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.
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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