Re-thinking detection...

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  • buzzkill
    Prophet
    • May 2008
    • 2939

    Re-thinking detection...

    I've been thinking a bit about detection lately and have come to the conclusion that the new Detect Treasure is too all encompassing. I feel one of big reasons they were merged was that DTreasure was fairly useless and so it was combined with DObjects. So, in what will no doubt be an unpopular proposal, I'm about to suggest splitting the detects into separate scrolls once again.

    Detect Treasure will detect GP, treasure veins, chests, rings and amulets.
    Detect Magic will detect Rods, Staff, Wands, Magic Weapons and Magic Armours.
    Detect Items will detect potions, scrolls, torches, food, normal items and other stuff.

    EDIT: I suppose you could throw in an all encompassing Scroll of *Detection* for the later game, when you're looking for the needle in the haystack, and are not at all concerned with 99% of what you find.

    In this way all three scrolls are useful. Some more useful than others depending on what you're looking for.

    And as if that first bit wasn't enough, I've been re-thinking traps, door, stairs and mapping too. I've never really liked the way that Detect STD's plotted a bunch of stairs, doors, and traps on your map just kind of hanging out there in the nothingness. So here goes.

    Detect Traps will detect both Traps and Secret Doors in a given detection radius as it does now, however you (the player) will only be aware of these traps/doors in areas that are already explored and/or mapped. Additionally you will be made aware of the other detected traps and secret doors as you encounter them, but before you trigger them (traps), either through normal exploration or magic mapping. I wouldn't be opposed to adding Detect Invisible to this as well, as it's basically detecting unseen things (and Scrolls of DInvis which are pretty useless, could be eliminated). Another option would be to change it's method of operation from a detection radius to a timed duration, during which trap and secret door detection would be 100%.

    Detect Doors and Stairs would lose the doors functionality and become simply Detect Stairs but would remain otherwise unchanged. Although I don't particularly like the notion of stairs being detected in the nothingness it's too important of a survival mechanic to lose (esp with disconnected stairs). Maybe, as an alternative, it could just detect the nearest undetected/undiscovered stairway, regardless of distance. (which is usually the functionality I'm looking for).

    Magic Mapping would detect walls (not veins), doors (not secret doors), and stairs/chutes.
    Last edited by buzzkill; June 9, 2009, 22:40.
    www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
    My banding life on Buzzkill's ladder.
  • Estie
    Veteran
    • Apr 2008
    • 2347

    #2
    Have mercy on the poor warriors.

    Comment

    • Marble Dice
      Swordsman
      • Jun 2008
      • 412

      #3
      Originally posted by buzzkill
      (and Scrolls of DInvis which are pretty useless, could be eliminated)
      This isn't completely off-topic, but I think it would be neat if ?dInvis was combined with !TrueSeeing. So when you read one, you'd detect all invisible creatures in the detection radius for one turn, but then you would continue to see any invisible creatures in line of sight for 10+1d10 turns or whatever.

      Comment

      • Magnate
        Angband Devteam member
        • May 2007
        • 5110

        #4
        Originally posted by Marble Dice
        This isn't completely off-topic, but I think it would be neat if ?dInvis was combined with !TrueSeeing. So when you read one, you'd detect all invisible creatures in the detection radius for one turn, but then you would continue to see any invisible creatures in line of sight for 10+1d10 turns or whatever.
        This is a splendid idea, and would render ?dInv actually useful.
        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

        Comment

        • Pete Mack
          Prophet
          • Apr 2007
          • 6883

          #5
          Originally posted by Magnate
          This is a splendid idea, and would render ?dInv actually useful.
          It would also turn all characters into priest/paladin with a see invisible spell.

          Comment

          • Pete Mack
            Prophet
            • Apr 2007
            • 6883

            #6
            The Rod of Detect Treasure is a fairly recent addition. It was added at about the same time that _dObj and ?dObj were rendered useless, because they run out extremely fast when the detection radius was reduced from screen size to a fixed area.

            ?Detect objects was never a particularly useful scroll--it just served as an alternate supply when the magic shop ran out of staffs. The fact that it's obsolete now is no great loss--just stop stocking them in the alchemist and you will never miss them.

            As for splitting up the effects of various detection into multiple objects, it is liable just to make Rogues that much more attactive compared to poor-detection classes. (Prior to dl ~50, most other classes already carry a huge stack of gear that Rogues get out of MB1 & MB3.)

            Comment

            • Magnate
              Angband Devteam member
              • May 2007
              • 5110

              #7
              Originally posted by Pete Mack
              It would also turn all characters into priest/paladin with a see invisible spell.
              I know you like to disagree with me on principle, but you're wrong here. Scrolls have weight, and take up inventory space. For the same weight and inventory space, priests and paladins carry a book with nearly a dozen other useful spells in. Ergo, the two are not equivalent.
              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

              Comment

              • Pete Mack
                Prophet
                • Apr 2007
                • 6883

                #8
                EDIT: response moved to store restocking.
                Last edited by Pete Mack; June 10, 2009, 08:37.

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