Hm, wouldn't that encourage the player to walk everywhere to get the maximum number of chances to detect traps? E.g. if they phase door closer to a trap, then they've just lost a few chances to detect it. That feels a little odd to me.
I think the same effect can be had (i.e. equal chance to detect a trap when at a given distance to it) with static trap "hiddenness scores" and a search power that scales with distance to trap, if the scaling of the values is exponential somehow. For example, let's say no traps are noticed at 20 tiles out. If the player has a 50% chance of noticing a particular trap at any range, and they walk 10 tiles towards a trap, then they have a 1 in 1024 (2^10) chance of failing to see the trap. Conversely, if the player has a search power that is given as 1024 / 2^(distance to trap), then their search power would be 1 at a distance of 10 tiles (and 2 at 9 tiles, 4 at 8, etc.). So long as only 1 in 1024 traps is invisible with that search power, you have the same odds of seeing the trap at that distance, without the requirement that the player make multiple trap detection attempts.
Obviously these numbers are made up for the sake of making the math easier, and I may well have still screwed it up somehow. But I think it could be made to work without encouraging odd behaviors to improve odds of detecting traps.
I think the same effect can be had (i.e. equal chance to detect a trap when at a given distance to it) with static trap "hiddenness scores" and a search power that scales with distance to trap, if the scaling of the values is exponential somehow. For example, let's say no traps are noticed at 20 tiles out. If the player has a 50% chance of noticing a particular trap at any range, and they walk 10 tiles towards a trap, then they have a 1 in 1024 (2^10) chance of failing to see the trap. Conversely, if the player has a search power that is given as 1024 / 2^(distance to trap), then their search power would be 1 at a distance of 10 tiles (and 2 at 9 tiles, 4 at 8, etc.). So long as only 1 in 1024 traps is invisible with that search power, you have the same odds of seeing the trap at that distance, without the requirement that the player make multiple trap detection attempts.
Obviously these numbers are made up for the sake of making the math easier, and I may well have still screwed it up somehow. But I think it could be made to work without encouraging odd behaviors to improve odds of detecting traps.
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