I think that its okay to name it with "speed" and "movement speed" etc, but i think we surely need a official guide to speed with detailed effects, and differences between them, how different speeds interact between them, etc, so a novice player like me can go for reference.
Angband 4.2.1
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You are close, but speeds do not add like you suggest; they multiply. In your example it should be 1.3x general speed but effectively 2.6x speed for walking (aka +16 or so, not +13).Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGamesComment
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It simply adds "energy" to every entity that's active. Then, for that tick, it gives an action to anyone with more than 10 energy, and then deducts 10 energy. It repeatedly does this until no one active is over 10, then it fires another tick?
Code:// run tick // add energy for e in active_entities e.energy = e.energy + e.speed; if e.energy > 10 then acting_entities.add(e); end for // consume energy while not acting_entities.empty for e in acting_entities if e.energy > 10 then action(e); e.energy = e.energy - 10; if e.energy < 10 then active_entities.remove(e); end if end for end while
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Code:/* -100 */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, /* -90 */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, /* -80 */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, /* -70 */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, /* -60 */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, /* -50 */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, /* -50 */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, /* -40 */ 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, /* -30 */ 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, /* -20 */ 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, /* -10 */ 5, 5, 5, 5, 6, 6, 7, 7, 8, 9, /* 0 */ 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, /* +10 */ 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, /* +20 */ 30, 31, 32, 33, 34, 35, 36, 36, 37, 37, /* +30 */ 38, 38, 39, 39, 40, 40, 40, 41, 41, 41, /* +40 */ 42, 42, 42, 43, 43, 43, 44, 44, 44, 44, /* +50 */ 45, 45, 45, 45, 45, 46, 46, 46, 46, 46, /* +60 */ 47, 47, 47, 47, 47, 48, 48, 48, 48, 48, /* +70 */ 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, /* +80 */ 49, 49, 49, 49, 49, 49, 49, 49, 49, 49,
Also on what we call this - it's been traditional in Angband for a while to call extra blows "attack speed" and extra shots "shooting speed", which is why I went with "movement speed" for extra moves. Maybe it would be better to just use extra * for all these.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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As in, cost = 100/(1+sum_of_movement_speed_bonuses) ?Comment
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It is really bad design to have two different things use the same term to describe them. If +3 Speed and +1 Movement Speed are truly different, then one should be renamed, such as +1 Movement Bonus. Although it seems from the above that it should actually be called +10 Movement Bonus.
"+10 movement speed" is wrong in that +moves cannot be translated to +speed that way, but right in that it would be equivalent to +10 shooting speed, which in current V is +1 extra shotThe Complainer worries about the lack of activity here these days.Comment
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With +3 speed and fast walk, your walking speed is increased by 2×, not by +10: i.e it becomes+16. In general, fast actions take 1/2 normal energy, be it walking, shooting, or casting. Note that Fast walk with +1 extra shot or fast cast guarantees full pillardance capability against same-speed monsters.Comment
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While movement speed is completely unlike speed, it's extremely similar to shooting speed, which also uses the word speed. (I'm not saying it isn't potentially confusing terminology - clearly it is, since people are being confused by it - but the ideal solution would be to more clearly communicate what it does.)
"+10 movement speed" is wrong in that +moves cannot be translated to +speed that way, but right in that it would be equivalent to +10 shooting speed, which in current V is +1 extra shotComment
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I think a good point has been made here... What we're calling moves +1 should be moves +10 to stay consistent. This also opens up more gradations of movement speed, which I think is very good also.
On topic but a much bigger project: really fast moving stuff like birds should use +moves instead of +speed. Slow stuff like Colossi -moves. Their attacks would have to be adjusted. Then AC could have a built in bonus or penalty to ranged combat only based on moves. Thanks for coming to my Ted Talk.Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGamesComment
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@David:
No! And again no! Fast movement and the like are NOT equivalent to +10 speed, and it is misleading to show them as such. The issue is that the archery description is broken. What is shown as +1 shot should be +0.1 shot, though its raw pval display can remain as +1.Comment
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Here is an alternative, if you don't like the +1 display. Show fast action as a multiplier, so +1 movement and fast cast (and + 10 shot) are shown as x2. But whatever you do, don't follow the existing +shots model, which shows an misleading number that appears commensurate with speed but means something completely differentComment
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