I find the "torch handling" mini-game kinda tedious: you have to switch to a new torch (not recharge) when you have ~1000 turns left to avoid the reduced light radius, and then remember to 'F'uel the remaining stub back in after another ~1000 turns, so that it doesn't consume an extra inventory slot. This makes torches more cumbersome to use than lanterns, and as such they are almost useless when you find your first lantern (torches weigh more and consume more inventory space). Moreover, it's not obvious for new players to realize which is the best strategy, and this strategy changes completely if you happen to find a torch of brightness.
I'd like to advance some proposals to make them more interesting. First, the obvious thing:
-either make MAX_CHARGE=6000 or FUEL_VALUE=4000, so that one can refill them without losing turns when the light radius goes down. Or remove the light radius reduction completely --- what is its purpose, other than requiring constantly the player's attention?
-alternatively, change refilling so that the "fuel" doesn't disappear if it's not used completely: that is, if my torch has 2000 turns in it and I 'F'uel it with a 4000 turns one in my inventory, then I end up with a filled torch (5000) and one with 1000 turns. This would also apply to the scenario "I have found an extra lantern in the dungeon but the one I am using still has 12000 turns, I'd better wait for a while before fueling".
And then something more interesting:
-make the pvals of torches of brightness stack when they're combined: if I combine two torches of brightness <+1 to light radius>, I end up with a torch of brightness <+2>. This could make torches useful also after "lantern depth", since you could then build up your super-torch and use it despite the additional weight/inventory requirement for recharges.
-Optionally, we could extend this mechanic to other "ego torches" (e.g., make one with rDark, or rCold, and have the flags stack upon combining).
What do you think about it?
I'd like to advance some proposals to make them more interesting. First, the obvious thing:
-either make MAX_CHARGE=6000 or FUEL_VALUE=4000, so that one can refill them without losing turns when the light radius goes down. Or remove the light radius reduction completely --- what is its purpose, other than requiring constantly the player's attention?
-alternatively, change refilling so that the "fuel" doesn't disappear if it's not used completely: that is, if my torch has 2000 turns in it and I 'F'uel it with a 4000 turns one in my inventory, then I end up with a filled torch (5000) and one with 1000 turns. This would also apply to the scenario "I have found an extra lantern in the dungeon but the one I am using still has 12000 turns, I'd better wait for a while before fueling".
And then something more interesting:
-make the pvals of torches of brightness stack when they're combined: if I combine two torches of brightness <+1 to light radius>, I end up with a torch of brightness <+2>. This could make torches useful also after "lantern depth", since you could then build up your super-torch and use it despite the additional weight/inventory requirement for recharges.
-Optionally, we could extend this mechanic to other "ego torches" (e.g., make one with rDark, or rCold, and have the flags stack upon combining).
What do you think about it?
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