So I've now reached the point in my variant development where I must decide how to deal with targeting. Should I try to avoid trick shots? See the attached diagram if you don't know what I'm talking about.
Point A is cannot be targeted directly by the player because there is no direct line of sight to the center of the tile. However, by targeting point B, the player could potentially hit a target at point A because the path passes through the corner of the grid.
Personally, I'm torn on the issue. On the one hand I think players should never be forced (or allowed) to "trick" the game into hitting a monster that isn't actually visible. But on the other hand, I'm afraid that attempting to block all of these trick shots could yield some very unintuitive (and therefore confusing) game behavior.
ZAngband's approach is to basically have the UI do all the "trick shots" for you. Thus you can use the targeting interface to fire projectiles at creatures around corners, etc... This would be a decent solution if not for the fact that the player can get two free shots at monsters coming around corners.
The unintuitive option I suppose would be to forbid projectiles from hitting a monster if there is not a direct LOS to the center of the tile. In other words, a projectile could pass through point A in the diagram but it would not be allowed to hit a monster standing there. I think this approach solves the "trick shot" problem nicely, but creates its own problem in terms of unintuitive game behavior.
And, of course, there's the Vanilla approach which allows for trick shots but forces the player to manually target a tile beyond his intended target.
Thoughts?
Point A is cannot be targeted directly by the player because there is no direct line of sight to the center of the tile. However, by targeting point B, the player could potentially hit a target at point A because the path passes through the corner of the grid.
Personally, I'm torn on the issue. On the one hand I think players should never be forced (or allowed) to "trick" the game into hitting a monster that isn't actually visible. But on the other hand, I'm afraid that attempting to block all of these trick shots could yield some very unintuitive (and therefore confusing) game behavior.
ZAngband's approach is to basically have the UI do all the "trick shots" for you. Thus you can use the targeting interface to fire projectiles at creatures around corners, etc... This would be a decent solution if not for the fact that the player can get two free shots at monsters coming around corners.
The unintuitive option I suppose would be to forbid projectiles from hitting a monster if there is not a direct LOS to the center of the tile. In other words, a projectile could pass through point A in the diagram but it would not be allowed to hit a monster standing there. I think this approach solves the "trick shot" problem nicely, but creates its own problem in terms of unintuitive game behavior.
And, of course, there's the Vanilla approach which allows for trick shots but forces the player to manually target a tile beyond his intended target.
Thoughts?
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