DRL > Requests For Features

Intuition

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Dervis:
In my opinion Intuition is about knowing where are the safe/dangerous parts of the map, and as it is now it's being used to shoot monsters out of sight. So I suggest redesigning intuition(3) in the following way to make it less exploitable:

1 - Remove the Eagle Eye prerequisite for melee and shotty guys to be able to get it if they want.
2 - Instead of showing red dots all the time, i'd suggest making it show all the monsters in the map but only on certain times, namely on map entry and whenever you gain xp.

This way you'd remove the control from people having knowledge of where monsters are all the time and would reward doomish players on a killing spree.
Shouldn't be hard to code either imo, you just have to stick it on the routine you use for xp.

007bistromath:
I like the goal, but would accomplish it in a different way. A door that has Something Bad behind it gets colored red. Ideally, this shouldn't be just any monster. You don't care if there's a grunt in there. But you might care if there are four grunts, a sergeant, and an imp, or a pair of cacos. So, Something Bad is defined as a monster or group of monsters which constitute some high percentage of your current XP.

Potman:
Or how about putting dots on the edge of your vision range, that'd show the general direction and power of an enemy? Like, if there's a green dot on your right, it means that there's a weak enemy or two on your right, while a yellow one would mean many weak or a couple of more stronger enemies. Red dot would either mean many moderate-strength foes or a single very powerful one, and purple would be many powerful enemies.

Zeb:

--- Quote from: Potman on October 26, 2007, 09:49 ---Or how about putting dots on the edge of your vision range, that'd show the general direction and power of an enemy? Like, if there's a green dot on your right, it means that there's a weak enemy or two on your right, while a yellow one would mean many weak or a couple of more stronger enemies. Red dot would either mean many moderate-strength foes or a single very powerful one, and purple would be many powerful enemies.

--- End quote ---

I actually brought up something like this back when everyone was talking about how to nerf Int(3), and I still think it would be a good idea. One change I'd make is to also make the dots dependent on how close to the group of monsters you are. For example, if you're all the way on the right side of the map, and a group of Arachnatrons are all the way on the left, it wouldn't make sense to show a purple dot right away. May if they're within one viewing range of the edge of your viewing range, it'd be the correct priority (in this case, purple) and if they were withing two viewing ranges they'd be red, and anywhere else would be yellow. Lesser threats would use the same system, with red-yellow-green for red threats and yellow-green-nonappearing for yellow threats for instance. That way, you'd be better able to gauge the path of least resistance. (or if you're in a fighting mood, the path of most resistance.)

Also, to make up for not knowing exact locations, I'd have stairs show up with Int(3). There's no way a master DooM player wouldn't know where the exits are, and that would make it a useful trait for builds that would be having to run away a lot.

Const:

--- Quote from: Dervis on October 26, 2007, 03:54 ---
2 - Instead of showing red dots all the time, i'd suggest making it show all the monsters in the map but only on certain times, namely on map entry and whenever you gain xp.

This way you'd remove the control from people having knowledge of where monsters are all the time and would reward doomish players on a killing spree.
Shouldn't be hard to code either imo, you just have to stick it on the routine you use for xp.

--- End quote ---

Not so easy. Drawing an output is quite different routine. And it's hard to connect them. And what can be meaning of that Intuition? It's hard to remember, where enemies was, and not very helpful - enemies are moving.


--- Quote from: 007bistromath on October 26, 2007, 06:54 ---A door that has Something Bad behind it gets colored red.
--- End quote ---

Also hard to realize. How program can to know, is the enemy behind a door or not?
And some levels haven't doors.


--- Quote from: Potman on October 26, 2007, 09:49 ---Or how about putting dots on the edge of your vision range, that'd show the general direction and power of an enemy? Like, if there's a green dot on your right, it means that there's a weak enemy or two on your right, while a yellow one would mean many weak or a couple of more stronger enemies. Red dot would either mean many moderate-strength foes or a single very powerful one, and purple would be many powerful enemies.
--- End quote ---

But how the program can distinguish some single monsters from a group? And direction of which monster in group program must show?
And about monster strength - it's very subjective. IMHO, it's better and easier to show monster type.

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