A place for FA questions and ideas for improvement

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  • Zikke
    replied
    I haven't had a lot of trouble getting away either (even on my other non-mage classes). And I agree the wilderness would be very easy to traverse with this option.

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  • Pete Mack
    replied
    I'm just not convinced by this.
    1. Teleport Self and Teleport Level are easily available in FA.
    2. A small speed boost won't save you. A big speed boost will make the wilderness too easy to cross. (Only a very few monsters will be able to follow you, much less catch you.)
    3. The wilderness in FA is fun because it's so scary. If you are really struggling with escape, try an Assassin or Rogue with Unlight skill. (Generally some kind of Elf for best stealth.) Or play the race with native ESP.

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  • Narvius
    replied
    Toggleable.
    +a lot of Speed. A lot of means around 13-15.
    0 Saving Throw.
    0 Searching.
    0 Stealth.
    0 all the other skills whose names I don't remember.
    No picking up.
    When toggling off:
    3 turns paralysis

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  • Mangojuice
    replied
    Originally posted by buzzkill
    I'm trying to create something in which the negatives would outweigh the positives in such a way that it would only be used in a dire situation.
    How about this? You can start "sprinting" at any time. You'll get +5 to your speed, for an unspecified, random duration. But when it runs out, you'll be paralyzed for a few turns, and then at -5 speed for a while after, during which time you can't start sprinting again. Thus, if you need to get away from something, you can sprint, but you had best get away from danger while your speed lasts, or you could be in bad trouble.

    Also, you probably shouldn't be able to sprint at all if you are carrying enough to be slowed down.

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  • buzzkill
    replied
    Originally posted by Antoine
    Couldn't you make it simpler - when you hit F, you get (say) +3 speed, but you cannot attack, fire, throw, or cast spells until you reach a new dungeon/wilderness level?

    A.
    You would have to throw in no picking up of items, else I think it would be used nearly constantly, which would make the game much easier. Why fight, when you can simply skip around the monsters swiping all the level's treasures (something I do already at normal speed, or even better after 'becoming bat'). Also, I'd hate to activate something that can't be shut off, something that also restricts you from taking any other action aside from movement. It leaves you with no hope of recovering your courage and striking back, or simply changing your mind based on new circumstances or items found.

    I'm trying to create something in which the negatives would outweigh the positives in such a way that it would only be used in a dire situation.

    I'm not really worried about the 'simplicity' of it. I'm not a programmer, at least not a C programmer.

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  • HallucinationMushroom
    replied
    The first things I thought of when I saw this were T.o.M.E.'s explore speed and fighting tactic settings. You could change your explore speed from anywhere between slug-like to running each with advantages and disadvantages. I think max speed benefit from this was +3 if running was chosen. The fighting tactic ranged from coward to berserker which monkeyed with to-hit and to-damage and armor class if I recall correctly. I set mine to running/berserker and just like the character that image brings up, I only have the barest of knowledge about how it all works.

    Edit: Oops I just checked a tome 223 character its max speed is +7 for running.
    Last edited by HallucinationMushroom; July 30, 2008, 04:10.

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  • Antoine
    replied
    Originally posted by buzzkill
    No stupid questions from me today... however... not having played any other variants, I don't know if this already exists somewhere but...

    I was just thinking that running away is a huge part of FA (at least for me) and yet, apart from potions of speed there is no really effective way to "run away" (or chase down a fleeing enemy).

    I was thinking that much like the (S)earch command that toggles on/off one could create a toggle (F)lee command that would enable a character to possibly outrun a pursuing monster.
    Couldn't you make it simpler - when you hit F, you get (say) +3 speed, but you cannot attack, fire, throw, or cast spells until you reach a new dungeon/wilderness level?

    A.

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  • A place for FA questions and ideas for improvement

    No stupid questions from me today... however... not having played any other variants, I don't know if this already exists somewhere but...

    I was just thinking that running away is a huge part of FA (at least for me) and yet, apart from potions of speed there is no really effective way to "run away" (or chase down a fleeing enemy).

    I was thinking that much like the (S)earch command that toggles on/off one could create a toggle (F)lee command that would enable a character to possibly outrun a pursuing monster.

    It would work something like this... when (F)lee is active any step taken in the same direction as the previous step would grant the player a +2 to speed. These pluses would be cumulative up to a maximum of twice the players normal speed. A change of direction of 45 degrees (from E to NE or SE for example) would reduce the players additional speed by 25%. A 90 degree turn (N to E or W) would reduce the additional speed by 50%. Any reversal of direction would reduce the players speed to normal.

    In order to prevent players form using (F)lee constantly, I propose a limited field of vision, a 60% cone that illuminates the path only in the direction that the player is currently traveling (even during the daytime, reflecting the players panicked tunnel vision). This cones point of origin would be located a square or two behind the player so that he can still see his pursuer (if it's close enough). This would be a severe departure from the normal (almost infinite) field of vision and I feel would be a effective deterrent.

    Thats the basic gist of it, just a few more things.
    Reduced AC and/or increased enemies ability to hit you.
    No picking up of items or treasure when fleeing.
    No actions other than movement are possible (no wands of other nonsense).
    Maybe a limited maximum duration of 50 turns of so.
    I know that the (F) is already used for some command so maybe (R)un away or...

    Any how, that's about it off the top of my head, any feedback would be appreciated.
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