I have no trouble with wanting better AI. But 'complex tactical conundrums the RNG throws at you' exist in a speed game as well.
The rules are still the same:
(a) don't melee too many monsters that can kill you in a single player turn (eg, via double moves),
(b) Don't melee many monsters that exhaust your resources.
It's just that:
c) there are a _lot_ of monsters like that when you are deep. (The tactical conundrums for nearly all of them involve finding ways to avoid them.)
d) break (a) in a controlled number of cases, when the payoff is high. In V, that means valuable kills. In UnAngband, it usually means dungeon guardians
The rules are still the same:
(a) don't melee too many monsters that can kill you in a single player turn (eg, via double moves),
(b) Don't melee many monsters that exhaust your resources.
It's just that:
c) there are a _lot_ of monsters like that when you are deep. (The tactical conundrums for nearly all of them involve finding ways to avoid them.)
d) break (a) in a controlled number of cases, when the payoff is high. In V, that means valuable kills. In UnAngband, it usually means dungeon guardians
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