Stasis (teleport resistance)

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  • debo
    Veteran
    • Oct 2011
    • 2402

    #16
    Originally posted by mushroom patch
    Moving is dangerous in vanilla too in comparison to the alternatives. Since you usually want players to move in a game with a map and stuff, though, this isn't a selling point.
    Have you heard of someone from the Crawl universe named bcadren? If so, are you possibly related to said person?
    Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

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    • mushroom patch
      Swordsman
      • Oct 2014
      • 298

      #17
      lol, nope, but I understood that reference.

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      • fizzix
        Prophet
        • Aug 2009
        • 3025

        #18
        Originally posted by Nomad
        Maybe another, simpler solution to this would be to make Teleport Other only available as a wand? If you don't have the guaranteed infinite charges of the spell/rod versions, then the decision over whether to use up your precious charges becomes much more tactical, plus you're vulnerable to charge-drainers or wands being destroyed by recharging/lightning.
        Perhaps, but I'm not sure that really gets at the situation I like to see. Basically my overall approach is something like.

        It is sometimes interesting to have to kill a monster you'd rather just not deal with, but it's really boring to constantly have to kill nuisance monsters.

        There might be some monsters that benefit from a different game mechanic than others.

        Someone asked what monsters would be good and the first one that comes to mind for me is the silent watcher. Perhaps golems overall make good example monsters. Then they could also serve as vault guardians, which is another aspect that we're missing with current gameplay.

        I guess this is probably one of those things that I should just code up and try out. If only I could find time to play...

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        • Mars
          Scout
          • Apr 2007
          • 31

          #19
          Originally posted by debo
          Have you played poschengband? Even moving is dangerous
          Is that based on Z/Heng? Another cool (but frightening) feature I liked from that was that some monsters have a chance to follow a teleporting player, making it end up a few squares away from the area you just teleported to. Now, that can get scary!
          Mostly retired Angband player. I just don't have the time .

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          • danaris
            Scout
            • Feb 2009
            • 31

            #20
            Originally posted by MattB
            But surely I remember reading that nothing can resist time?

            Seriously, I think it would be a bad idea to make time resistable. It would remove some dread from the game somehow.
            Resisting time would essentially make you immortal.

            Therefore, the only thing that should do that is The One Ring.

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            • Ingwe Ingweron
              Veteran
              • Jan 2009
              • 2129

              #21
              Originally posted by danaris
              Resisting time would essentially make you immortal.

              Therefore, the only thing that should do that is The One Ring.
              Well, there was that one guy who loaded up his Sonic Screwdriver as the principal "weapon" (though not a weapon). Then again, the game did crash....
              “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
              ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

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              • quarague
                Swordsman
                • Jun 2012
                • 261

                #22
                Originally posted by Antoine
                Well, but which monsters would have this attribute?

                A.
                Mostly time hounds and gravity hounds I would say

                On a more serious note, I think the trouble comes from different frequencies of uses of TO. If you use TO on monsters that can easily kill you it becomes an interesting mechanic and for example means players will try to tackle vaults they would just ignore without TO. But if you have infinite TO available, people will tend to TO any monster that is even mildly annoying, especially while in a vault.
                I think the proposal of TO only from wands with finite charges is a good solution here. This also has the consequence that nobody gets a 0% fail TO, meaning that for high level priests and mages using TO is inherently more risky than spells they might cast because it can fail.

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                • PowerWyrm
                  Prophet
                  • Apr 2008
                  • 2987

                  #23
                  Originally posted by danaris
                  Resisting time would essentially make you immortal.

                  Therefore, the only thing that should do that is The One Ring.
                  In my variant, I've implemented the Space-Time Anchor effect from ToME. It makes you resist time and gravity, but prevents any form of teleportation. Perhaps makes you immortal, but could be fatal in dire situations.
                  PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

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                  • Carnivean
                    Knight
                    • Sep 2013
                    • 527

                    #24
                    Originally posted by PowerWyrm
                    In my variant, I've implemented the Space-Time Anchor effect from ToME. It makes you resist time and gravity, but prevents any form of teleportation. Perhaps makes you immortal, but could be fatal in dire situations.
                    Do you have any intention to have a non-real time, single player version of your variant? My biggest problem with variants is that they don't have the luxuries of modern V, but yours will be up to date with those soon.

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                    • PowerWyrm
                      Prophet
                      • Apr 2008
                      • 2987

                      #25
                      Originally posted by Carnivean
                      Do you have any intention to have a non-real time, single player version of your variant? My biggest problem with variants is that they don't have the luxuries of modern V, but yours will be up to date with those soon.
                      Having a non-realtime version would mean to find a way to disable the realtime scheduler without having to re-code anything else. Otherwise, if you are having problems with realtime being too much a question of reflexes, you can simply play in realtime mode with a lower FPS. The default FPS is 75, which means a non-hasted character moves every half second in the Town. A FPS of 37 would drop that to a move every second.
                      PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

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