hard to implement, incidentally. You'd need to have monsters make the decision whether or not to cast a spell the turn before they cast it, and then store that decision in the monster object so they can act on it on their following turn. This would have the side effect that no monster could cast a spell on the same turn that the player first enters LOS, though, which would make the game a bit easier. For example, you'd be perfectly safe in tunneling through a wall to a horrible unique and then teleporting it away, assuming you matched speed with it and had a 0% failure rate on Teleport Other.
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