There’s a lot of necessary differences between the two command sets, but there’s also a lot of differences that only exist for historical reasons, either because a different command used to occupy a key (who remembers forcing a door?), or because Rogue used a different key from Moria.
What really provoked this was when I noticed that the original and roguelike sets flip the meaning of ',' and '.'
That’s just silly.
So, I’m proposing we realign the command sets, based on the following principles:
1) Whenever reasonable, identical commands should be on the same key.
2) Mnemonic key choices are preferred.
3) More-commonly used commands should be on easier-to-type keys
4) Everyone uses control-direction for everything they can, so the various subsumed commands are not important
5) Neither the original nor the roguelike set should be preferred, because everyone should be unhappy with me
And when they come into conflict, deciding on a case-by-case basis.
(For the record, I’m a roguelike person)
With that said:
wands, staves, etc: Four commands are needed.
Wand: a
Rod: z
Staff: Z
Equipment: A
The potentially-more-used wand key is now on the home row for roguelike players, all item activations are on two keys, and we free up lowercase U for the general-purpose use command in original.
There’s an alternate argument to put recharging (rod/equipment) on a/A, and charged (wand/staff) on z/Z, but I prefer having the aimed items on the lowercase letters. (Well, mostly aimed)
Missiles:
Ammo: f, for fire
Daggers, spears, etc: t, for throw
This requires moving original-set takeoff to T, but how often does one take off an item, and then tunnel to ^T, but see (4) above.
Run/stay still/pick up:
Run: ,
Stay still with no pickup: .
Stay still with pickup: removed
Get items: g
I’m working on the assumption that keypad players use 5 to stay still, so don’t care what the underlying key is. I’m used to using period. We already have a command to get items you’re standing on, so it’s more useful to have one that doesn’t.
Other changes:
Quit: ^Q
Having such a rarely-wanted command on a primary letter is silly, and there are unlikely typo-death possibilities that are reduced by moving it.
Walk into a trap: -
Like quitting, this is a command that is needed so very rarely.
That’s actually it. (Before going into it, I was sure there’d be more.)
What do people think of this idea? (Both in the general case, and the specific changes.)
What really provoked this was when I noticed that the original and roguelike sets flip the meaning of ',' and '.'
That’s just silly.
So, I’m proposing we realign the command sets, based on the following principles:
1) Whenever reasonable, identical commands should be on the same key.
2) Mnemonic key choices are preferred.
3) More-commonly used commands should be on easier-to-type keys
4) Everyone uses control-direction for everything they can, so the various subsumed commands are not important
5) Neither the original nor the roguelike set should be preferred, because everyone should be unhappy with me
And when they come into conflict, deciding on a case-by-case basis.
(For the record, I’m a roguelike person)
With that said:
wands, staves, etc: Four commands are needed.
Wand: a
Rod: z
Staff: Z
Equipment: A
The potentially-more-used wand key is now on the home row for roguelike players, all item activations are on two keys, and we free up lowercase U for the general-purpose use command in original.
There’s an alternate argument to put recharging (rod/equipment) on a/A, and charged (wand/staff) on z/Z, but I prefer having the aimed items on the lowercase letters. (Well, mostly aimed)
Missiles:
Ammo: f, for fire
Daggers, spears, etc: t, for throw
This requires moving original-set takeoff to T, but how often does one take off an item, and then tunnel to ^T, but see (4) above.
Run/stay still/pick up:
Run: ,
Stay still with no pickup: .
Stay still with pickup: removed
Get items: g
I’m working on the assumption that keypad players use 5 to stay still, so don’t care what the underlying key is. I’m used to using period. We already have a command to get items you’re standing on, so it’s more useful to have one that doesn’t.
Other changes:
Quit: ^Q
Having such a rarely-wanted command on a primary letter is silly, and there are unlikely typo-death possibilities that are reduced by moving it.
Walk into a trap: -
Like quitting, this is a command that is needed so very rarely.
That’s actually it. (Before going into it, I was sure there’d be more.)
What do people think of this idea? (Both in the general case, and the specific changes.)
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