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#1 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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A place for FA questions and ideas for improvement
No stupid questions from me today... however... not having played any other variants, I don't know if this already exists somewhere but...
I was just thinking that running away is a huge part of FA (at least for me) and yet, apart from potions of speed there is no really effective way to "run away" (or chase down a fleeing enemy). I was thinking that much like the (S)earch command that toggles on/off one could create a toggle (F)lee command that would enable a character to possibly outrun a pursuing monster. It would work something like this... when (F)lee is active any step taken in the same direction as the previous step would grant the player a +2 to speed. These pluses would be cumulative up to a maximum of twice the players normal speed. A change of direction of 45 degrees (from E to NE or SE for example) would reduce the players additional speed by 25%. A 90 degree turn (N to E or W) would reduce the additional speed by 50%. Any reversal of direction would reduce the players speed to normal. In order to prevent players form using (F)lee constantly, I propose a limited field of vision, a 60% cone that illuminates the path only in the direction that the player is currently traveling (even during the daytime, reflecting the players panicked tunnel vision). This cones point of origin would be located a square or two behind the player so that he can still see his pursuer (if it's close enough). This would be a severe departure from the normal (almost infinite) field of vision and I feel would be a effective deterrent. Thats the basic gist of it, just a few more things. Reduced AC and/or increased enemies ability to hit you. No picking up of items or treasure when fleeing. No actions other than movement are possible (no wands of other nonsense). Maybe a limited maximum duration of 50 turns of so. I know that the (F) is already used for some command so maybe (R)un away or... Any how, that's about it off the top of my head, any feedback would be appreciated. |
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#2 | |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,009
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Quote:
A.
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#3 |
Knight
Join Date: Apr 2007
Location: Indiana, U.S.A.
Age: 44
Posts: 784
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The first things I thought of when I saw this were T.o.M.E.'s explore speed and fighting tactic settings. You could change your explore speed from anywhere between slug-like to running each with advantages and disadvantages. I think max speed benefit from this was +3 if running was chosen. The fighting tactic ranged from coward to berserker which monkeyed with to-hit and to-damage and armor class if I recall correctly. I set mine to running/berserker and just like the character that image brings up, I only have the barest of knowledge about how it all works.
Edit: Oops I just checked a tome 223 character its max speed is +7 for running.
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You are on something strange Last edited by HallucinationMushroom; July 30, 2008 at 04:10. |
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#4 | |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
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I'm trying to create something in which the negatives would outweigh the positives in such a way that it would only be used in a dire situation. I'm not really worried about the 'simplicity' of it. I'm not a programmer, at least not a C programmer. |
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#5 | |
Z+Angband Maintainer
Join Date: Jun 2008
Posts: 318
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Quote:
Also, you probably shouldn't be able to sprint at all if you are carrying enough to be slowed down.
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#6 |
Knight
Join Date: Dec 2007
Location: Poland, Katowice
Age: 30
Posts: 589
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Toggleable.
+a lot of Speed. A lot of means around 13-15. 0 Saving Throw. 0 Searching. 0 Stealth. 0 all the other skills whose names I don't remember. No picking up. When toggling off: 3 turns paralysis
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If you can convincingly pretend you're crazy, you probably are. |
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#7 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,768
Donated: $40
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I'm just not convinced by this.
1. Teleport Self and Teleport Level are easily available in FA. 2. A small speed boost won't save you. A big speed boost will make the wilderness too easy to cross. (Only a very few monsters will be able to follow you, much less catch you.) 3. The wilderness in FA is fun because it's so scary. If you are really struggling with escape, try an Assassin or Rogue with Unlight skill. (Generally some kind of Elf for best stealth.) Or play the race with native ESP. |
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#8 |
Veteran
Join Date: Jun 2008
Location: Los Angeles
Posts: 1,069
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I haven't had a lot of trouble getting away either (even on my other non-mage classes). And I agree the wilderness would be very easy to traverse with this option.
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#9 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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I'm on board with the no saves, search, or stealth. Not sure about the para.
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#10 | ||
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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Quote:
Once teleports and other magical means are available they would certainly be the way to go. I thought this would be particularly helpful in the early game, when gold and good items are scarce. Quote:
It's not going to necessarily save you. If you're contemplating (F)leeing, you've already gotten yourself into a bad spot. It just gives you an option, a chance, a bit of hope, and may add a little more strategy to the game. And just from a realism stand point, shouldn't you be able to RUN every once in a while. Keep in mind, normally you would (F)lee from creatures that are faster than you. That means that it may take a couple of turns before you start to out pace them. If I was as fast as (or faster than) a pursuing monster, I certainly wouldn't (F)lee from it. There are too many negatives. And having thought about it some more.. I feel that items should not be visible while fleeing, unless you happen to trip over something. And maybe your mapping memory shouldn't function either. After all, you're running for your life. You wouldn't be paying meticulous attention to the landmarks and you would hardly be interested in picking up trinkets along the way. |
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