You teleport away from danger into new danger

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  • Pete Mack
    Prophet
    • Apr 2007
    • 6883

    #16
    Ring of Flare in ToME 2 was similar. Very overpowered, so long as you had time to set up the jump gates in advance.

    Comment

    • Therem Harth
      Knight
      • Jan 2008
      • 926

      #17
      Mindcrafters also get that at high levels. It's kind of ridiculous but very fun.

      Comment

      • Derakon
        Prophet
        • Dec 2009
        • 9022

        #18
        Controlled teleport is one of the most powerful abilities in any variant that has it. I've no doubt that would also be the case in Vanilla. Precise positioning is vital to effective combat, and right now the only way to precisely position yourself is to walk, which has a host of interesting consequences that controlled teleportation would completely obviate.

        Comment

        • Nick
          Vanilla maintainer
          • Apr 2007
          • 9637

          #19
          Originally posted by Derakon
          Controlled teleport is one of the most powerful abilities in any variant that has it. I've no doubt that would also be the case in Vanilla. Precise positioning is vital to effective combat, and right now the only way to precisely position yourself is to walk, which has a host of interesting consequences that controlled teleportation would completely obviate.
          ...hence my judgment that giving mages controlled teleport in the feature/magic branch pretty much makes up for anything they've lost.
          One for the Dark Lord on his dark throne
          In the Land of Mordor where the Shadows lie.

          Comment

          • Pondlife
            Apprentice
            • Mar 2010
            • 78

            #20
            Nethack has no-teleport levels to prevent teleport+teleport control from being used to completely bypass difficult challenges.
            Playing roguelikes on and off since 1984.
            rogue, hack, moria, nethack, angband & zangband.

            Comment

            • Timo Pietilä
              Prophet
              • Apr 2007
              • 4096

              #21
              Originally posted by Nick
              ...hence my judgment that giving mages controlled teleport in the feature/magic branch pretty much makes up for anything they've lost.
              How about semi-controlled, so that you can give a direction but not distance and game picks up random spot in cone-like area in that general direction?

              Even that would be very powerful, exact control is IMO too powerful.

              Comment

              • Nick
                Vanilla maintainer
                • Apr 2007
                • 9637

                #22
                Originally posted by Timo Pietilä
                How about semi-controlled, so that you can give a direction but not distance and game picks up random spot in cone-like area in that general direction?

                Even that would be very powerful, exact control is IMO too powerful.
                Possibly. Have you tried any of the classes on the feature/magic branch, Timo?
                One for the Dark Lord on his dark throne
                In the Land of Mordor where the Shadows lie.

                Comment

                • Timo Pietilä
                  Prophet
                  • Apr 2007
                  • 4096

                  #23
                  Originally posted by Nick
                  Possibly. Have you tried any of the classes on the feature/magic branch, Timo?
                  No. I haven't had much time to play anything lately. I play my favorite dwarf priest when I feel like it, but I have now played one char for about two months and have got almost half-way to dungeon, that's how much I have time playing.

                  One idea for spellcasting I have is to make variable casting times. MM could take 1/4 turn in high levels, alter reality 20 turns (if not disturbed) and so on. A bit like ranger shooting arrows, you could cast single target spells multiple times / turn if spell is low level and you are high level. Preparation spells could take longer times. You could even reintroduce invulnerability if you make it cost a lot, last only few turns and make casting time 20 turns. No more infinite invulnerability.

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