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#11 |
Rookie
Join Date: Sep 2015
Posts: 5
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The first time I saw an angband with dungeon illumination code, I was in love. The linear leaps in lighting didn't bother me. Now that the whole thing has matured, perhaps it is time to consider another layer of sophistication.
There has been a lot of success in angband, in falling back to a pseudo-physical energy analysis for solving game play questions. This is just one of those areas that needs a little further elaboration than it has had previously. The problem here is that the game and the code uses an linear progression of integers to model something that is not. Light intensity falls off inverse to the radius squared. Which means that the additional light intensity that would take you from a radius of 1 to 2, would not take you from a radius of 2 to 3. To increase your radius from a 1 to 2, would be an increase in intensity of a 1 to 4, to increase radius from a 2 to 3, would be an increase in intensity of 4 to 9. It ought to require 3x of the 1 to 2 thingies to increase the radius from a 1 to 3. It would be a very powerful magic item that offered a +1 to your light radius no matter what it started. It could be that lesser magic would be able to increase a light source up to a capped value. It might make a 1 to 2 or a 2 to 3, but that's it. Or it might increase both a 1 or 2 to a 3. |
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#12 |
Adept
Join Date: Oct 2009
Posts: 207
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Giant amounts of light radius feel very satisfying. A cap is unneccessary. Light isnt even something that should be optimized for, so its a nice bonus when you get it.
I get that it can be powerful, so I like the suggestion above. We already have the speed->energy conversion for balance, lumens->light radius makes sense too! |
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#13 | |
Veteran
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 2,123
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Quote:
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.” ― Tom Stoppard, Rosencrantz and Guildenstern are Dead |
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#14 |
Swordsman
Join Date: Aug 2015
Posts: 279
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#15 | |
Veteran
Join Date: Jun 2007
Posts: 1,391
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Quote:
Having a linear increase might make for some interesting trade-offs in equipment choice. (I'm not betting on it, but it's such a small change that it's trivial to have people play-test for a version.) All, IMO, of course. |
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#16 |
Adept
Join Date: Sep 2014
Location: TX
Posts: 139
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What about removing caps, but increased light intensity adding something like aggravate monsters? I always thought it was strange that you could wake up monsters by using a light spell nearby, but not by walking right up to them with the Star of Elendil blazing.
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