Google Mail Calendar Documents Reader Web more »
Recently Visited Groups | Help | Sign in
Google Groups Home
Special abilities for fighters
There are currently too many topics in this group that display first. To make this topic appear first, remove this option from another topic.
There was an error processing your request. Please try again.
flag
  23 messages - Collapse all  -  Translate all to Translated (View all originals)
The group you are posting to is a Usenet group. Messages posted to this group will make your email address visible to anyone on the Internet.
Your reply message has not been sent.
Your post was successful
 
From:
To:
Cc:
Follow-up To:
Add Cc | Add Follow-up to | Edit Subject
Subject:
Validation:
For verification purposes please type the characters you see in the picture below or the numbers you hear by clicking the accessibility icon. Listen and type the numbers that you hear
 
Ray  
View profile   Translate to Translated (View Original)
 More options 8 Nov, 16:56
Newsgroups: rec.games.roguelike.development
From: Ray <b...@sonic.net>
Date: Sun, 08 Nov 2009 08:56:15 -0800
Local: Sun 8 Nov 2009 16:56
Subject: Special abilities for fighters

I've been thinking lately about class differentiation, and specifically
about what warriors ought to be able to do that other classes can't.
And I've got one.  It's a simple rule with minimal interface complication
and it makes fighters really badass in a big melee.  

It might be overpowered though.

Say you've got this situation:

...g.
.....
..@..
..g..
.....

If the player moves downward, it's an attack. If the player
mashes a different movement key, and they're _not_ a fighter,
it's a move to a new position without attacking.

But if a fighter at, say, level 3 or greater, within one space
of a hostile mob moves, and their movement makes them wind up
still within one space of the same hostile mob, and they also
move within 45 degrees of the direction that would have been
an attack, then the fighter moves *and* attacks.  This rule would
add an "implicit" attack to the downward diagonals in the above
situation (or a free movement to one of those squares while
attacking, if you want to look at it that way).

At, say, level 6 or greater, we drop the rule about being within
45 degrees of the attack direction, so in the position above, our
fighter @ could attack the goblin while moving by hitting down,
left, right, or either downward diagonal.

And at, say, level 9 or greater, we drop the rule about it having
to be the same hostile mob, and our fighter can also step-and-attack
the other goblin with an up or right-and-upward diagonal movement.

This would make a huge difference when fighting crowds in open
spaces, and allow smart players a really astonishing level of
control of the fight, including opportunities to escape. And
that's actually the sort of thing that fighters ought to be
better at.

There are three interface complications.  The first is
optional, the second is seldom-needed, and the third is
simple.

First, you have to explain the new ability when the player
levels a fighter.  But the situation is common enough that
players would notice and understand it pretty quick anyway,
and remember the average player has played dozens of times
before so they'll know anyway. You could skip it.  

Second, now the fighter class needs a special command for
"Move without attacking nearby hostiles" - but I think most
players will want to do that only fairly seldom, and depending
on your game you may already have one.

Third, some moves will give the fighter an opportunity to
attack one of two or more different targets, and you will
need a way to let the player designate one of them.  But this
is fairly simple: the player's hand is already on the direction
keys, and all you need to do in response to this prompt is
pick the attack direction.  

The balance points here are:

First the "free movement" here cannot be used to disengage
without giving opponents an opportunity to strike, because
of course you only get it when you wind up within one square
of a hostile.

Second, any creature that has been step-and-attacked this way
still has a "normal" opportunity to disengage by  moving away
instead of hitting (unless a smart player has moved-while-
attacking to put its back to the wall or into a corner, which
a smart player would do...).

Third, you still don't get more than one attack per turn and
you still don't get more than one movement per turn.

Of course we must contemplate monsters with the same ability,
which could make life "interesting" for player characters -
but only intelligent monsters, probably only humanoid ones,
who have trained in the use of arms.  Getting caught in the
open by a pack of seasoned warriors is pretty much death
anyway for most low-level characters.

                                Bear


    Reply    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message, you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Darren Grey  
View profile   Translate to Translated (View Original)
 More options 8 Nov, 18:41
Newsgroups: rec.games.roguelike.development
From: Darren Grey <darrenjohng...@gmail.com>
Date: Sun, 8 Nov 2009 10:41:38 -0800 (PST)
Local: Sun 8 Nov 2009 18:41
Subject: Re: Special abilities for fighters
On Nov 8, 4:56 pm, Ray <b...@sonic.net> wrote:

> Second, now the fighter class needs a special command for
> "Move without attacking nearby hostiles" - but I think most
> players will want to do that only fairly seldom, and depending
> on your game you may already have one.

> Third, some moves will give the fighter an opportunity to
> attack one of two or more different targets, and you will
> need a way to let the player designate one of them.  But this
> is fairly simple: the player's hand is already on the direction
> keys, and all you need to do in response to this prompt is
> pick the attack direction.

Perhaps the whole thing could be simplified slightly by just giving
the player a free movement after an attack.  This removes problems 2
and 3 (the player then chooses his next target) and simplifies problem
1 since it's easier to understand even if you don't read the manual.
Of course it also makes the skill more powerful - the player could use
it to escape from a mob instead of just to position himself for the
next attack.

--
Darren Grey


    Reply    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message, you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Cuboidz  
View profile   Translate to Translated (View Original)
 More options 8 Nov, 19:33
Newsgroups: rec.games.roguelike.development
From: Cuboidz <dieter.be...@gmail.com>
Date: Sun, 8 Nov 2009 11:33:21 -0800 (PST)
Local: Sun 8 Nov 2009 19:33
Subject: Re: Special abilities for fighters
I always thought Berserk's fighter abilities were interesting:

http://berserk.chaosforge.org/


    Reply    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message, you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Billy Bissette  
View profile   Translate to Translated (View Original)
 More options 8 Nov, 21:19
Newsgroups: rec.games.roguelike.development
From: Billy Bissette <bai...@coastalnet.com>
Date: Sun, 08 Nov 2009 15:19:03 -0600
Local: Sun 8 Nov 2009 21:19
Subject: Re: Special abilities for fighters
Darren Grey <darrenjohng...@gmail.com> wrote in news:aa3c92b5-ff7a-43ca-
a45a-542a9f668...@m26g2000yqb.googlegroups.com:

  Alternatively, you could give warriors a free attack after
movement.

  For timing reasons, in order to avoid the need for a "decline
free action" command, the free action would need to be given on
the player's next turn.


    Reply    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message, you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Joshua Day  
View profile   Translate to Translated (View Original)
 More options 9 Nov, 00:08
Newsgroups: rec.games.roguelike.development
From: Joshua Day <josh....@gmail.com>
Date: Mon, 9 Nov 2009 00:08:17 +0000 (UTC)
Local: Mon 9 Nov 2009 00:08
Subject: Re: Special abilities for fighters

Ray wrote:
> [...] the fighter moves *and* attacks. [...]

It is possible to hack this by giving a free move after an attack (with
certain constraints) or a free attack after a move, but you always hit
exceptional cases.  One problem is that this is meant to be atomic: You
are attacking while moving.  If I get a free move after my attack, I
shouldn't know the result of the attack until I have moved or passed.
It always takes two keystrokes to resolve a round of combat.

If I get a free attack after I move then combat can be resolved with one
keystroke, but if I want to move again instead I have to pass first --
otherwise monsters would get two turns at once.  This is not, however,
distinct from the need for a move-without-attacking command, and might
be an intuitive expression of that concept.

The ability to menace a space (or three) might work here.  If I
attack a monster and move straight away (which is forbidden under your
rules), it could be a defensive maneuver that will give me a free,
automatic attack if that monster closes the distance that same turn.
Alternatively, it could be written to make the monster roll to occupy
that space.

I don't like the idea of granting extensions with experience.  It would
suffice if attack accuracy were lower the wider the angle, and if
experience made those blows more likely to land.

The interface issues, at any rate, are tractable.  Claims about
balance demand an implementation.

--
Joshua


    Reply    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message, you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Gerry Quinn  
View profile   Translate to Translated (View Original)
 More options 9 Nov, 14:04
Newsgroups: rec.games.roguelike.development
From: Gerry Quinn <ger...@indigo.ie>
Date: Mon, 9 Nov 2009 14:04:08 -0000
Local: Mon 9 Nov 2009 14:04
Subject: Re: Special abilities for fighters
In article <4af6f92a$0$1621$742ec...@news.sonic.net>, b...@sonic.net
says...

> I've been thinking lately about class differentiation, and specifically
> about what warriors ought to be able to do that other classes can't.
> And I've got one.  It's a simple rule with minimal interface complication
> and it makes fighters really badass in a big melee.  

> It might be overpowered though.

I think it's a nice concept, and not particularly overpowered, in a
context where other classes can probably shoot fireballs from their
fingertips.  After all, it could be a high-level ability.

I think it's reasonably comprehensible and it also both saves
keystrokes and features limitations compared to the sggested
alternative of giving fighters a hit followed by an extra move.

- Gerry Quinn


    Reply    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message, you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
David Damerell  
View profile   Translate to Translated (View Original)
 More options 9 Nov, 14:08
Newsgroups: rec.games.roguelike.development
From: David Damerell <damer...@chiark.greenend.org.uk>
Date: 09 Nov 2009 14:08:00 +0000 (GMT)
Subject: Re: Special abilities for fighters
Quoting  Ray  <b...@sonic.net>:

>Second, now the fighter class needs a special command for
>"Move without attacking nearby hostiles" - but I think most
>players will want to do that only fairly seldom,

That might depend on the number of "passive defence" monsters like
NetHack's blue jellies.
--
David Damerell <damer...@chiark.greenend.org.uk>
And now, a seemingly inexplicable shot of a passing train.
Today is Teleute, November.
Tomorrow will be Oneiros, November.

    Reply    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message, you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Ray  
View profile   Translate to Translated (View Original)
 More options 9 Nov, 15:29
Newsgroups: rec.games.roguelike.development
From: Ray <b...@sonic.net>
Date: Mon, 09 Nov 2009 07:29:22 -0800
Local: Mon 9 Nov 2009 15:29
Subject: Re: Special abilities for fighters

David Damerell wrote:
> Quoting  Ray  <b...@sonic.net>:
>>Second, now the fighter class needs a special command for
>>"Move without attacking nearby hostiles" - but I think most
>>players will want to do that only fairly seldom,

> That might depend on the number of "passive defence" monsters like
> NetHack's blue jellies.

Exactly.  That would be the sort of thing that "move without
attacking" is there to deal with.

                                Bear


    Reply    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message, you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Billy Bissette  
View profile   Translate to Translated (View Original)
 More options 10 Nov, 00:30
Newsgroups: rec.games.roguelike.development
From: Billy Bissette <bai...@coastalnet.com>
Date: Mon, 09 Nov 2009 18:30:01 -0600
Local: Tues 10 Nov 2009 00:30
Subject: Re: Special abilities for fighters
David Damerell <damer...@chiark.greenend.org.uk> wrote in
news:W6s*qIGVs@news.chiark.greenend.org.uk:

> Quoting  Ray  <b...@sonic.net>:
>>Second, now the fighter class needs a special command for
>>"Move without attacking nearby hostiles" - but I think most
>>players will want to do that only fairly seldom,

> That might depend on the number of "passive defence" monsters like
> NetHack's blue jellies.

 Sleeping enemies are also a concern.

    Reply    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message, you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Michal Bielinski  
View profile   Translate to Translated (View Original)
 More options 11 Nov, 00:20
Newsgroups: rec.games.roguelike.development
From: Michal Bielinski <dungeon_kee...@tlen.pl>
Date: Wed, 11 Nov 2009 00:20:23 +0000 (UTC)
Local: Wed 11 Nov 2009 00:20
Subject: Re: Special abilities for fighters

Joshua Day wrote:
> Ray wrote:
>> [...] the fighter moves *and* attacks. [...]

> It is possible to hack this by giving a free move after an attack (with
> certain constraints) or a free attack after a move, but you always hit
> exceptional cases.  One problem is that this is meant to be atomic: You
> are attacking while moving.  If I get a free move after my attack, I
> shouldn't know the result of the attack until I have moved or passed.
> It always takes two keystrokes to resolve a round of combat.

This is implemented in Martin's Dungeon Bash experimental. If you approach
monster you get a free attack. No prompt is displayed but unless you bump
into a monster this turn is lost. A message "you stumble" is given and
turn ends.

--
Michal Bielinski


    Reply    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message, you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Jotaf  
View profile   Translate to Translated (View Original)
 More options 11 Nov, 02:08
Newsgroups: rec.games.roguelike.development
From: Jotaf <jota...@hotmail.com>
Date: Tue, 10 Nov 2009 18:08:29 -0800 (PST)
Local: Wed 11 Nov 2009 02:08
Subject: Re: Special abilities for fighters
Bear: This is actually a pretty nice proposal, I'd like to see how it
works in practice! Both your original method and the one of having a
free move after an attack seem to have their advantages.

On 9 Nov, 00:08, Joshua Day <josh....@gmail.com> wrote:

> If I get a free move after my attack, I
> shouldn't know the result of the attack until I have moved or passed.

I don't really see the problem here :)

> If I get a free attack after I move then combat can be resolved with one
> keystroke, but if I want to move again instead I have to pass first --
> otherwise monsters would get two turns at once.

Maybe attack+move is a better fit. You can forgo the free move by
standing still (numpad 5), or attack again, in which case you'd be
implying that for your next turn you also want to attack the same
target. This would be useful to reduce the number of keypresses when
steamrolling weak enemies; for all other cases you can either take the
free move or attack and stand still.

I can imagine a ninja character activating the temporary ability to
have 3 or 4 free moves, it could actually make for a great spell or
potion :)

Jotaf


    Reply    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message, you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Ray  
View profile   Translate to Translated (View Original)
 More options 11 Nov, 04:34
Newsgroups: rec.games.roguelike.development
From: Ray <b...@sonic.net>
Date: Tue, 10 Nov 2009 20:34:50 -0800
Local: Wed 11 Nov 2009 04:34
Subject: Re: Special abilities for fighters

Joshua Day wrote:
> Ray wrote:
>> [...] the fighter moves *and* attacks. [...]
> It is possible to hack this by giving a free move after an attack (with
> certain constraints) or a free attack after a move, but you always hit
> exceptional cases.  

That's the thing.  I absolutely don't want a fighter to think of
moving and attacking as separate actions, even if one is "free" in
terms of time.  

> One problem is that this is meant to be atomic: You
> are attacking while moving.  If I get a free move after my attack, I
> shouldn't know the result of the attack until I have moved or passed.

That's the point, and the intent, rather than a problem.  So there
is no "pass" - that's thinking of it as a separate action again.  

> It always takes two keystrokes to resolve a round of combat.

Why?  A fighter moves & attacks in one round, with one command.
For a fighter, attacking under these circumstances is implied
by the movement command, the same way attacking is implied by
the movement commands in "bump combat" for all classes.  

It's the round of NON-combat movement that might take an extra
keystroke if there's a hostile mob around; the player would have
to press "." or something for "non-attacking move" before he hits
the direction key.
                                Bear


    Reply    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message, you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Konstantin Stupnik  
View profile   Translate to Translated (View Original)
 More options 11 Nov, 06:27
Newsgroups: rec.games.roguelike.development
From: Konstantin Stupnik <konstantin.stup...@gmail.com>
Date: Wed, 11 Nov 2009 12:27:39 +0600
Local: Wed 11 Nov 2009 06:27
Subject: Re: Special abilities for fighters
Ray wrote:
> David Damerell wrote:

>> Quoting  Ray  <b...@sonic.net>:
>>> Second, now the fighter class needs a special command for
>>> "Move without attacking nearby hostiles" - but I think most
>>> players will want to do that only fairly seldom,
>> That might depend on the number of "passive defence" monsters like
>> NetHack's blue jellies.

> Exactly.  That would be the sort of thing that "move without
> attacking" is there to deal with.

This one can be switchable.
Like tactics in adom, but with only two states.
Odds are high that you will want to make several
non-extra-attacking turns, before switching to
default behavior.

I like idea in general.


    Reply    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message, you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Cuboidz  
View profile   Translate to Translated (View Original)
 More options 11 Nov, 07:37
Newsgroups: rec.games.roguelike.development
From: Cuboidz <dieter.be...@gmail.com>
Date: Tue, 10 Nov 2009 23:37:17 -0800 (PST)
Local: Wed 11 Nov 2009 07:37
Subject: Re: Special abilities for fighters
On 11 nov, 05:34, Ray <b...@sonic.net> wrote:

> It's the round of NON-combat movement that might take an extra
> keystroke if there's a hostile mob around; the player would have
> to press "." or something for "non-attacking move" before he hits
> the direction key.

How about a "Safe Walk" modifier key like in POWDER? Only, in this
case, it would have a twofold purpose, preventing both unintended
"bump combat" as well as an unintended "move-attack". It could of
course be a switch, like Konstantin Stupnik suggested - i.e. wandering
mode / combat mode.

    Reply    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message, you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Paul Donnelly  
View profile   Translate to Translated (View Original)
 More options 11 Nov, 17:12
Newsgroups: rec.games.roguelike.development
From: Paul Donnelly <paul-donne...@sbcglobal.net>
Date: Wed, 11 Nov 2009 11:12:30 -0600
Local: Wed 11 Nov 2009 17:12
Subject: Re: Special abilities for fighters

Ray <b...@sonic.net> writes:

Sounds good except for:

> Third, some moves will give the fighter an opportunity to
> attack one of two or more different targets, and you will
> need a way to let the player designate one of them.  But this
> is fairly simple: the player's hand is already on the direction
> keys, and all you need to do in response to this prompt is
> pick the attack direction.  

Occasionally (but not always) prompting a player for an additional
direction seems pretty lame to me. I'd almost rather see the game "do
the right thing", and just pick one. Another possibility would be to
interpret two successive cardinal-direction moves as a diagonal
move. For example:

....
.M..
.@M.
....

Pressing "k l" would attack the upper of the two monsters while moving
diagonally, but pressing "l k" would attack the lower. Pressing "j l"
would attack nothing. I mean for these chains to be interpreted as
single motions, so it would be necessary to wait for the second
keypress, if any (obviously the delay could be customizable so players
could select snappy response or more forgiving timing). You could also
include the normal diagonal movement keys, which would allow movement
without attacking without a modifier or toggle. "Approach and stab"
could perhaps be accomplished by approaching then pressing the attack
key (which would function as timed input, not a second turn).


    Reply    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message, you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Ray  
View profile   Translate to Translated (View Original)
 More options 11 Nov, 20:54
Newsgroups: rec.games.roguelike.development
From: Ray <b...@sonic.net>
Date: Wed, 11 Nov 2009 12:54:31 -0800
Local: Wed 11 Nov 2009 20:54
Subject: Re: Special abilities for fighters

Paul Donnelly wrote:
> Ray <b...@sonic.net> writes:

> Sounds good except for:
>> Third, some moves will give the fighter an opportunity to
>> attack one of two or more different targets, and you will
>> need a way to let the player designate one of them.  
> Occasionally (but not always) prompting a player for an additional
> direction seems pretty lame to me. I'd almost rather see the game "do
> the right thing", and just pick one.

True, and I'm inclined to agree.  There are a lot of possible
ways to resolve it, including:

   *Whichever's on the side of the character's dextrous hand,
     assuming the character is facing in the direction of
     movement (different for right-handed vs. left-handed
     characters).

   *Whichever has most recently attacked the character.

   *Whichever the character has most recently attacked.

                                Bear


    Reply    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message, you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Jotaf  
View profile   Translate to Translated (View Original)
 More options 12 Nov, 02:05
Newsgroups: rec.games.roguelike.development
From: Jotaf <jota...@hotmail.com>
Date: Wed, 11 Nov 2009 18:05:57 -0800 (PST)
Local: Thurs 12 Nov 2009 02:05
Subject: Re: Special abilities for fighters
On 11 Nov, 20:54, Ray <b...@sonic.net> wrote:

> True, and I'm inclined to agree.  There are a lot of possible
> ways to resolve it, including:

>    *Whichever's on the side of the character's dextrous hand,
>      assuming the character is facing in the direction of
>      movement (different for right-handed vs. left-handed
>      characters).

>    *Whichever has most recently attacked the character.

>    *Whichever the character has most recently attacked.

>                                 Bear

Or have a target system, which would be needed anyway if you have
ranged combat. You could use any of the above rules to decide the
default target, but the player could switch at any time. This also
implies that the target is marked somehow (ie, background color),
which is important IMO. It would give the player the most control with
the least amount of keystrokes.

Jotaf


    Reply    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message, you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Paul Donnelly  
View profile   Translate to Translated (View Original)
 More options 12 Nov, 03:00
Newsgroups: rec.games.roguelike.development
From: Paul Donnelly <paul-donne...@sbcglobal.net>
Date: Wed, 11 Nov 2009 21:00:27 -0600
Local: Thurs 12 Nov 2009 03:00
Subject: Re: Special abilities for fighters

Do you mean like having a designated current target at all times? Not a
bad idea, especially if it switches automatically unless you've
indicated a preference.

    Reply    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message, you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Gerry Quinn  
View profile   Translate to Translated (View Original)
 More options 12 Nov, 15:45
Newsgroups: rec.games.roguelike.development
From: Gerry Quinn <ger...@indigo.ie>
Date: Thu, 12 Nov 2009 15:45:34 -0000
Local: Thurs 12 Nov 2009 15:45
Subject: Re: Special abilities for fighters
In article <4afb2588$0$1660$742ec...@news.sonic.net>, b...@sonic.net
says...

Or, simply, attack them all.

- Gerry Quinn


    Reply    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message, you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Martin Read  
View profile   Translate to Translated (View Original)
 More options 12 Nov, 18:20
Newsgroups: rec.games.roguelike.development
From: Martin Read <mpr...@chiark.greenend.org.uk>
Date: 12 Nov 2009 18:20:07 +0000 (GMT)
Local: Thurs 12 Nov 2009 18:20
Subject: Re: Special abilities for fighters

Michal Bielinski <dungeon_kee...@tlen.pl> wrote:
>This is implemented in Martin's Dungeon Bash experimental. If you approach
>monster you get a free attack. No prompt is displayed but unless you bump
>into a monster this turn is lost. A message "you stumble" is given and
>turn ends.

It's broader than "approach"; you can use this facility to "dance"
around a monster if space and the monster's HP permit.
--
\_\/_/ turbulence is certainty turbulence is friction between you and me
 \  /  every time we try to impose order we create chaos
  \/   -- Killing Joke, "Mathematics of Chaos"

    Reply    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message, you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Jotaf  
View profile   Translate to Translated (View Original)
 More options 13 Nov, 02:39
Newsgroups: rec.games.roguelike.development
From: Jotaf <jota...@hotmail.com>
Date: Thu, 12 Nov 2009 18:39:57 -0800 (PST)
Local: Fri 13 Nov 2009 02:39
Subject: Re: Special abilities for fighters
On 12 Nov, 15:45, Gerry Quinn <ger...@indigo.ie> wrote:

> Or, simply, attack them all.

> - Gerry Quinn

Hm, no matter how tempting the other methods can be, this has the
advantages of being simple and potentially adding strategy. Moving
through the middle of two or more enemies would be preferred, to
multiply damage. It's counter-intuitive since usually in that
situation the player should be at a disadvantage; but it could work
nicely as a skill for veterans only. Or just divide the damage equally
among the enemies, then the damage dealt would always be the same.

Jotaf


    Reply    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message, you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Radomir Dopieralski  
View profile   Translate to Translated (View Original)
 More options 17 Nov, 05:41
Newsgroups: rec.games.roguelike.development
From: Radomir Dopieralski <n...@sheep.art.pl>
Date: Tue, 17 Nov 2009 05:41:18 +0000 (UTC)
Local: Tues 17 Nov 2009 05:41
Subject: Re: Special abilities for fighters
At Tue, 10 Nov 2009 20:34:50 -0800, Ray wrote:

> Joshua Day wrote:
>> Ray wrote:
>>> [...] the fighter moves *and* attacks. [...]

>> It is possible to hack this by giving a free move after an attack (with
>> certain constraints) or a free attack after a move, but you always hit
>> exceptional cases.  

> That's the thing.  I absolutely don't want a fighter to think of
> moving and attacking as separate actions, even if one is "free" in
> terms of time.  

Some table-top strategy games solve this problem by always making the
combat mutual -- that is, each time one of the parties attacks, the other
has an opportunity to counter-attack. Actually, depending on the
initiative, the counter-attack may even come first. This not only speeds
up combat (which is important in tabletop games) and removes the special
case of "last step before combat", but also allows to continue combat
while one of the parties is moving -- it's just slower. You can even make
an extra step and make the combat implied whenever you are standing next
to a hostile monster -- mangband does something similar to cope with lags.
Then both fighters can move during combat. Of course it makes fleeing
considerably harder if combat doesn't cost extra turn.

--
Radomir Dopieralski, http://sheep.art.pl


    Reply    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message, you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Joshua Day  
View profile   Translate to Translated (View Original)
 More options 17 Nov, 08:46
Newsgroups: rec.games.roguelike.development
From: Joshua Day <josh....@gmail.com>
Date: Tue, 17 Nov 2009 08:46:09 +0000 (UTC)
Local: Tues 17 Nov 2009 08:46
Subject: Re: Special abilities for fighters

Ray wrote:

> Joshua Day wrote:
>> It is possible to hack this by giving a free move after an attack (with
>> certain constraints) or a free attack after a move, but you always hit
>> exceptional cases.  

> That's the thing.  I absolutely don't want a fighter to think of
> moving and attacking as separate actions, even if one is "free" in
> terms of time.  

The two-button variants I was dissecting are clearly unnecessary in the
face of suggestions like Gerry's (that every eligible monster be
attacked) and yours (that it might be settled by handedness).
Two-button variants are preferable to variants that prompt occasionally,
but that's faint praise in the face of variants that never prompt and
never multiply the appearance of turns.

--
Joshua


    Reply    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message, you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
End of messages
« Back to Discussions « Newer topic     Older topic »

Create a group - Google Groups - Google Home - Terms of Service - Privacy Policy
©2009 Google