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#11 | |
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Angband Devteam member
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#12 |
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Prophet
Join Date: Dec 2009
Posts: 4,890
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How would that scheme handle this situation?
Monster @ 110 energy Player @ 120 energy with 25 energy cost/blow Player attacks once. Now has 95 energy. Therefore disturb player; now monster's turn. Monster casts a spell. Now has 10 energy. Game adds energy to everyone until someone can take a turn => player @ 100 energy, monster @ 15 energy. Player attacks once. Now has 75 energy. 75 < 100; therefore disturb player. Game adds energy to everyone until someone can take a turn => player @ 100 energy, monster @ 40 energy. Player attacks once... In other words, this seems like it would lead to a lot of single blows. I agree that you should need at least 100 energy before you get a turn (otherwise you could do something other than attack and end up with negative energy), but I think you should continue attacking until you have less energy than at least one monster, or attacking again would give you negative energy. The way Eddie wrote it, it sounds like this wasn't what he was thinking of. Or did I misinterpret? |
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#13 | |
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Prophet
Join Date: Mar 2008
Posts: 2,588
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I guess I screwed up my explanation. I was thinking of multiple ways to describe it and got them confused together. Sorry about that. |
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#14 | |
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Angband Devteam member
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#15 | |
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Prophet
Join Date: Mar 2008
Posts: 2,588
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More generally, this system favors the defending monster. On average, against equal speed, if a monster steps next to you and you attack you will get half your blows before you start alternating its turn then your attacks. I think this seems fair. One way I think this should be improved is that when waiting, with '5' or rest or search, you should stay at 99 energy. If you do that, then when the monster steps next to you you will generally start with a full set of blows. |
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#16 | |
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Knight
Join Date: Jul 2009
Posts: 515
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#17 | |
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Knight
Join Date: Jul 2009
Posts: 515
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#18 |
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Knight
Join Date: Jul 2009
Posts: 515
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Annnnywayyyys ... as fractional blows is probably not on my nearby to-do list (as Magnate is working on it, I might do the hack if I run out of things to do), lets leave the frac blows talk.
![]() I made some spell changes now: Ball spells do dmg based on max radius and distance, so that it is a linear efficiency: 2 radius -> 100%, 66%, 33%. The top end spells for mage and priests were changed: Mana storm is now radius 4, and due to the above ball spell change, it is now a pretty darn massive area killer. Pits of stuff beware. Also changed fail/manacost to get rid of the pesky "max lvl max int and still fail wtf?" Annihilation is gone, cheers! Say welcome to Smite, radius 0 ball (so it jumps to intended target). High dmg variance of 5d50 (5 d plvl) and double dmg on evil, so averages at 125 on non-evil and 250 on evil, but yeah can do 10dmg or 500dmg on evil. Very mana friendly. Honestly, does anyone want archery anymore with priests after this? Well against non-evil maybe.These are totally untested at the moment. I think I will do the pseudo/id streamlining and unlimited-home options first before playtesting a mage with no-selling, unlimited home, randarts ... |
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#19 |
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Knight
Join Date: Jul 2009
Posts: 515
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I was also thinking about the status effects that maybe uniques could be affected in minor ways with them. Like slow monsters -> -2 speed. Confuse -> spell fail chance and hit rate reduction. Sleep monster -> less chance of using spells / breaths (drowsy and not quite grasping the situation).
If we consider a fight of 10speed vs 10speed, a successful slow would pay off after 5 rounds (100 energy used, 5 hits = 600 energy or 60 turns, vs. initial + 60*8 = 100 + 480 energy or 580 energy). At higher speeds it is less, but fights usually are also longer. Of course Sauron and Morgoth would be totally immune. Then for the spellbook versions have level based effects, bolt beam ball and finally LoS. A mage clearing a pit -> LoS slow, confuse, manaaaa stoooooooorm! (Lina Inverse FireBall style )
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#20 | |
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Prophet
Join Date: Apr 2007
Location: Half way to grave
Posts: 2,790
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Don't make spells too powerful. Game is a bit too easy as it is, so some balancing act would need to be done too. I find priest spell "clairvoyance" and potions of Enlightenment a bit too powerful as they are now. I suggest you change those to "map and illuminate entire level", but without item detection. Preferably with not showing the illuminated floor before you actually see it (like already illuminated unseen rooms in mapped area). Make potions of *enlightement* do what plain enlightement does now. |
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