Blows calculation for warriors

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  • fizzix
    Prophet
    • Aug 2009
    • 3025

    #16
    Originally posted by PowerDiver

    This would stop double-moves during melee. You would get 7 blows evenly spread out throughout your double-speed opponent's 4 moves. This would also eliminate hack-and-back, because against a half-speed opp you would get 7 blows between its attacks.
    I don't understand this part. Let's say you are moving the same speed as Morgoth and you have 4 blows per round. Morgoth also has 4 blows. Do you attack all 4 and then Morgoth attacks all four, or do they interleave? If they interleave, it seems that this is ripe for abuse. You attack, Morgoth hits to shatter. You attack, Morgoth hits to shatter, you ?phase, Morgoth doesn't drain your charges.

    I guess you could randomize the attack choice, but that's also unsatisfying, because you could get unlucky and have a GMM kick you 4 times in a row for ridiculous stunning and instant death.

    Comment

    • PowerDiver
      Prophet
      • Mar 2008
      • 2820

      #17
      Originally posted by fizzix
      I don't understand this part. Let's say you are moving the same speed as Morgoth and you have 4 blows per round. Morgoth also has 4 blows. Do you attack all 4 and then Morgoth attacks all four, or do they interleave? If they interleave, it seems that this is ripe for abuse. You attack, Morgoth hits to shatter. You attack, Morgoth hits to shatter, you ?phase, Morgoth doesn't drain your charges.

      I guess you could randomize the attack choice, but that's also unsatisfying, because you could get unlucky and have a GMM kick you 4 times in a row for ridiculous stunning and instant death.
      No, it goes 4 then M moves, repeat. You use 25 energy with each blow waiting for M to regain the 100 energy he needs to move, and then he uses it all at once. I am assuming that monsters always use 100 energy per action, getting their full complement of blows if using melee.

      It's inconsistent between player vs monster, but everything is inconsistent player vs monster, so that doesn't bother me.

      Comment

      • Derakon
        Prophet
        • Dec 2009
        • 9022

        #18
        Alternatively, monsters could remember the attack they used last time, and cycle to the next attack when they next get to attack. I suppose this could be theoretically abusable in that you know what attack they'll use next in melee, but I can't think of any applications that wouldn't be more trouble than they're worth.

        Comment

        • fizzix
          Prophet
          • Aug 2009
          • 3025

          #19
          Originally posted by PowerDiver
          No, it goes 4 then M moves, repeat. You use 25 energy with each blow waiting for M to regain the 100 energy he needs to move, and then he uses it all at once. I am assuming that monsters always use 100 energy per action, getting their full complement of blows if using melee.

          It's inconsistent between player vs monster, but everything is inconsistent player vs monster, so that doesn't bother me.
          Ok. I just misread you then.

          I had thought about this inconsistency a while back and never came up with a good solution and was hoping that you had some clever trick.

          Derakon's suggestion seems reasonable at face value, however I have no idea how difficult it would be to implement, or whether it's worth it.

          Comment

          • PowerDiver
            Prophet
            • Mar 2008
            • 2820

            #20
            Originally posted by fizzix
            Derakon's suggestion seems reasonable at face value, however I have no idea how difficult it would be to implement, or whether it's worth it.
            The problem is keyclicks. If you have 4 attacks, and the same-speed monster has 4 attacks, that kind of change increases the keyclicks by a factor of 4 and would be a severe annoyance. At some point, gameplay trumps reasonability and consistency.

            Comment

            • Pete Mack
              Prophet
              • Apr 2007
              • 6883

              #21
              Originally posted by PowerDiver
              The problem is keyclicks. If you have 4 attacks, and the same-speed monster has 4 attacks, that kind of change increases the keyclicks by a factor of 4 and would be a severe annoyance. At some point, gameplay trumps reasonability and consistency.

              You said it! It's possible (and even worthwhile) for a Ranger to kill Smaug with an longbow(+9,+9) and a big stack of enchanted arrows. But it sure is tedious...

              Comment

              • PowerDiver
                Prophet
                • Mar 2008
                • 2820

                #22
                Originally posted by Pete Mack
                You said it! It's possible (and even worthwhile) for a Ranger to kill Smaug with an longbow(+9,+9) and a big stack of enchanted arrows. But it sure is tedious...
                I'd like to apply the same paradigm to firing arrows, but ego ammo is too valuable. I know that I at least pick the ammo for each shot separately and carefully. If we ever switch to having all enchantments be on launchers, then repeated firing of identical ammo would follow, but that seems unlikely.

                Comment

                • Derakon
                  Prophet
                  • Dec 2009
                  • 9022

                  #23
                  It seems like it would be a major annoyance, but I don't recall it being a huge issue in Cthangband, which did it. Granted that was years ago, so maybe my memory is faulty; however, I wouldn't dismiss it out of hand. It seems like it should be a straightforward change once any form of fractional blows is implemented, and would be worth testing.

                  Comment

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