I wouldn't do this as it has very large changes on the way the game works. So far (I think!) the only multiturn actions are running and resting, which are very predictable in how they work. They also abort when interrupted. Having a more complex multiturn action would considerably complicate the player's understanding of the game.
On reading this, I also came up with the proposal of just having to have a digger in your inventory/equipment in order to tunnel. I might be OK with this approach. I'm not sure. The main issue is the speed and convenience of digging. This is fine for rubble, but more problematic for quartz and granite. The turns swapping in and out currently make this more difficult to do in the middle of combat. In Angband, you have a tiny chance of succeeding in digging each turn (to model it taking many turns). I changed this to a two stage process of stone -> rubble -> floor, which is less realistic, but more abstracted and more roguelike in my opinion (c.f. changing armour in the time it takes to move 10 ft). This does mean that convenience digging could be a bit too good. (Note that you can currently do this, but only with a trumpet of blasting and at a cost of 20 voice). I suppose my main concern is people tunneling around Morgoth too easily in the escape, but you still need to take 4 hits from him, compared to 5 before, or 2 hits from using Exchange Places.
There are some other minor issues such as now being able to dig when you were wielding a cursed weapon. This is not bad gameplay-wise, just a bit odd thematically. However, you can still remove you gloves (unlike Nethack...) and can use a trumpet etc, so it this is not so different.
We would also want to at least allow you to still wield mattocks given Tolkien's references to dwarves using them. So they will still have to remain weapons with stats, which makes it a bit odd to get this ability when not wielding them.
Overall, I'm still unsure, but am considering it. The current implementation definitely makes me go another way when I find a blocked tunnel instead of digging it out, which is a bit silly.
On reading this, I also came up with the proposal of just having to have a digger in your inventory/equipment in order to tunnel. I might be OK with this approach. I'm not sure. The main issue is the speed and convenience of digging. This is fine for rubble, but more problematic for quartz and granite. The turns swapping in and out currently make this more difficult to do in the middle of combat. In Angband, you have a tiny chance of succeeding in digging each turn (to model it taking many turns). I changed this to a two stage process of stone -> rubble -> floor, which is less realistic, but more abstracted and more roguelike in my opinion (c.f. changing armour in the time it takes to move 10 ft). This does mean that convenience digging could be a bit too good. (Note that you can currently do this, but only with a trumpet of blasting and at a cost of 20 voice). I suppose my main concern is people tunneling around Morgoth too easily in the escape, but you still need to take 4 hits from him, compared to 5 before, or 2 hits from using Exchange Places.
There are some other minor issues such as now being able to dig when you were wielding a cursed weapon. This is not bad gameplay-wise, just a bit odd thematically. However, you can still remove you gloves (unlike Nethack...) and can use a trumpet etc, so it this is not so different.
We would also want to at least allow you to still wield mattocks given Tolkien's references to dwarves using them. So they will still have to remain weapons with stats, which makes it a bit odd to get this ability when not wielding them.
Overall, I'm still unsure, but am considering it. The current implementation definitely makes me go another way when I find a blocked tunnel instead of digging it out, which is a bit silly.
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